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IMPOSSIBLE Aura Obby

IMPOSSIBLE Aura Obby

A Roblox experience owned by Obby Limited.

ObbyENaura mechanicdifficulty scalingparkour

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

LOW AURA 😇✨ → HIGH AURA 💀🔥 Every challenge you beat increases your aura… but not in a good way. The stronger your aura gets, the harder the obby becomes. Your goal is simple: KEEP YOUR AURA HIGH. How far can you make it before it overwhelms you? CONTROLS (Computer / Console): Reset Character (R / Y) Shift Lock (Shift / LT) tags: obby, adventure, difficulty chart, parkour, rage, hard, fun, challenging, tower, towers, impossible, insane, intense, unbeatable, wraparound, master, obstacle course, extreme, difficult, ranks, bronze, gold, diamond, platinum, rank, heaven, moho, dco, cortisol, low, high.

Last updated by the developer 22 Jul 2026, 10:57 UTC.

3
playing (measured 10 Aug 2026, 17:45 UTC)
187,288
lifetime visits
59%
liked (291 👍 / 201 👎)
14,367
favourites (76.7 per 1k visits)
21 March 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 We do not publish numbers we have not measured.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, 17:4526first reading

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

Monetization — game passes

Admin
99 R$
Infinite Skips
39 R$
Magic Carpet
19 R$
Ban Hammer
19 R$
Fusion Coil
13 R$
Invincibility
9 R$
Gravity Coil
9 R$
MVP
5 R$
Fling Glove
3 R$
Slap Hand
3 R$
Speed Coil
1 R$
VIP
1 R$
Boombox
1 R$
Flashbang
1 R$
Taser
1 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 · welcome128,157 · 100.0% win
Completed 20 Stages! · progression96,681 · 100.0% win
Completed 40 Stages! · progression72,238 · 57.1% win
Completed 60 Stages! · progression46,322 · 38.1% win
Completed 80 Stages! · progression29,362 · 38.1% win
Completed 100 Stages! · progression12,753 · 23.8% win
Invited a Friend · social10,991 · 23.8% win
Completed 120 Stages! · progression3,114 · 19.0% win
Completed 140 Stages! · progression1,724 · 9.5% win
Completed 160 Stages! · progression729 · 14.3% win
Completed 180 Stages! · progression497 · 4.8% win
Completed 220 Stages! · progression0 · 0.00% win
Completed 200 Stages! · progression0 · 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.

Like ratio over time

Growth

585958.515 August 2026 — 58 % liked25 August 2026 — 59 % liked4 September 2026 — 59 % liked15 August 20264 September 2026
3 measurements spanning 20 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 58–59 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
4 Sept 2026, 07:0659no change
25 Aug 2026, 06:5259+1
15 Aug 2026, 06:5258first reading

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