Act Dead or OOFGuides & Tools
Stats

Act Dead or OOF player count & live stats

How many people actually play Act Dead or OOF — and is it growing or dying? This page tracks the game's concurrent players, visits, and favorites using public Roblox listing data (via third-party trackers like RoWatcher), updated with every site refresh.

Player count at a glance

Figures as of August 31, 2026. Visits, favorites, and vote counts are read from Roblox's own public game data; concurrency ranges come from third-party snapshot history. The game is in an post-summer-update phase: cumulative visits keep climbing while live concurrency has cooled, so both directions matter.

Playing now (typical)

0.1K–0.2K

Latest snapshot ~187 (Aug 31); 7-day avg ~162 — a ~140–190 steady-state far below the ~1,050–1,400 pre-summer baseline

Verified peak

5,784

Highest snapshot on record (Aug 1, 2026)

Total visits

6.9M+

6,904,220 as of August 18, 2026

Favorites

718K+

718,635 as of August 18, 2026

Roblox does not expose an official live-stats API page for players; numbers here come from the public game listing as mirrored by tracking sites and are approximate.

Growth timeline

Snapshots we have recorded from the public listing since the game's release. The late-July acceleration — hundreds of thousands of visits per day — is what pushed the game into Roblox's top quartile by concurrent players.

