The 3 Ages of Habbo

**Habbo World International (2000 – 2011)**

Habbo Hotel started out as a virtual chatroom social game that quickly spanned across the globe in its reach and userbase. From 2000 to 2011, during the age in which the internet became mainstream and stole the fascination and personal lives of the youth, Habbo Hotel quickly rose to high popularity and prominence due to its easy access, global userbase, and simple yet pleasing aesthetic.

This era felt like the wild-west of the internet where users could explore worlds like Habbo Hotel, Runescape, Second Life, and World of Warcraft as if they were exploring a new frontier waiting and ready to be explored and enjoyed. These games were more than simple video games as they were virtual worlds with practically an infinite number of ways that users could have fun, meet people, and make friends. People around the world, for the first time ever, could say what they want and act how they wanted without almost any accountability since Habbo was a game and, seemingly, what happens on Habbo stays on Habbo.

This was also a very special time for Millennials and Zoomers especially since they were growing up with the internet while their parents in comparison were still largely unfamiliar with it. Thus, they would have access to an entire global world and culture filled with those close to their age, almost like a pocket dimension or Neverland that only they could access and knew about.

With the freedom they had, chaos naturally ensued as players would give into their baser natural desires and instincts and proceed to act in ways they never could in the pre-internet, “irl”, which their parents and “the adults” ruled at that time. Afro Raids, Casino Scams, Site-Wide Hacking, Roleplay Rooms, Virtual Romances, Social Cliques, Gangs and Groups, and countless moments of users logging onto Habbo to troll, make jokes, and or just have friendly conversation became the natural result.

Therefore, this age was when Habbo Hotel was at peak popularity since it coincided with the rise of the internet and its take-over as the main object of fascination and medium of free expression and exploration for the youth and young adults during that time. The celebrity visits, establishment in internet meme history through the afro raids, and overall clean and favorable brand reputation made Habbo Hotel known as a strong and favored bastion of online fun and entertainment in a newly digitized world.

**Habbo Kingdoms (2012 – 2022)**

However, the culmination of sin and the many disgusting, grievous, and animalistic things that were happening in the hidden world of Habbo Hotel due to the uninhibited freedom it gave to its user led to its eventual judgement and condemnation in the eyes of the world. With the infamous, but honest, Channel 4 news segment exposing the hidden evils rampant on Habbo Hotel as a place for people to bask in, become attached to, and even encourage each other’s degeneracy and perversions. Habbo Hotel, thereafter, received a permanent black eye as a “Dirty Site”. See The Great Mute. Contemplate Matthew 18:6-7.

Due to this unfortunate development, Habbo Hotel lost much of its userbase and fell from grace in the eyes of mainstream world, however, it still continued to be a very popular and active virtual world due to its preexisting userbase. The hotel continued to grow, not in terms of population, but in terms of internal complexity as users from all over the world continued to flock to it and make a habbo life for themselves. During this time, many “Habbo Kingdoms” rose and fell. Many Habbo Kings and Queens made their notoriety by building hyper-popular rooms such as mazes, booster rooms, roleplay rooms, agencies, organizations, fansites, niche-spaces, gangs, groups, and game rooms. All these kingdoms would compete for the attention and loyalty of the habbo userbase, rising and falling as popularities shifted, new things became old, and senior leaders quit or gave into corruption.

This also was the time that many Habbo retros sprouted, such as PeakRP and Habboon, which allowed players to have a different habbo experience, such as the fast-action paced combat or PeakRP or limitless creative building potential of Habboon.

While the former Habbo era was marked by the intense overflow of raw chaotic energy in Habbo Hotel as a result of its rapid population boom, this second era was marked by a slowing down of the Habbo population and the refinement and the progressive growing distinction between the many different types of Habbo cultures, playstyles, organizations, and social spheres that were on this game. This era was also known as the “edating-era” as teenagers filled the game and formed online relationships, often relying on apps and sites like kik and snog to communicate and link up off-site. Very predictably, much drama ensued from these many virtual entanglements, with public rooms like the hallways and the welcome lounge displaying this new culture of toxic drama. This “toxic drama” was different than the drama of the previous age, which was more comprised of chaotic and mindless trolling, as now people were seriously getting their hearts broken since their feelings had become heavily involved in their online identity. Beefs would occur, leading to many chatroom brawls and mayhem across Habbo social cliques, with some even leading to irl consequences.

