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POPPY PLAYTIME [STORY]

POPPY PLAYTIME [STORY]

A Roblox experience owned by AUSTRALIAN SPIDER.

HorrorENhorrorco-opnarrative

POPPY PLAYTIME [STORY] is a horror experience created on 2026-01-23. It supports 1-4 players and features co-op story modes with cinematic cutscenes. The game has accumulated 1,455,113 lifetime visits and 137,557 favorites. Currently, two users are playing. The title holds a 35% like percentage. It is a fan-made project not affiliated with MOB Games.

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

🧸 POPPY PLAYTIME [STORY] — Fan Game | 1-4 Players THE STORY It's 2 AM. You're alone on the night shift at a rundown gas station — until something stirs in the sewers below. Beneath the floors lies a forgotten connection to Playtime Co. Some things were never meant to be found. 🎮 FEATURES 1–4 player co-op story Cinematic cutscenes & multiple endings Iconic Poppy Playtime characters 🎁 Like + Join Bossy Stories for free rewards! ⚠️ Fan-made. Not affiliated with MOB Games or Poppy Playtime.

Last updated by the developer 10 May 2026, 12:23 UTC.

2
playing (measured 10 Aug 2026, 17:46 UTC)
1,455,113
lifetime visits
34%
liked (598 👍 / 1,160 👎)
154,514
favourites (106.2 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 We do not publish numbers we have not measured.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
10 Aug 2026, 17:465first reading

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

Monetization — game passes

Admin Commands
670 R$
Become Huggy Wuggy
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

YOU WON! · progression60,078 · 6.2% 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

343534.514 August 2026 — 35 % liked24 August 2026 — 35 % liked3 September 2026 — 34 % liked13 September 2026 — 35 % liked23 September 2026 — 35 % liked3 October 2026 — 34 % liked13 October 2026 — 34 % liked23 October 2026 — 34 % liked14 August 202623 October 2026
8 measurements spanning 70 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 34–35 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 15:1534no change
13 Oct 2026, 15:0834no change
3 Oct 2026, 15:0734-1
23 Sept 2026, 15:0635no change
13 Sept 2026, 14:4935+1
3 Sept 2026, 14:4834-1
24 Aug 2026, 12:3635no change
14 Aug 2026, 12:3535first reading

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