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🏫Own A School🏫

🏫Own A School🏫

A Roblox experience owned by Own A Mine.

TycoonENeducationidlemanagement

🏫Own A School🏫 is a tycoon experience created on 2024-05-09. It has recorded 770,063 lifetime visits and 5,103 favorites. The game currently has 0 players online. It holds a 79% like percentage. The experience focuses on student recruitment and exam efficiency mechanics within the tycoon genre.

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

Welcome to Student Idle, you're the mastermind behind a money-making academic empire! In this fun and addictive tycoon game, your goal is to buy 🛒 and upgrade students 🧑‍🎓 who take exams 📝 to earn you cash! 💸 Start small by recruiting a few students, then expand your operation by improving their skills 📚, unlocking better classrooms 🏫, and boosting exam efficiency. The smarter your students, the more money they make! Use your earnings to unlock new schools, hire genius-level students, and build the ultimate exam machine! ⚙️ Key Features: Recruit Students 🧑‍🎓➡️👩‍🎓: Buy different students with unique abilities, from slow learners to academic geniuses! Earn ⏳💵: Watch your students complete exams and generate cash. Expand Your Empire 🏫🔓: Unlock new classrooms, libraries, and research centers to boost productivity.

Last updated by the developer 10 Oct 2025, 17:50 UTC.

0
playing (measured 10 Aug 2026, 15:53 UTC)
770,063
lifetime visits
79%
liked (6,236 👍 / 1,623 👎)
5,100
favourites (6.6 per 1k visits)
9 May 2024
created (per Roblox)

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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 We do not publish numbers we have not measured.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, 15:530first reading

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

Badge funnel

Welcome · welcome405,599 · 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

7914 August 2026 — 79 % liked24 August 2026 — 79 % liked3 September 2026 — 79 % 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 78–80 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 19:3879no change
24 Aug 2026, 17:4579no change
14 Aug 2026, 17:3579first reading

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