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Aichmophobia (BETA)

Aichmophobia (BETA)

A Roblox experience owned by Hall Of Blades.

Fighting & PvPENcombatpvpweapon mechanics

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

STAY HUMBLE GNG ------------------------------------------------------------------------- MECHANICS AND CONTROLS (you can change layout on settings) - M1 (left click): your swings, 3 of them - F (block): your block, lasts 3 seconds if fully held - R (Special): each weapon has a special ability, for example sword can feint m1s, trident can be thrown - C (Roll): gives u iframes - E (equip and unequip) ------------------------------------------------------------------------- BLOCK MECHANICS: Perfect Block: Block a hit within a window of .3 seconds (may vary if ur ping is high) Guard Counter: immediately m1 after a perfect block Parry: Perfect block a guard counter to stun them, gives you higher damage output

Last updated by the developer 9 Aug 2026, 09:47 UTC.

0
playing (measured 12 Aug 2026, 19:03 UTC)
6,060
lifetime visits
85%
liked (72 👍 / 13 👎)
62
favourites (10.2 per 1k visits)
25 April 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 We do not publish numbers we have not measured.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
12 Aug 2026, 19:030first reading

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

Monetization — game passes

image perms
100,000,000 R$
Big Donation
300 R$
Medium Donation
150 R$
Small Donation
75 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 took part in the Combine VS Rebels event! · social13 · 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.