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[NEW] Build a Village 🏠

[NEW] Build a Village 🏠

A Roblox experience owned by Itty Bitty Studs.

TycoonENvillage buildingresource managementfantasy

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

🌱 Welcome to Grow a Village! 🌟 Build your dream village from the ground up. Meet funny villagers, collect magical items, and grow your tiny world into a bustling kingdom full of life and surprises. πŸ‘¨β€πŸŒΎ Start with a friendly Farmer and help him grow golden wheat 🐝 Unlock new villagers like the Beekeeper, Tailor, and even a Witch 🏠 Build houses, decorate your village, and make it come alive 🎁 Discover secrets, unlock cool rewards, and collect rare produce Everything grows with YOU. The more you play, the bigger and better your village becomes. Are you ready to grow, collect, and rule your very own magical village? Play now. Your villagers are waiting! 🌾🏰✨

Last updated by the developer 14 Jun 2026, 08:29 UTC.

0
playing (measured 11 Aug 2026, 21:18 UTC)
24,067
lifetime visits
88%
liked (119 πŸ‘ / 17 πŸ‘Ž)
92
favourites (3.8 per 1k visits)
14 June 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 We do not publish numbers we have not measured.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
11 Aug 2026, 21:180first reading

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

Monetization β€” game passes

Evil Wall
699 R$
Skip Roll
100 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

E Β· other11,523 Β· 0.00% win
G Β· other11,515 Β· 0.00% win
A Β· other11,498 Β· 0.00% win
L Β· other11,482 Β· 0.00% win
L Β· other11,472 Β· 0.00% win
I Β· other11,466 Β· 0.00% win
V Β· other11,442 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.