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Create Trolley Problems

Create Trolley Problems

A Roblox experience owned by Virtual Valley Games.

OtherENmoral dilemmasuser-generated contentsimulation

Create Trolley Problems is an experience in the other genre, created on 2024-12-13. It has accumulated 852,520 lifetime visits and 36,210 favorites. The current player count is 0, with a 64% like percentage. The game allows users to submit and play through trolley problem scenarios.

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

Remember Absurd Trolley Problems by Neal Fun? This game puts YOU in charge of the questions, allowing submissions and playing through one at a time! 🎨 📝🚃❗ *Some questions are server created questions; others are player created, the submission process goes through Roblox, and the question contents do not reflect views of the developers* Create Trolley Problems by Virtual Valley Games Full Credits: https://devforum.roblox.com/t/create-trolley-problems-full-credits/3594132

Last updated by the developer 21 Dec 2025, 19:07 UTC.

0
playing (measured 10 Aug 2026, 14:03 UTC)
852,520
lifetime visits
64%
liked (193 👍 / 110 👎)
36,220
favourites (42.5 per 1k visits)
13 December 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 We do not publish numbers we have not measured.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
10 Aug 2026, 14:030first reading

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

Monetization — game passes

Blender
1,499 R$
Maddy
799 R$
Old Timer
279 R$
Bloo Dood
90 R$
Tony the Tram
40 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

Create Trolley Problems Beta Tester · other576,790 · 100.0% 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

6414 August 2026 — 64 % liked3 September 2026 — 64 % liked14 August 20263 September 2026
2 measurements spanning 20 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 63–65 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 18:5264no change
14 Aug 2026, 16:4964first reading

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