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prove mom wrong making apple products tycoon

prove mom wrong making apple products tycoon

A Roblox experience owned by Twix Game Studios.

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prove mom wrong making apple products tycoon is a tycoon experience created on 2024-02-16. It has accumulated 810,375 lifetime visits and 3,415 favorites. The game holds an 88% like percentage. Currently, zero players are active. The description mentions joining groups for boosts and codes, and notes potential lag on older devices.

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

📱 prove mom wrong by attempting to make top tier apple products! JOIN THE GROUP FOR CASH BOOSTS 💸 LIKE THE GAME FOR MORE UPDATE! 👍 JOIN GROUP FOR LATEST CODES... 🎉 & steve jobs ⚠️ This game may lag or crash on older devices, make a VIP server to improve your experience! (FREE) ❤️Created with love by @TwlxsDev

Last updated by the developer 5 May 2026, 19:14 UTC.

0
playing (measured 10 Aug 2026, 14:33 UTC)
810,375
lifetime visits
88%
liked (3,044 👍 / 404 👎)
3,416
favourites (4.2 per 1k visits)
16 February 2024
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 We do not publish numbers we have not measured.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, 14:330first reading

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

Monetization — game passes

Taser
750 R$
Hire CaseOh
696 R$
Salesman
329 R$
x2 Worker (Floor 2)
249 R$
Auto No Cop
99 R$
Auto Restock
89 R$
x2 Worker (Floor 1)
59 R$
2x Sprint
29 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 · welcome546,845 · 100.0% win
Proved mom wrong · other167 · 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

8814 August 2026 — 88 % liked13 September 2026 — 88 % liked23 October 2026 — 88 % liked14 August 202623 October 2026
3 measurements spanning 70 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 87–89 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 20:1888no change
13 Sept 2026, 19:2388no change
14 Aug 2026, 17:1588first reading

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