Roblox RegisterIndependent record of Roblox groups ยท not affiliated with Roblox Corporation
Smack Everyone Tower 2 ๐Ÿคš

Smack Everyone Tower 2 ๐Ÿคš

A Roblox experience owned by ํƒ€์›Œ ๊ฒŒ์ž„์ฆˆ!.

ObbyENtrolltowerpvp

Smack Everyone Tower 2 ๐Ÿคš is an obby experience created on 2025-05-19. The game has recorded 2,069,465 lifetime visits and 4,478 favorites. Currently, zero users are playing. The title holds a 90% like percentage. The description identifies it as a unique experience where players navigate obstacles while avoiding other participants.

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

Welcome to Smack everyone tower 2 ( Troll Players Tower ) ๐Ÿคš Can you get to the top without dying to the other players or the trolls! Note: This game is an entirely unique experience made from scratch

Last updated by the developer 23 Nov 2025, 19:54 UTC.

0
playing (measured 10 Aug 2026, 14:22 UTC)
2,069,465
lifetime visits
90%
liked (3,957 ๐Ÿ‘ / 434 ๐Ÿ‘Ž)
4,476
favourites (2.2 per 1k visits)
19 May 2025
created (per Roblox)

Play on Roblox โ†’

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 โ€” so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log โ€” every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 14:220first reading

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

Monetization โ€” game passes

Admin ๐Ÿ› ๏ธ
1,299 R$
Blackhole Smack ๐ŸŒŒ
1,129 R$
Glitch Smack [OP]
879 R$
Rainbow Carpet ๐ŸŒˆ
649 R$
Rainbow Smack ๐ŸŒˆ
399 R$
Ghost Invisible ๐Ÿ‘ป
79 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game arenโ€™t publicly listable.

Badge funnel

Welcome! ยท welcome1,136,177 ยท 0.00% win
You beat the Tongue Obby! ยท progression41,453 ยท 0.00% win
You beat the tower! ยท progression16,012 ยท 0.00% win

How many players have ever earned each badge โ€” 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 badgeโ€™s own name and description.

Like ratio over time

Growth

9014 August 2026 โ€” 90 % liked24 August 2026 โ€” 90 % liked3 September 2026 โ€” 90 % liked14 August 20263 September 2026
3 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 โ€” snapshots are recorded only when a count changes, so gaps mean โ€œno change observedโ€, never โ€œinterpolatedโ€. The vertical axis spans 89โ€“91 and does not start at zero.
Measurement log โ€” every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 12:0290no change
24 Aug 2026, 09:1590no change
14 Aug 2026, 09:0890first reading

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