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SCP : Contain and Maintain

SCP : Contain and Maintain

A Roblox experience owned by SCP : Contain and Maintain.

HorrorENSCP FoundationTeam-based StrategyHorror

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

[🧬] Beta Stage Testing (Flashing Lights warning⚠️) SCP:CM (Contain and Maintain) is a team-based SCP experience focused on coordination, strategy, and high-risk containment scenarios. Players take on the role of Site-19 Mobile Task Forces, working together to regain control of a breached facility. Your objective is simple in theory, but difficult in practice: recontain escaped SCPs, eliminate hostile survivors, and rescue remaining personnel while navigating the facility. Some situations can be handled with careful teamwork, while others quickly spiral into chaos. Communication and decision-making are key to keeping the situation under control. The game is currently in public beta. Systems, mechanics, and balance are still being actively worked on, and changes may happen frequently as development continues toward full release. Official Group (Unlock E.S.D.): https://www.roblox.com/communities/923486801

Last updated by the developer 9 Aug 2026, 10:38 UTC.

4
playing (measured 10 Aug 2026, 20:48 UTC)
192,576
lifetime visits
89%
liked (1,511 👍 / 196 👎)
4,191
favourites (21.8 per 1k visits)
3 January 2026
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 We do not publish numbers we have not measured.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, 20:488first reading

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

Monetization — game passes

Support #2
500 R$
[ Shield Specialist ]
170 R$
Support #1
100 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! · welcome58,404 · 53.2% win
Good Ending · progression25,455 · 25.8% win
Don't Look At Me · other13,876 · 19.4% win
A Decayed March · other11,943 · 24.2% win
Show Yourself · other7,077 · 11.3% win
Bad Ending · progression6,631 · 6.5% win
A Strange Statue · other5,534 · 21.0% win
No Man's Land · other4,546 · 22.6% win
Shell Shocked · other3,421 · 14.5% 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

888988.515 August 2026 — 88 % liked25 August 2026 — 89 % liked15 August 202625 August 2026
2 measurements spanning 10 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 88–89 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Aug 2026, 05:0789+1
15 Aug 2026, 05:0788first reading

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