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Escape the cursed maze

Escape the cursed maze

A Roblox experience owned by The cursed maze.

HorrorENhorrormazeescape

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

Solo-developed horror escape game, built from concept to completion by one person. The goal is to collect all 7 gems hidden throughout the maze. The maze itself shifts with every horn sound — walls move, and getting caught between them can be deadly. A goblin roams the halls, and weapons are available to help you survive. Built in Roblox Studio over roughly one month, with custom mesh environments, VFX, and UI all created solo. Tags: Maze, Horror, Monster, Escape, Adventure, Gems, Weapons, Solo Dev

Last updated by the developer 26 Jul 2026, 21:01 UTC.

0
playing (measured 30 Aug 2026, 19:08 UTC)
2,875
lifetime visits
75%
liked (12 👍 / 4 👎)
151
favourites (52.5 per 1k visits)
30 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 We do not publish numbers we have not measured.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
30 Aug 2026, 19:080first reading

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

Monetization — game passes

VIP - [2x Pebbles]
89 R$
Tomahawk - [Throw ability]
25 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

First time playing · welcome2,264 · 0.00% win
Beta tester award · other2,261 · 0.00% win
Searched quickly? · collection1,468 · 0.00% win
Killed by the big one · progression720 · 0.00% win
YOU WON · progression169 · 0.00% win
First Kill · progression26 · 0.00% win
Maze Explorer · progression10 · 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

73797630 August 2026 — 79 % liked9 September 2026 — 73 % liked29 September 2026 — 75 % liked7530 August 202629 September 2026
3 measurements spanning 30 days, net -4. 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 72–80 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
29 Sept 2026, 19:1675+2
9 Sept 2026, 19:1573-6
30 Aug 2026, 19:0879first reading

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