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BE A MAGNET 🧲

BE A MAGNET 🧲

A Roblox experience owned by BADWORKS.

SimulatorENsimulationupgraderebirth

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

🧲 BE A MAGNET Ever wondered what it would be like if EVERYTHING was attracted to you? 🧲 Start small, get stronger, and become the ULTIMATE MAGNET! 📎 Attract objects and stick them to your character! 💰 Sell your objects for Cash! ⬆️ Upgrade your Magnet to attract bigger things! 🗺️ Unlock new zones with even crazier objects! 🚗 Go from picking up paperclips to CARS and HUGE objects! ♻️ Rebirth to become even stronger! 🏆 Complete goals and earn rewards! How much of the world can you attract? 🌎🧲 ⭐ Like + Favorite the game for more updates!

Last updated by the developer 11 Sept 2026, 08:21 UTC.

10
playing (measured 12 Sept 2026, 23:45 UTC)
2,892
lifetime visits
84%
liked (26 👍 / 5 👎)
68
favourites (23.5 per 1k visits)
9 September 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 We do not publish numbers we have not measured.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
12 Sept 2026, 23:4512first reading

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

Monetization — game passes

Rebirth Boost
599 R$
VIP
499 R$
Auto-Collect
499 R$
x2 Cash
349 R$
x2 Speed
199 R$
Teleporter
49 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! · welcome9,882 · 100.0% win
First pickup! · progression8,564 · 100.0% win
First sale! · other8,000 · 100.0% win
First upgrade! · progression6,592 · 100.0% win
First rebirth! · progression1,501 · 68.8% 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

84928812 September 2026 — 92 % liked22 September 2026 — 86 % liked2 October 2026 — 87 % liked12 November 2026 — 84 % liked12 September 202612 November 2026
4 measurements spanning 60 days, net -8. 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 83–93 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
12 Nov 2026, 08:3584-3
2 Oct 2026, 23:4987+1
22 Sept 2026, 23:4786-6
12 Sept 2026, 23:4692first reading

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