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[UPD] Reach the Top🏔️

[UPD] Reach the Top🏔️

A Roblox experience owned by OktoStudio.

ObbyENparkourpvptower climb

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

In this game you have to Climb a dangerous tower and fight your way to the top to claim the crown! where players are your biggest obstacles. Survive the obby, and knock other players off using weapons like bows and bats. Only the smartest (or most chaotic 😈) players will make it to the top. 🏆 Earn badges ⚔️ PvP combat + parkour 😂 Fast, competitive, and chaotic fun 🔁 Replayable with constant action Can you reach the top… or will you fall? UPDATE CHANGES: [new] katana weapon [new] snow weapon [new] ninja star weapon [new] bear trap sweapon [new]boomerang weapon [new] ready system Baller weapon rework Bug fixes... NOTE: the game isnt completely perfect... bugs are to be expected! [X]- release mouse

Last updated by the developer 19 Jul 2026, 19:58 UTC.

0
playing (measured 14 Aug 2026, 23:05 UTC)
1,101
lifetime visits
94%
liked (34 👍 / 2 👎)
18
favourites (16.3 per 1k visits)
23 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 We do not publish numbers we have not measured.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
14 Aug 2026, 23:050first reading

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

Monetization — game passes

Shield
170 R$
LandMine
100 R$
Invisibility
70 R$
Baller
40 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 Adventure · welcome523 · 0.00% win
First Ascent · progression110 · 0.00% win
Untouchable · progression68 · 0.00% win
First Knockout · other62 · 0.00% win
Revenge · other22 · 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.