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Familiar [HORROR]

Familiar [HORROR]

A Roblox experience owned by QXSTUDIOS.

HorrorENhorrorco-oppuzzle

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

FAMILIAR You recognize this place. You just don’t remember being here. Enter Chapter One alone or with a party of up to four travelers. Follow a path from a sealed cave into flooded sewers, buried tunnels, and an ancient maze where the markings leave one warning: If the torches go out, run. Break through boarded passages, clear collapsed routes, restore rusted machinery, and use the Maze Compass when the way forward can no longer be trusted. Someone hiding below claims to have escaped a mental hospital—but neither of you knows whether this place is freedom, a dream, or something wearing the shape of a memory. Your lantern may change. Its light will not. Every lantern is cosmetic and provides equal visibility. CONTROLS Shift — Sprint on PC L2 — Sprint on Xbox F — Equip Lantern G — Open Inventory Familiar is a story-driven horror experience inspired by unsettling folklore, abandoned places, and distorted realities. Explore forgotten paths, solve environmental puzzles, an

Last updated by the developer 9 Aug 2026, 17:11 UTC.

3
playing (measured 11 Aug 2026, 10:36 UTC)
23,746
lifetime visits
50%
liked (85 👍 / 84 👎)
1,688
favourites (71.1 per 1k visits)
12 July 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 We do not publish numbers we have not measured.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, 10:360first reading

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

Monetization — game passes

Familiar VIP
499 R$
Relic Lantern Collection
149 R$
Maze Compass
99 R$
10 Robux
10 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

CHAPTER 1 COMPLETED · progression2,627 · 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

505150.516 August 2026 — 51 % liked26 August 2026 — 51 % liked5 September 2026 — 51 % liked15 September 2026 — 51 % liked25 September 2026 — 51 % liked5 October 2026 — 51 % liked15 October 2026 — 50 % liked25 October 2026 — 50 % liked16 August 202625 October 2026
8 measurements spanning 70 days, net -1. 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 50–51 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Oct 2026, 08:5250no change
15 Oct 2026, 08:5250-1
5 Oct 2026, 08:5151no change
25 Sept 2026, 08:5151no change
15 Sept 2026, 08:5051no change
5 Sept 2026, 08:5051no change
26 Aug 2026, 08:5051no change
16 Aug 2026, 08:5051first reading

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