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Squid io

Squid io

A Roblox experience owned by PLEASE DON'T DMCA CREATIONS.

MinigamesENterritory capturesnake-like mechanicsarena combat

Squid io is a minigame experience created on 2025-06-27. The title has accumulated 544,081 lifetime visits and 341 favorites. Currently, zero players are active. The experience holds a 73% like percentage. The description indicates gameplay involves capturing arena territory by encircling it and defeating opponents.

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

🌟 Welcome to Squid io 👑In this game the player has to compete with other players to capture the entire arena. 💀Players may defeat others by running their head into other tails. 🌟The point of the game is to capture as much territory as possible by encircling it. 👍 Be sure to like and favorite this game if you enjoyed it! ⭐

Last updated by the developer 26 Oct 2025, 15:52 UTC.

0
playing (measured 11 Aug 2026, 06:50 UTC)
544,081
lifetime visits
73%
liked (347 👍 / 126 👎)
343
favourites (0.6 per 1k visits)
27 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 We do not publish numbers we have not measured.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
11 Aug 2026, 06:500first reading

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

Monetization — game passes

x2 Speed
449 R$
VIP
149 R$
x2 Cash
99 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! · welcome369,643 · 0.00% win
Spawn Into the Game · welcome357,825 · 0.00% win
Played for 5 Mins! · other176,495 · 0.00% win
Played for 10 Mins! · other89,078 · 0.00% win
Played for 30 Mins! · other7,547 · 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

7314 August 2026 — 73 % liked24 October 2026 — 73 % liked14 August 202624 October 2026
2 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 72–74 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Oct 2026, 00:0373no change
14 Aug 2026, 20:3073first reading

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