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Raise a Fuzz [BETA]

Raise a Fuzz [BETA]

A Roblox experience owned by group Thing (Fojonathan Studios).

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

Hello and welcome to Raise a Fuzz This game is still in BETA so there's a lot to come. The Summary of the Game: you just got home from the animal shelter, and got a pet cat The people said at the animal shelter that it's name is Fuzz, and you like that name too, so you leave the name how it is, then you start Taking care of it. there's a lot of plans to the game so here's the Plans Plans for the Game: before the play screen comes up (it shows you at the animal shelter picking a pet and you choose Fuzz). Getting rid of the current intro and replacing it with the new backstory intro Fixing a LOT of bugs in-game The Backrooms Better Multiplayer controls (you can be the server owner ban people and there's a Join Code) When you unlock a badge it will show a trophy when you reload the game and multiplayer works Anyways Enjoy! :D

Last updated by the developer 17 Jul 2025, 22:23 UTC.

0
playing (measured 11 Sept 2026, 09:33 UTC)
277
lifetime visits
67%
liked (2 👍 / 1 👎)
5
favourites (18.1 per 1k visits)
29 May 2022
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 We do not publish numbers we have not measured.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 Sept 2026, 09:330first reading

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

Monetization — game passes

Head Admin
10,000 R$
Admin Commands
900 R$
Donate (For Future Games)
300 R$
VIP
100 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

A Start of a Family · collection89 · 0.00% win
Touch Grass · other10 · 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.