DateVisitsFavoritesMilestone
Jun 22, 202600Game released by 79studios
Jul 23, 20261.8M146.5KGrowth spurt begins; daily peaks climb
Jul 24, 20262.1M175K+300K visits in ~24 hours
Jul 25, 20262.5M211KCCU near recent peak; +2K players in 24h window
Jul 26, 20262.7M235K+200K visits & +24K favorites; ~80% like ratio holds
Jul 27, 20263.0M266KCrosses 3M visits; like ratio around 80.5%. This is also the last day third-party vote tracking updated, freezing at 6,980 likes
Jul 28, 20263.2M272KSteady climb continues; +100K visits through the day, ratio steady at 80.5%
Jul 29, 20263.4M307KFavorites cross 300K and reach 307K by evening; +167K visits in 24h, ratio holds 80.5%
Jul 30, 20263.56M332KCCU peaks near 2.0K before settling around 1K; daily visit gains ease to ~114K; the new "Sea Knife" gamepass is listed as a Limited Time Tool but stays off sale
Jul 31, 20263.75M354KFavorites clear 350K; +166K visits and +19.6K favorites over the 24-hour window, with CCU cycling between roughly 708 and 1,401. Official vote data shows 8,419 likes vs 2,073 dislikes — about 20% higher than third-party trackers, whose vote scraping stalled on July 27
Aug 1, 20263.84M365KGrowth accelerates into August: +183K visits and +22.6K favorites in 24 hours, both up on the previous day. CCU ranges 708–1,567, with the high set at the morning snapshot. The badge counter records 106,342 new unique players in a single day — the largest daily figure so far — for a running total of 2,580,214
Aug 2, 2026 (am)4.47M448KThe summer update lands late on August 1 and the curve breaks: +630,333 visits and +83,582 favorites in 24 hours, roughly four times the previous record day. CCU runs 1,567–5,784 (averaging ~4,200) and sets a new verified peak. The badge counter logs 472,299 new unique players in one day, nearly five times the previous high, for a running total of 3,041,274. Official votes read 9,663 likes vs 2,372 dislikes (80.3%)
Aug 2, 2026 (pm)4.79M485KThe surge holds rather than spiking and collapsing: another +542,353 visits and +62,215 favorites over the following 24 hours, with CCU settling into a 2,570–4,144 band (averaging 3,233) instead of returning to July levels. Likes cross 10,000 for the first time — official votes read 10,275 to 2,496 (80.5%) — and the badge counter passes three million at 3,250,998 total, with 360,357 new unique players in the last day. The summer event also goes commercial: the Sea Knife switches from R$0 and off sale to R$259, and a new R$499 Trident appears, taking the game from four purchasable gamepasses to six
Aug 3, 20265.00M505KTwo milestones fall in the same window: lifetime visits cross 5,000,000 and favorites cross 500,000, six weeks after release. The post-update curve now reads as an orderly cooldown rather than a collapse — +441,948 visits and +46,678 favorites in 24 hours, with CCU in a 1,945–3,646 band averaging 2,702, about a third below the peak day but still roughly double anything recorded before August 1. New unique players per day, read from the badge counter, ease to 292,642 from 360,357, and official votes reach 10,735 to 2,576 (80.6%)
Aug 3, 2026 (pm)5.12M518K79studios publishes a second place update inside the summer window, stamped 12:43 UTC — the first change since the August 1 drop, again with no patch notes. It lands as the surge is running out: measured as UTC calendar-day averages, concurrency ran about 4,220 on August 1, 2,861 on August 2 and 1,718 on August 3, against a 1,046–1,401 band across July 28–31, so roughly four fifths of the spike has now unwound while the floor stays about 40% above late July. Visits reach 5,124,376 and favorites 517,961. New unique players per day fall to 196,030 from 292,642 that morning, with the badge total at 3,444,735, and official votes read 10,997 to 2,627 (80.7%)
Aug 4, 2026 (am)5.21M526KThe summer surge finishes unwinding. New unique players per day, read from the badge counter, fall to 102,535 — against a pre-update baseline of 95,995, meaning first-time intake is back within 7% of where it was before the event. Visits and favorites tell the same story: the last 12 hours added 85,079 visits and 8,031 favorites, a daily pace of roughly 170K and 16K that sits inside the pre-update band. Concurrency for August 3 finalised at a 1,635 calendar-day average once the full UTC day was in, about 86% of the spike retraced and roughly 36% above the ~1,205 pre-update average; early August 4 samples read 697–795. Official votes reach 11,125 to 2,665, still 80.7%. Place timestamp, game name and all six gamepass prices are unchanged from the previous check. Superseded that evening: 79studios published a third place update at 09:56 UTC — see the row below
Aug 4, 2026 (pm)5.30M537KA third place update lands inside the summer window, stamped 09:56 UTC — 21 hours after the August 3 publish and again with no patch notes, no name change and no gamepass price move. Unlike the August 3 publish, this one coincides with a sharp concurrency reversal: readings ran 795 at 01:12 UTC, 696 at 04:00 and 676 at 07:09, then 863 at 10:00, 1,702 at 12:30, 1,715 at 13:19 and 1,627 at 15:30. Over the same clock hours a day earlier concurrency fell 18% rather than rising 99%, and hourly visit accrual went from about 4,800 to about 10,600. We are recording the timing, not claiming a cause. Totals reach 5,302,096 visits and 537,004 favorites, with official votes at 11,231 to 2,687 (80.7%). New unique players per day fall to 82,327 — the first reading below the 95,995 pre-update baseline, 14% under it — for a badge total of 3,530,283. The August 4 calendar-day concurrency average stands at about 1,153 so far, a partial-day figure we will finalise next cycle
