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Grow a Crystal

Grow a Crystal

A Roblox experience owned by Astrominer Official.

SimulatorENincrementalfarmingcollection

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

💎 Welcome to Grow a Crystal! 💎 Plant crystal seeds, grow them, smash them with your hammer, and sell for gold! ⛏️ Break walls to unlock the lucky Deep Vault 🎲 Roll rare mutations like Titan Prismatic Diamond 🧲 Discover all 12 cluster pairings - NEW: Smolder! 🌦️ Cave weather charges your crystals 👻 Hatch and fuse spirits, hire golems 📖 Fill the Index and claim bounties 🔄 Rebirth and grow back bigger Updated every week! 13 crystal types to grow, collect, farm and mutate. Can you find a Celestial? 📱 Desktop, Mobile and Tablet Tags: grow a crystal, grow, crystal, gems, mining, farming, idle, incremental, collect, mutations, spirits, pets, rebirth, cave, simulator

Last updated by the developer 9 Aug 2026, 14:20 UTC.

0
playing (measured 11 Aug 2026, 02:18 UTC)
1,744
lifetime visits
57%
liked (54 👍 / 40 👎)
255
favourites (146.2 per 1k visits)
20 July 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 We do not publish numbers we have not measured.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
11 Aug 2026, 02:180first reading

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

Monetization — game passes

Lucky Charm
299 R$
Offline Overdrive
249 R$
Swift Growth
249 R$
2x Gold
199 R$
Amethyst Forge
99 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 Mutation · collection6,676 · 100.0% win
Titan · progression311 · 0.00% win
Deep Vault · progression141 · 0.00% win
Reborn · progression107 · 26.7% win
Celestial · collection37 · 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

28604419 August 2026 — 28 % liked29 August 2026 — 38 % liked8 September 2026 — 47 % liked18 September 2026 — 51 % liked28 September 2026 — 60 % liked8 October 2026 — 57 % liked5719 August 20268 October 2026
6 measurements spanning 50 days, net +29. 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 23–65 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
8 Oct 2026, 10:0157-3
28 Sept 2026, 09:4660+9
18 Sept 2026, 03:1651+4
8 Sept 2026, 03:0847+9
29 Aug 2026, 02:3838+10
19 Aug 2026, 02:1628first reading

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