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Escape the Prison

Escape the Prison

A Roblox experience owned by Hashworks.

AdventureENprison escapestealthmultiplayer

Escape the Prison is an adventure experience created on June 14, 2025. The game records 29,445,091 lifetime visits and 39,059 favorites. Currently, eight users are playing. The title maintains a 94% like percentage. It offers private servers and focuses on gameplay involving guards and leaderboards.

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

Welcome to Escape the Prison! 👮 Distract the GUARDS with friends! 💪 Dominate the leaderboards to prove yourself! 🚨 Can you escape the prison without getting caught? 🔒 Lagging? Enjoy private servers for FREE!

Last updated by the developer 22 Mar 2026, 22:59 UTC.

8
playing (measured 10 Aug 2026, 14:21 UTC)
29,445,091
lifetime visits
94%
liked (72,332 👍 / 4,826 👎)
39,106
favourites (1.3 per 1k visits)
14 June 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 We do not publish numbers we have not measured.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, 14:2113first reading

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

Monetization — game passes

Deadly Treadmill
200 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

Stage 1 · progression10,921,442 · 100.0% win
Stage 2 · progression9,071,723 · 88.2% win
Stage 3 · progression6,548,680 · 57.1% win
Stage 4 · progression6,246,618 · 57.1% win
Stage 5 · progression3,655,918 · 30.0% win
Stage 7 · progression2,499,782 · 31.0% win
Stage 6 · progression2,472,842 · 32.0% win
Stage 8 · progression2,434,363 · 31.0% win
Stage 9 · progression1,729,028 · 22.7% win
Stage 10 · progression1,665,530 · 22.2% 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

9423 August 2026 — 94 % liked2 September 2026 — 94 % liked12 September 2026 — 94 % liked22 September 2026 — 94 % liked2 October 2026 — 94 % liked12 October 2026 — 94 % liked22 October 2026 — 94 % liked1 November 2026 — 94 % liked23 August 20261 November 2026
8 measurements spanning 70 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 93–95 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 16:0394no change
22 Oct 2026, 16:0094no change
12 Oct 2026, 15:5394no change
2 Oct 2026, 15:5194no change
22 Sept 2026, 15:5094no change
12 Sept 2026, 15:4994no change
2 Sept 2026, 15:4694no change
23 Aug 2026, 15:3394first reading

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