Aug 5, 20265.43M552K79studios renames the experience a second time — "💀Act Dead or OOF [SUMMER🔱]" becomes "[🏖️]💀Act Dead or OOF" — alongside a fourth place update stamped 21:13 UTC on August 4, only 11 hours after the third. The word SUMMER leaving the title does not confirm the event has ended: all six gamepasses are still on sale and the Trident and Sea Knife listings still read "Limited Time Tool for SUMMER EVENT". Both headline player metrics turn back up. New unique players per day rebound to 120,434 from 82,327, 25% above the 95,995 pre-update baseline, and concurrency averages about 1,491 so far against a finalised 1,246 for August 4 — the first up-day since the peak. Totals reach 5,428,598 visits and 552,360 favorites, official votes 11,438 to 2,722 (80.8%), badge total 3,603,420 — both of those turn-ups proved to be partial-day readings that did not hold; see the August 6 row
Aug 6, 20265.58M568KThe rebound reported the previous morning does not survive the full day. August 5 concurrency finalises at 1,207 across a 760–1,905 range — 19% under the 1,491 partial figure, and below the 1,246 recorded for August 4 — so the calendar-day decline never actually broke: 4,220, 2,861, 1,635, 1,246, 1,207. That leaves the game 0.2% above the ~1,205 pre-update average, effectively a complete retrace. New unique players per day fall back to 92,813 from 120,434, 3% under the 95,995 baseline, for a badge total of 3,684,748. A fifth place update ships at 20:05 UTC on August 5, 22 hours 51 minutes after the fourth — roughly double the previous gap, so the tightening-cadence pattern we flagged does not hold either. The beach rename persists a full day and all six gamepass prices are unchanged. Totals reach 5,584,913 visits and 568,690 favorites, official votes 11,701 to 2,784 (80.8%); the last 22 hours ran at about 170,000 visits a day, inside the pre-update band
Aug 8, 20265.92M608KNo new publish (the official place timestamp is unchanged at August 5 20:05Z) and the name tag stays [🏖️]. Steady growth continues: the two days since August 6 added 330,376 visits and 39,163 favorites, to 5,915,289 visits and 607,853 favorites, a pace of roughly 165,000 visits a day that lands inside the 166K–193K pre-update band. New unique players per day, read from the daily badge counter, settle at 86,416 — about 10% below the 95,995 pre-update baseline, extending the gentle overshoot first seen on August 4 rather than recovering to trend. Official votes reach 12,167 likes to 2,898 dislikes (80.8%); the badge total stands at 3,865,000. Lobbies still fill to 8–10 of 10 at every sample.
Aug 8, 2026 (pm)6.0M620KLifetime visits clear 6,000,000 (6,008,880) — a new milestone seven weeks after the June 22 launch — while growth stays on its pre-summer-update trend: the half-day added about 94K visits, and the two and a half days since August 6 ran at roughly 170K visits and 20K favorites a day, inside the pre-update band. New unique players per day, read from the daily badge counter, rebound to 108,027 — about 12% above the 95,995 pre-update baseline, reversing the gentle sub-baseline dip first recorded on August 4. Official votes reach 12,300 likes to 2,918 dislikes (80.8%) and the badge total stands at 3,919,530. The official place timestamp is still August 5 20:05Z, so no new publish occurred; the name tag stays [🏖️] and all six gamepass prices are unchanged.
Aug 13, 20266.58M685KNo new publish (official place timestamp still August 5 20:05Z) and the name tag stays [🏖️]. Steady growth continues: the five days since August 8 added 574,845 visits and 64,598 favorites, to 6,583,725 visits and 684,768 favorites — a pace of roughly 115,000 visits a day, easing from the 170,000-a-day clip of early August but still firmly positive. Concurrency tells the more interesting story: UTC calendar-day averages ran 1,124 (Aug 8), 917 (Aug 9), 693 (Aug 10), 669 (Aug 11) and 516 (Aug 12) — the first full-day average to fall below the pre-summer baseline band of ~1,050–1,400 (July 28–31), with August 13 a partial reading of ~399 so far. The badge total reached 4,212,774, up about 293,000 in five days, even as the volatile 24-hour award count read 32,454. Official votes reach 13,038 likes to 3,085 dislikes (80.8%).
Aug 15, 20266.73M701KA sixth summer-window publish ships at 12:25 UTC on August 14 after a nine-day gap — timestamp-only, no patch notes, with the name tag and all six gamepass prices unchanged. Steady growth continues: the two days since August 13 added 149,575 visits and 16,566 favorites to 6,733,300 visits and 701,334 favorites, a pace of roughly 75,000 visits a day, easing further from the 115,000-a-day clip of two cycles ago. Concurrency stays below the pre-summer band: UTC daily averages ran 410 (Aug 13), a small 491 on the August 14 publish day, and 324 so far on August 15 (partial) — the game has now sat under the ~1,050–1,400 July 28–31 baseline for nine straight days. Badge total reached 4,283,726; the volatile 24-hour award count read 30,824, still well under the 95,995 pre-update baseline. Official votes reach 13,221 likes to 3,123 dislikes (80.9%).
Aug 18, 20266.90M718KAnother summer-window publish ships at 21:28 UTC on August 15 — timestamp-only, no patch notes, with the name tag and all six gamepass prices unchanged. The three days since August 15 added 170,920 visits and 17,301 favorites to 6,904,220 visits and 718,635 favorites — growth easing to roughly 57,000 visits a day. Concurrency stays well below the pre-summer band: UTC daily averages ran 334 (Aug 15 final), 350 (Aug 16), 337 (Aug 17) and 260 so far on August 18 (partial) — a flat ~300 plateau that is roughly a quarter of the ~1,050–1,400 July 28–31 baseline, and the August 15 publish produced no rebound. Badge total reached 4,358,104; the volatile 24-hour award count read 22,865. Official votes reach 13,437 likes to 3,176 dislikes (80.9%).
Aug 31, 20267.34M762KNo new publish (official place timestamp still August 15 21:28Z) and the [🏖️] name tag persists. Visits clear 7.3M while live concurrency settles into a ~140–190 steady-state averaging ~162 over the last week — about 13% of the ~1,205 late-July baseline and ~3% of the 5,784 peak, the clearest live-versus-cumulative divergence yet. Favorites reach 762,579 and official votes 14,019 likes to 3,315 dislikes (80.9%); the daily badge counter reads 14,239, far below the 95,995 pre-update baseline.

