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🍣 Sushi Shop Simulator[すしや]

🍣 Sushi Shop Simulator[すしや]

A Roblox experience owned by BestBunny MiniGames.

TycoonENrestaurant managementtycooncooking

Sushi Shop Simulator[すしや] is a tycoon experience created on 2025-01-06. It has accumulated 5,750,438 lifetime visits and 19,477 favorites. The game holds a 79% like percentage. Currently, zero users are playing.

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

Welcome to Sushi Shop Simulator! Manage your own sushi restaurant, start with a small stall and grow into a sushi empire! Order Processing Inventory Management Finance Management Shop Expansion Experience the fun of running a sushi restaurant and build your sushi empire from scratch!

Last updated by the developer 7 Jun 2026, 02:57 UTC.

0
playing (measured 10 Aug 2026, 14:20 UTC)
5,750,438
lifetime visits
79%
liked (2,454 πŸ‘ / 635 πŸ‘Ž)
19,412
favourites (3.4 per 1k visits)
6 January 2025
created (per Roblox)

Play on Roblox β†’

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 β€” so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log β€” every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 14:200first reading

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

Monetization β€” game passes

Double money
499 R$
Double exp
499 R$
Cashier
299 R$
Server
199 R$
Entrepreneurship Gift Pack
129 R$
express checkout
99 R$
Quick Pricing
99 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

SuShi Restaurant Β· other3,624,345 Β· 47.1% win
The first sushi dish Β· collection2,697,120 Β· 47.1% win
Expand the store once Β· progression225,310 Β· 23.5% win
Store level 10 Β· progression9,112 Β· 0.00% win
Store level 30 Β· progression7 Β· 0.00% win

How many players have ever earned each badge β€” 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 β€” 79 % liked24 August 2026 β€” 79 % liked3 September 2026 β€” 79 % liked23 September 2026 β€” 79 % liked3 October 2026 β€” 79 % liked13 October 2026 β€” 79 % liked14 August 202613 October 2026
6 measurements spanning 60 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between β€” snapshots are recorded only when a count changes, so gaps mean β€œno change observed”, never β€œinterpolated”. The vertical axis spans 78–80 and does not start at zero.
Measurement log β€” every % liked count we have recorded
Measured (UTC)% likedChange
13 Oct 2026, 00:3679no change
3 Oct 2026, 00:3679no change
23 Sept 2026, 00:3579no change
3 Sept 2026, 00:3379no change
24 Aug 2026, 00:3379no change
14 Aug 2026, 00:3279first reading

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