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IMPOSSIBLE TROLL DIFFICULTY CHART OBBY

IMPOSSIBLE TROLL DIFFICULTY CHART OBBY

A Roblox experience owned by TROLL³.

ObbyENtrollincreasing difficultychart-based progression

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

IMPOSSIBLE TROLL DIFFICULTY CHART OBBY 😤😡 If you want to get trolled, but with an increasing difficulty. Welcome to IMPOSSIBLE TROLL DIFFICULTY CHART OBBY (ITDCO), similar to ITO, is an obby that trolls you gradually more each stage and more-so each difficulty. Stages: 80/120+ Music by IAmHash tags (ignore): obby, impossible, dco, wou:cg, api-status-new, oxalyl-proxy--ignore-public, super hard, the impossible obby, the possible obby, troll, dco, hard

Last updated by the developer 20 Dec 2025, 14:19 UTC.

0
playing (measured 10 Aug 2026, 17:45 UTC)
19,277
lifetime visits
85%
liked (46 👍 / 8 👎)
1,083
favourites (56.2 per 1k visits)
4 December 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 We do not publish numbers we have not measured.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, 17:450first reading

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

Monetization — game passes

Fling Glove
499 R$
Invincibility
329 R$
Fusion Coil
299 R$
Gravity Coil
199 R$
Speed Coil
149 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 · welcome15,520 · 0.00% win
Effortless · other12,304 · 0.00% win
Very Easy · other8,569 · 0.00% win
Easy · other7,115 · 0.00% win
Medium · other5,875 · 0.00% win
Average · other4,541 · 0.00% win
Hard · other3,590 · 0.00% win
Extreme · other151 · 0.00% win
Arduous · other24 · 0.00% win
Impossible · progression0 · 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

848584.516 August 2026 — 84 % liked5 September 2026 — 84 % liked15 September 2026 — 85 % liked25 September 2026 — 85 % liked15 October 2026 — 85 % liked16 August 202615 October 2026
5 measurements spanning 60 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 84–85 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
15 Oct 2026, 14:2285no change
25 Sept 2026, 14:2085no change
15 Sept 2026, 14:1885+1
5 Sept 2026, 14:1884no change
16 Aug 2026, 14:0684first reading

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