Where it ranks on Roblox

Platform-wide and genre rankings as tracked by RoWatcher in July 2026.

CCU rank

Top 27%

Of ~22,400 active Roblox games

Like ratio rank

Top 23%

~80.9% like ratio (13,437 likes)

Survival genre CCU

Top 35%

Of ~2,000 Survival games

Survival genre rating

Top 14%

Like ratio within genre

So — is it dead or growing?

Growing, clearly.A game is usually called "dead" on Roblox when its concurrent players sit in the low double digits and its visit counter barely moves. Act Dead or OOF is the opposite case: in the last week of July 2026 alone it added roughly 1.9M visits and 208K favorites, kept every public lobby filling to 8–10 of its 10 slots, and sat in the top quarter of all active Roblox experiences by player count. Its single badge was handed out 96K times in one day, which is a lot of new faces for a five-week-old game.

The usual caveat applies: month-one Roblox hits can cool off as fast as they heat up, and the game's long-term curve will depend on how quickly 79studios ships new maps and modes. If you want to see what all these players are actually doing, start with our how to play guide, or check whether the game is worth your time in our full review.

FAQ

Player count questions

How many people play Act Dead or OOF?

The numbers changed sharply on August 1, 2026, when 79studios pushed the update that renamed the experience to "Act Dead or OOF [SUMMER]". Over the 24 hours that followed, concurrency ranged from 1,567 to 5,784 players and averaged about 4,200 — roughly three and a half times the ~1,205 daily average the game held over July 28–31. The 5,784 reading is still the highest single snapshot in the tracking history we can inspect. What followed was an orderly cooldown rather than a collapse. Measured as UTC calendar-day averages, concurrency ran about 4,220 on August 1, 2,861 on August 2 and 1,635 on August 3 (that last figure firmed up from the 1,718 we published mid-day, once the full UTC day of samples was in). On that basis roughly 86% of the spike has unwound, and the level it settled at is about 36% above the pre-update average rather than back at it. Early August 4 readings sat lower again, between 676 and 795 — until 79studios published a third place update at 09:56 UTC on August 4 and concurrency roughly doubled within three hours, to 1,702 at 12:30 and 1,715 at 13:19. Over the same clock hours the previous day it had fallen 18%, so the reversal is out of pattern; we record the timing without claiming a cause. The August 4 calendar-day average finalised at 1,246 across a 676–1,715 range — just 3% above the ~1,205 pre-update average, meaning about 99% of the spike had retraced by the end of that day. August 5 briefly looked like a turn: mid-day samples averaged about 1,491, which we published as a partial-day figure. It did not hold. The complete UTC day finalised at 1,207 across a 760–1,905 range, below the 1,246 recorded for August 4, so the decline has never actually broken. Measured against the ~1,205 pre-update average, August 5 sits 0.2% above it, which means effectively the entire spike has now retraced. A fifth place update landed at 20:05 UTC on August 5 without visibly bending the trend. Lifetime visits reached 6,008,880 on the evening of August 8, six weeks after the June 22 release, and 6,583,725 by August 13 — see the timeline below for the full arc, including the recent dip in daily-average concurrency below its pre-summer baseline.

Is Act Dead or OOF dead?

