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Scary baboon (OLD)

Scary baboon (OLD)

A Roblox experience owned by marov enterprise.

HorrorENhorrorjumpscareanimal

Scary baboon (OLD) is a horror experience created on 2025-01-16. It has accumulated 4,442,686 lifetime visits and 82,474 favorites. Currently, zero users are playing. The experience holds a 74% like percentage.

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

Scary baboon

Last updated by the developer 9 Aug 2026, 21:42 UTC.

0
playing (measured 10 Aug 2026, 16:08 UTC)
4,442,686
lifetime visits
74%
liked (1,437 👍 / 516 👎)
82,475
favourites (18.6 per 1k visits)
16 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 We do not publish numbers we have not measured.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, 16:080first reading

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

Monetization — game passes

(SB) Very Important Person
400 R$
(SB) Become a monster!
320 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

Welcome · welcome1,495,863 · 0.00% win
die for the first time · welcome1,160,781 · 0.00% win
hi there · welcome166,058 · 0.00% win
da epik duk!! · other69,736 · 0.00% win
creator wow · other2,047 · 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

7414 August 2026 — 74 % liked3 September 2026 — 74 % 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 73–75 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 02:3574no change
14 Aug 2026, 02:3474first reading

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