Nevertheless, as the years went by, the population of Habbo continued to decrease until the Coronavirus pandemic of 2020 which brought a huge resurgence of former players since everyone found themselves stuck at home.

By this time, Hotel Management had become progressively more nonexistent as MODS were replaced with Ambassadors and features of the game were removed for seemingly no reason. The Management seemed to grow increasingly more divorced from understanding the wants and opinions of its userbase, seemingly caring less and less about ensuring the prosperity of the game through pleasing its users, which ultimately culminated in the Habbo Armageddon of 2021, in which the developers both failed to create a non-flash based version of Habbo while simultaneously taxing their users and disabling trading between users, thus making the game unplayable and effectively giving no incentive for anyone to want to spend money on a game that fails to perform even in the basic sense while also attempting a chokehold on the wallets of the dwindling loyal userbase it still has.

Eventually, the Hotel Management repented of their ways, seeing that Habbo Hotel still had many loyal users across the globe with even celebrity endorsements during its brief resurgence, and came to re-enable player-to-player trading and create a downloadable and playable version of the classic hotel, which was something that had already been implemented by the many habbo retros that Habbo had historically persecuted and blamed for its loss of userbase. Funnily enough, it was the habbo retros, the fansites, the raiders, and the few loyal Habbos that cared enough to ensure that everyone didn’t abandon the game and that the community stayed alive, that saved Habbo from a complete loss of its userbase due to the growing disinterest and player resentment. A combined effort to save their childhood game. Contemplate Colossians 3:14.

**Back In My Habbo Hometown (2023 – Present)**

Habbo Hotel now lives in a state of humble perseverance, learning from the lessons that led to Habbo Armageddon, the management now works closely with players, such as the ones associated with Fansites, to ensure that what is put out appeals to the wants of playerbase, rather than purely what is profitable for the short-term, therefore balancing both profit and player satisfaction.

As for the playerbase itself, while the population has greatly reduced in size, the game still holds a loyal and sizeable userbase especially compared to other games like it that came out during the early 2000s. This is supplemented by the fact that the hotel still boasts impressive numbers when taking into account its other servers such as habbo.es and habbo.br, both of those servers being packed with players in a way that reflects the population of second era habbo.com even to this very day, therefore keeping the game itself afloat even to through its second decade alive.

The players themselves who grew up with the game are now adults, checking in on the game from time to time, after work, in between shifts, many of them owing many memories made and life lessons learned on the hotel.

With the population decrease of the hotel, what was once a vast world has now become a humble town where everyone generally knows each other, or at the very least, knows of each other. Before, a player could log on and meet habbos that they would most likely never see again unless they friended them, but now, the opposite is true. Most habbos have their favorite spots or playstyles in the game, whether it be attending Fansite festivals, bantering in chat rooms, or hanging out in their favorite public room. While the loss of population has changed the game significantly, many habbos have come to adapt to and enjoy the tight-knit small-town community of this current iteration.

Hopefully, Habbo will continue on in their current path for some time, with the their userbase growing up, many will leave the game, or have already left the game, due to the toll of their daily life. However, there’s no sign that the hotel will be even close to empty anytime soon. Therefore, until then:

The Fansites still host games, the trolls still troll, the edaters still edate, some log on maybe for a moment while others log off only for the night. While Habbo might not ever be mainstream again, the darkness that once loomed over the game is gone due to its acceptance of itself – a simple community that enjoys virtual socialization and pixel aesthetics. Contemplate 1 Peter 3:4.

Author’s Commentary:

With the Red Witch defeated, torn down, and burned in the fire as is always her fate, the repentant one continues the effort to purge the evil he had introduced into the community and replace it with the true light of the gospel. His Lord has made him a sign for this generation that relies on deception, manipulation, luxury, idolatry, lusts of the flesh, and witchcraft. For through his witness, the power of Christ’s superior authority and value over those sins have been witnessed by the community of Habbo, drawing many souls closer to the Truth and Heart of God.

Now if only they got rid of those demonic statutes.

**Repent Habbo, For You Are Enabling The Worship Of Demons.**