No — but the honest read as of August 8, 2026 is that the summer spike has finished unwinding and growth is back on its pre-update trend rather than above it. Favorites grew from roughly 146K in late July to 537,004, crossing 300K on July 29, 350K on July 31, 400K during the summer update surge, 450K the day after, and 500K on August 3. Favorites reached 620,170 on the evening of August 8. The two and a half days since August 6 added 423,967 visits and 51,480 favorites — a pace of roughly 170,000 visits a day, which lands inside the 166K–193K band the game was posting daily before the update. We measured a 240,000-a-day pace over a shorter window on August 5 and read it as acceleration; the fuller window does not support that. New unique players per day are at 108,027, about 12% above the 95,995 pre-update baseline — the sub-baseline dip that opened on August 4 has now reversed. So the answer is still emphatically no — the game adds six figures of visits a day and its lobbies still fill — but the accurate description is a game that has returned to its pre-event trend, not one that is climbing again.

What is Act Dead or OOF’s all-time peak player count?

The highest figure we can verify directly is 5,784 concurrent players, recorded on August 1, 2026 during the summer update surge. That is the maximum across every snapshot in the tracking history available to us, and it replaces the previous verified high of 3,393 set on July 25. Third-party trackers also publish a peak-ratio figure implying an earlier high near 9,000–10,000 players; we cannot confirm that from raw data, so we quote the verified 5,784 reading and flag the higher one as unconfirmed. Roblox itself does not publish historical peak concurrency.

How many visits does Act Dead or OOF have?

Act Dead or OOF crossed 5 million total visits on August 3, 2026 — 5,001,293 at the moment we recorded it — and reached 6,008,880 by the evening of August 8, crossing 6 million on August 8. For context, it reached 1.8M on July 23, 2.5M on July 25, 3.0M on July 27, 3.4M on July 29, 3.75M on July 31, and 3.84M on August 1 — then added 630,333 visits in the single 24-hour window covering the summer update, and a further 542,353 and 441,948 over the two days after. Roughly a third of the game’s lifetime visits — about 1.61 million of 5.0 million — arrived in the 72 hours following the summer update.

How many unique players has Act Dead or OOF had?

Roblox does not publish a unique-player figure, but the game has a single badge — "Thanks for Playing! ☠️" — which is awarded to essentially everyone who loads in (its win rate is 100%). That badge stood at 3,919,530 as of the evening of August 8, 2026, which makes it the closest public proxy for how many distinct accounts have actually played a round. Roblox also reports how many times a badge was handed out in the previous day, and that series now traces the entire arc of the summer update: 95,995 before it, 472,299 at the peak, then 360,357, 292,642, 196,030, 102,535, 82,327, a 120,434 spike on the morning of August 5, 92,813 on the morning of August 6, and 108,027 on the evening of August 8. That reading sits about 12% above the 95,995 pre-update baseline, reversing the sub-baseline dip that opened on August 4 — the 82,327 print two days earlier now looks like the low point of a short-lived overshoot rather than a new trend. That series is worth reading carefully, because it has reversed on us twice. The 82,327 reading on August 4 fell 14% below the 95,995 pre-update baseline — the first sub-baseline day of the cycle. Twelve hours later it read 120,434, 25% above baseline, and we published that as a rebound. Twelve hours after that it was back to 92,813, 3% below baseline. Read across the noise, intake has settled slightly below its pre-update level, and the 120,434 print looks like a single-day spike rather than a turn. We restate these numbers every cycle rather than leaving the tidier conclusion up. The update did pull in a genuinely new audience — roughly 1.3 million badge awards across the four days after it — but that intake has run its course.

How many likes does Act Dead or OOF have?

The official Roblox vote counter shows 14,019 likes against 3,315 dislikes as of August 31, 2026 — a like ratio of about 80.9%, essentially unchanged through the summer update surge, the peak and the full cooldown, with likes clearing 10,000 for the first time on August 2 and 14,000 on August 31. The third-party understatement we flagged for weeks has now resolved: RoWatcher underlying vote data finally refreshed to 14,005 likes against 3,314 dislikes, matching Roblox directly (its public profile page may still cache the old 7K figure, so do not cite that view). We read the vote count from Roblox directly.