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[🌦️UPDATE2] All of Us Are Zombies 🧟‍♂️ [BETA]

[🌦️UPDATE2] All of Us Are Zombies 🧟‍♂️ [BETA]

A Roblox experience owned by FDK Studios.

SurvivalENzombie survivalschool settingnetflix IP

All of Us Are Zombies is a survival experience created on 2025-07-20. It has accumulated 11,044,810 lifetime visits and 38,465 favorites. Currently, 39 users are playing. The game holds a 65% like percentage. The description notes it is inspired by a Netflix show and is in beta status.

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

👋 Welcome to "All of Us Are Zombies" USE CODE "UPDATE2" FOR FREE REWARDS! Team up with people and survive in the school of zombie apocalypse. Eliminate zombies, find weapons and escape the school. Inspired by the Netflix show "All of Us Are Dead" ⚠️ Game is still in BETA, so expect bugs.

Last updated by the developer 9 Aug 2026, 17:35 UTC.

39
playing (measured 10 Aug 2026, 22:45 UTC)
11,044,810
lifetime visits
65%
liked (4,917 👍 / 2,608 👎)
39,429
favourites (3.6 per 1k visits)
20 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 We do not publish numbers we have not measured.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
10 Aug 2026, 22:4519first reading

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

Monetization — game passes

2x Coins
19 R$
Medic
11 R$
Double Rolls
11 R$
Auto Roll
9 R$
Extra Storage
9 R$
VIP
9 R$
Infinite Sprint
9 R$
Lucky Roll
8 R$
Quick Dash
7 R$
Double Hambie
5 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! · welcome178,114 · 100.0% win
You've Won! · progression3,782 · 2.7% 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

6513 August 2026 — 65 % liked23 August 2026 — 65 % liked2 September 2026 — 65 % liked12 September 2026 — 65 % liked22 September 2026 — 65 % liked2 October 2026 — 65 % liked12 October 2026 — 65 % liked22 October 2026 — 65 % liked1 November 2026 — 65 % liked13 August 20261 November 2026
9 measurements spanning 80 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 64–66 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 20:0465no change
22 Oct 2026, 19:5165no change
12 Oct 2026, 19:4965no change
2 Oct 2026, 19:4865no change
22 Sept 2026, 19:4765no change
12 Sept 2026, 19:4665no change
2 Sept 2026, 19:4565no change
23 Aug 2026, 19:3865no change
13 Aug 2026, 19:3765first reading

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