Become a new employee [Larger store, changed driving, new commute!]
A Roblox experience owned by OJO Games.
SimulatorENlife simcareereconomy management
Description (written by the developer; not a statement by this register)
💼 Start your own work life, from your first day at work to your daily life after work! Submit your resume and go through an interview to join the company. Wear your employee badge to handle work tasks, build relationships with colleagues, and challenge yourself to get promoted and negotiate your salary. 🚌 Commute by bus, taxi, or personal car 💻 Different tasks and mini-games for each department 🥩 Lunch and dinners with colleagues 🛒 Grocery shopping at the supermarket and cooking at home 🏠 Decorating my own life with a refrigerator and a wardrobe 📈 Manage your salary and living expenses, and use banks and stocks Will you become a hardworking new employee? Do you value your life after work more? City life filled by your choices, "Become a new employee" We do not generate revenue from songs and music. Paid products are operated as convenience features. If there are any copyright or rights-related issues, or if a rights holder makes a request, the song may be modified or removed without prior notice. ※ This is a version currently under development. Content and systems may change depending on updates.
Last updated by the developer 11 Nov 2026, 03:39 UTC.
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 We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 11 Nov 2026, 04:30 | 77 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization — game passes
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
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.