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Cruise Tycoon

Cruise Tycoon

A Roblox experience owned by Playtastic Studios.

TycoonENTycoonRoleplayCars

Cruise Tycoon is a Roblox experience in the tycoon genre, created on May 29, 2020. The game has accumulated 3,411,910 lifetime visits and holds 6,443 favorites. Currently, zero users are playing. The title maintains a 74% like percentage based on user feedback metrics recorded in the index.

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

Build your own cruise, make money, drive fast cars, explore! 😊 Hang out with your Friends, Meet new People, & Roleplay within each others Dream Homes! 🚗 Drive, Collect & Showoff your Dream Cars! 👍 Like the game if you enjoy! 💾 Autosave: your tycoon will automatically save!

Last updated by the developer 2 Mar 2026, 16:07 UTC.

0
playing (measured 10 Aug 2026, 16:21 UTC)
3,411,910
lifetime visits
74%
liked (1,688 👍 / 598 👎)
6,443
favourites (1.9 per 1k visits)
29 May 2020
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 We do not publish numbers we have not measured.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
10 Aug 2026, 16:210first reading

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

Monetization — game passes

Auto Purchase
299 R$
Hyper Car Pack
139 R$
Double Cash
99 R$
VIP
69 R$
Starter Pack
49 R$
Run Boost
19 R$
Jump Boost
19 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

Normal Cruise Completed! · progression427,715 · 50.0% win
Bronze Cruise Completed! · progression92,763 · 0.00% win
Silver Cruise Completed! · progression41,048 · 0.00% win
Gold Cruise Completed! · progression25,263 · 0.00% win
Diamond Cruise Completed! · progression15,974 · 50.0% 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

7414 August 2026 — 74 % liked24 August 2026 — 74 % liked3 September 2026 — 74 % liked14 August 20263 September 2026
3 measurements spanning 20 days. 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 73–75 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 04:4874no change
24 Aug 2026, 04:4774no change
14 Aug 2026, 04:4674first reading

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