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🔦The Fugitive [New Update 🌐]

🔦The Fugitive [New Update 🌐]

A Roblox experience owned by El axolotin.

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

🔦 THE FUGITIVE 🔦 You can run. You can hide. But you can’t escape. A dangerous fugitive has escaped and is hiding somewhere in the darkness. The place is abandoned, silent… but not empty. You are trapped inside, and every step you take could be your last. In The Fugitive, you must explore dark environments, search for clues, and survive while being hunted by an intelligent enemy that listens, learns, and adapts to your actions. Make noise, and he will find you. Stay still for too long, and he will find you anyway. ⚠️ This is not a game for the fearless. Lights can fail. Paths can change. And the fugitive is always closer than you think. 🔪 Features: • Intense horror atmosphere • Smart AI that reacts to players • Multiplayer survival experience • Hiding, running, and teamwork mechanics • Random events and jump scares • Multiple endings based on your choices Every match is different. Every decision matters. Trust no sound. Watch every shadow.

Last updated by the developer 20 Feb 2026, 16:16 UTC.

0
playing (measured 1 Oct 2026, 08:30 UTC)
395
lifetime visits
100%
liked (1 👍 / 0 👎)
3
favourites (7.6 per 1k visits)
30 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 We do not publish numbers we have not measured.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
1 Oct 2026, 08:300first reading

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

Monetization — game passes

vip
99 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

Owner is join · other1 · 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.