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Unhinged

Unhinged

A Roblox experience owned by Deep Stories Studio.

HorrorENprocedural mazejump scare horrorescape puzzle

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

Welcome to UNHINGED. A procedurally generated maze. Every match is a brand new nightmare. Tight hallways. Suffocating atmosphere. Nothing is familiar. Nothing is safe. 🔍 Objective: Solve puzzles to unlock the exit… But move fast. Absurd monsters are hunting you down. They’ll eliminate you without warning. Every spawn is a risk. Every wrong turn could be your last. Once all puzzles are solved, the alarm blares and the countdown begins escape or die. ⚠️ Warnings: -Jump scares, flashing lights, loud sounds, intense stress. -Not recommended for sensitive players or those with medical conditions. 🛠️ TECHNICAL INFO: 🔧 Game in BETA: bugs may occur. Your feedback is valuable. 🎧 Headphones strongly recommended. 🖥️ Set graphics to 50%+ for the best experience. 🌟 If you enjoyed it: like, fav & share. 🔍 Tags: horror, jumpscare, escape, chaos, funny, stress, procedural, troll, roblox horror, unhinged, multiplayer, puzzle, viral

Last updated by the developer 8 May 2026, 17:51 UTC.

0
playing (measured 11 Aug 2026, 08:51 UTC)
115,084
lifetime visits
75%
liked (712 👍 / 241 👎)
7,027
favourites (61.1 per 1k visits)
20 March 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 We do not publish numbers we have not measured.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
11 Aug 2026, 08:510first reading

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

Monetization — game passes

+50% SPEED FOREVER
349 R$
+50% STAMINA FOREVER
299 R$
X2 MONEY FOREVER
299 R$
Advanced Night Vision
129 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

Good Ending · progression11,325 · 0.00% win
Gymnasium QuestRoom · progression5,447 · 0.00% win
Theater QuestRoom · other4,883 · 0.00% win
Warehouse QuestRoom · progression4,754 · 0.00% win
Generator QuestRoom · other4,682 · 0.00% win
Factory QuestRoom · other4,258 · 0.00% win
Museum QuestRoom · progression3,601 · 0.00% win
Electrical QuestRoom · progression3,462 · 0.00% win
Nightclub QuestRoom · progression3,273 · 0.00% win
Market QuestRoom · other3,216 · 0.00% win
Hospital QuestRoom · progression3,129 · 0.00% win
Bad Ending · progression2,624 · 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

7515 August 2026 — 75 % liked25 August 2026 — 75 % liked15 August 202625 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 74–76 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Aug 2026, 09:5075no change
15 Aug 2026, 09:4875first reading

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