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ZERO HOUR: 1939 [BETA]

ZERO HOUR: 1939 [BETA]

A Roblox experience owned by [WWC] World War Community.

ShooterENWorld War IIFirst-Person ShooterSquad-based Combat

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

The world is at war. Again. Step into 1939 and experience intense, historically inspired first-person combat. Fight as the Allies or Axis, deploy alongside your squad, and battle for control of war-torn objectives. 🔫 Immersive WWII gunplay 🎖️ Classes and customizable loadouts 🤝 Squad deployment and team-based combat 💥 Objective-driven multiplayer battles 🗺️ Expanding weapons, maps, and fronts [CONTROLS] Z- Spot Enemy B- Use Bandages Q/E- Tilt Weapons for cornered shooting G- Grenade Throw C- Crouch SHIFT- Sprint Master iconic weapons, support your squad, and survive the chaos of the battlefield. This is your war. This is ZERO HOUR. ⚠️ ZERO HOUR is currently in development. Expect continued improvements, balancing, new content, and occasional bugs. Join [WWC] World War Community for development updates, organized battles, and announcements. ZERO HOUR is a fictionalized historical combat experience. It does not endorse real-world extremist organizations or ideologies.

Last updated by the developer 10 Aug 2026, 14:46 UTC.

0
playing (measured 10 Aug 2026, 17:33 UTC)
568
lifetime visits
87%
liked (20 👍 / 3 👎)
62
favourites (109.2 per 1k visits)
15 January 2025
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 We do not publish numbers we have not measured.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, 17:330first reading

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

Monetization — game passes

BAGPIPE
50 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

BETA TESTER · welcome0 · 0.00% win
Founder · other0 · 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

87918920 August 2026 — 91 % liked31 August 2026 — 87 % liked20 August 202631 August 2026
2 measurements spanning 10 days, net -4. 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 86–92 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
31 Aug 2026, 02:1587-4
20 Aug 2026, 22:3291first reading

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