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[CONSOLE] Blind Tag

[CONSOLE] Blind Tag

A Roblox experience owned by Blind Tag Games.

Social & hangoutENinvisibility mechanicpotions and toolsleaderboards

[CONSOLE] Blind Tag is a social-hangout experience created on December 24, 2025. The game has accumulated 522,745 lifetime visits and 46,402 favorites. Currently, zero players are active. The title holds a 68% like percentage. Hiders remain invisible until revealed periodically, while seekers attempt to locate them. Players utilize potions and tools to enhance gameplay mechanics during these rounds.

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

Hiders are fully invisible and must survive while seekers hunt them down. Every 10 seconds, hiders are revealed for 5 seconds 👀 that’s your moment. Use crazy potions and tools 🧪 like speed, vision, jump boosts to outplay everyone. Grind for coins, XP, levels, spins 💰🎡 unlock rewards and climb the leader boards 🏆 Fast rounds 🔥 high skill 😈 nonstop action 💥 Hide smart… or hunt better. Use code 10KVISITS Use code 50KVISIT

Last updated by the developer 21 Feb 2026, 01:48 UTC.

0
playing (measured 11 Aug 2026, 04:45 UTC)
522,745
lifetime visits
68%
liked (770 👍 / 358 👎)
46,408
favourites (88.8 per 1k visits)
24 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 We do not publish numbers we have not measured.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
11 Aug 2026, 04:451first reading

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

Monetization — game passes

Place Holder
35,715 R$
VIP
249 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

Played the game! · welcome355,683 · 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

6814 August 2026 — 68 % liked24 August 2026 — 68 % 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 67–69 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 20:4968no change
14 Aug 2026, 20:4868first reading

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