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overcome depression?

overcome depression?

A Roblox experience owned by B1YXL's.

OtherENmental health themebench avoidance mechanicinspirational

overcome depression? is an other genre Roblox experience created on 2024-11-20. The game has recorded 548,804 lifetime visits and 16,171 favorites. Currently, zero users are playing. The title holds a 95% like percentage. Updates have addressed camera shaking, notifications, and seasonal snow effects.

Description (written by the developer; not a statement by this register)

explore a world of struggle and hope in every small act of kindness helps lift the darkness. --update 3 ---- fixed camera shaking ---- better notification lol --update 4 ---- sometimes announcing the truth (im the one doing it not automatic) --update 5 ---- hoho merry christmas snow all over the map a better game than this: YOU GOOD? https://www.roblox.com/games/118245792608470/you-good **TRY YOUR BEST TO NOT BE IN CONTACT WITH THE BENCH NPC, YOU MIGHT BE FLUNG! ** Inspired by 100 games

Last updated by the developer 21 Feb 2026, 13:35 UTC.

0
playing (measured 11 Aug 2026, 21:05 UTC)
548,804
lifetime visits
95%
liked (4,420 👍 / 216 👎)
16,152
favourites (29.4 per 1k visits)
20 November 2024
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
11 Aug 2026, 21:050first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

cacac
500 R$
average Donation
100 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

you played · welcome431,474 · 100.0% win
I feel better... · other13,984 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

9514 August 2026 — 95 % liked24 August 2026 — 95 % liked14 August 202624 August 2026
2 measurements spanning 10 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 94–96 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 20:2395no change
14 Aug 2026, 20:2295first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.