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🎶RUMI K-POP PRISON RUN! (OBBY)

🎶RUMI K-POP PRISON RUN! (OBBY)

A Roblox experience owned by 1 AFK _.

ObbyENK-popObbyPrison Escape

🎶RUMI K-POP PRISON RUN! (OBBY) is an obby experience created on 2025-09-28. It has accumulated 3,371,096 lifetime visits and 108,364 favorites. The game holds a 66% like percentage. Currently, zero players are active.

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

Are you ready to break out of Prison?! Well let's do this! Today is The Rumi's Shift and he isn't exactly the most vigilant guard in the Prison. This gives us more of an advantage to make our escape. Make your way though 25 challenging Obstacles and make it to freedom. Once you beat the game on Easy mode why not challenge yourself to the HARD MODE. With more obstacles and traps to beat. Also try and beat your friends time score and become 1st Kpop Demon Hunters, Rumi, Zoey, Mira, Jinu, Abby, Mystery, Romance, Baby, Saja Boys

Last updated by the developer 23 Dec 2025, 14:22 UTC.

0
playing (measured 11 Aug 2026, 11:33 UTC)
3,371,096
lifetime visits
66%
liked (98 👍 / 50 👎)
108,358
favourites (32.1 per 1k visits)
28 September 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 We do not publish numbers we have not measured.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, 11:330first reading

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

Monetization — game passes

ALL Morph!
2,351 R$
ALL BUNDLE [SALE!]
1,468 R$
GOD MODE [SALE!]
801 R$
GOD BLASTER [SALE!]
572 R$
TELEKINESIS [SALE!]
536 R$
*VIP* [SALE!]
500 R$
JETPACK [SALE!]
458 R$
TASER [SALE!]
385 R$
GRAPPLE GUN [SALE!]
358 R$
SPEED BOOST [SALE!]
225 R$
GRAVITY BOOST [SALE!]
225 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! · welcome1,835,419 · 80.0% 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

6614 August 2026 — 66 % liked24 August 2026 — 66 % liked14 August 202624 August 2026
2 measurements spanning 10 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 65–67 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 04:5266no change
14 Aug 2026, 04:5166first reading

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