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[🎅] Cats to Cash😺

[🎅] Cats to Cash😺

A Roblox experience owned by Christopher Stuff.

TycoonENidletycooncats

[🎅] Cats to Cash😺 is a tycoon experience created on 2025-05-19. The game has recorded 6,110,042 lifetime visits and 49,016 favorites. It maintains a 98% like percentage. Currently, zero users are playing the experience.

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

Build your cat empire and become rich! a very cozy game :-) 🐈Cats earn Cash Automatically (or tap 'em!) 🛍️ Buy more cats! 🍗 Feed and Upgrade them! 🌍 Buy new areas! ✨ Ascend to grow stronger! 😴🐾Cats also earn even when you’re offline😴🐾 Just a silly cat game. There’s cats. There’s capitalism. What more could you want lol :p 👍 Like the game! 👥 Join the group for rewards and updates! 💖 A Game by @christophrblx (roblox)

Last updated by the developer 23 Jul 2026, 14:05 UTC.

0
playing (measured 10 Aug 2026, 14:02 UTC)
6,110,042
lifetime visits
98%
liked (167,411 👍 / 2,748 👎)
48,518
favourites (7.9 per 1k visits)
19 May 2025
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 We do not publish numbers we have not measured.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, 14:023first reading

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

Monetization — game passes

Auto Collect
999 R$
Ultra Lucky Gem
599 R$
VIP
499 R$
Auto Tap
499 R$
2x Bux
399 R$
2x Tap
349 R$
Hover Cat
325 R$
Super Magnet
299 R$
Lucky Gem
249 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

TO · other1,973,324 · 37.6% win
CASH! · other1,972,475 · 37.6% win
CATS · other1,971,027 · 37.6% win
TWO CATS! · other1,243,888 · 4.7% win
First 100 Cats! · collection342,378 · 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

9813 August 2026 — 98 % liked23 August 2026 — 98 % liked3 September 2026 — 98 % liked13 September 2026 — 98 % liked23 September 2026 — 98 % liked3 October 2026 — 98 % liked13 October 2026 — 98 % liked23 October 2026 — 98 % liked2 November 2026 — 98 % liked13 August 20262 November 2026
9 measurements spanning 80 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 97–99 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Nov 2026, 00:0498no change
23 Oct 2026, 00:0398no change
13 Oct 2026, 00:0298no change
3 Oct 2026, 00:0298no change
23 Sept 2026, 00:0198no change
13 Sept 2026, 00:0198no change
3 Sept 2026, 00:0098no change
23 Aug 2026, 23:5398no change
13 Aug 2026, 23:5398first reading

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