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[VAULTED] An Average Day in America

[VAULTED] An Average Day in America

A Roblox experience owned by !Snoopy!.

RoleplayENcrime simulationurban chaoslooting

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

we reverted to a newer version of the game, due to access lost on the original game file from 2021 [⚠️DISCLAIMER: Due to minor code rot and the final update being released half a decade ago, not all functions may work as well as they used to, and most quests besides common dialogue have been vaulted due to them being outdated and slight bugs so play at your own risk, A New Day in America BETA Testing coming soon!] Thank you for 5 years of AADIA! Many more games to come from our studio! 🏙️ Welcome to An Average Day in America. (no not that one you're thinking of, this came beforehand) 🔥 Wake up! America's not about The Big Apple or the cool looking infrastructures in urban, rich cities.. It's about the chaos in big cities! Looting, Crimes, Violence, Awful Healthcare, and the rest (that you've probably studied or witnessed) 💰 Current Robberies: [🏦]Bank [🏭]Factory [🎰]Casino 👍 Leave a LIKE and FAVORITE ⭐ for More News on A New Day in America!

Last updated by the developer 1 Aug 2026, 14:30 UTC.

0
playing (measured 11 Aug 2026, 23:33 UTC)
3,011
lifetime visits
44%
liked (24 👍 / 30 👎)
60
favourites (19.9 per 1k visits)
12 July 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 We do not publish numbers we have not measured.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 Aug 2026, 23:330first reading

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

Badge funnel

Welcome! · welcome2,130 · 0.00% win
Hex Maniac · other16 · 0.00% win
Snoopy · other15 · 0.00% win
You met the Owner! · other0 · 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

434443.518 August 2026 — 43 % liked17 October 2026 — 44 % liked18 August 202617 October 2026
2 measurements spanning 60 days, net +1. 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 43–44 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
17 Oct 2026, 16:0544+1
18 Aug 2026, 10:2043first reading

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