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Affright [ALPHA]

Affright [ALPHA]

A Roblox experience owned by game:GetService("Players").

HorrorENasymmetric multiplayerhorroralpha build

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

!!! very busy with university so ill be inactive for while !!! [ Introduction ] Brand new Asymmetric game that is focused on fast-paced and lightweight (recommended to play without thinking) gameplay with various original characters, lore, and story. ⚠️ WARNING ⚠️ This game is in [ALPHA] state. Which means it may contain bugs and placeholders, and everything can be subject to change. Data wipe might be caused by consideration of the developer. Data wipe will not be caused unless there is serious problem such as data corruption. (Please report bugs through our Community down below in the game description.) [ Control ] Shift - Sprint Ctrl - Shiftlock KeyBinds - {M1, Q, E, R} Heavily inspired by DieOfDeath, Forsaken

Last updated by the developer 3 Aug 2026, 07:04 UTC.

0
playing (measured 11 Aug 2026, 19:17 UTC)
50,742
lifetime visits
71%
liked (471 👍 / 192 👎)
1,543
favourites (30.4 per 1k visits)
13 November 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 We do not publish numbers we have not measured.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, 19:170first reading

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

Monetization — game passes

VIP
250 R$
Quick Learner
150 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

Alpha male · other18,315 · 100.0% win
Affrighting Atmosphere · other18,310 · 100.0% 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

7115 August 2026 — 71 % liked25 August 2026 — 71 % liked15 August 202625 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 70–72 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Aug 2026, 18:0471no change
15 Aug 2026, 17:4771first reading

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