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Cash for Fruits

Cash for Fruits

A Roblox experience owned by Uchron Games.

SimulatorENteam-basedresource collectionpvp

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

Two Teams . One Goal : Get the most " Cash " Pick Fruits and sell them at Jeremy's Stand ! All Fruits are more or less easy to pick and have different values . 🍎🍐🍍🥥 Team " Flyers " : Better picking tools ! Team " Hunters " : Weapons to protect the fruits you want for yourself ! Every time a player dies : He change Teams ! Earn 100 " Cash " per minute in the game ! 💵 Invite your Friends : 100 " Cash " You keep your harvest and your " Cash " throughout your games ! Gamepasses : " Cash " multiply 2 💵 " Cash " multiply 3 💷 The 2 gamepasses " Cash " multiply 6 ! Time playes Badges ! 🕑 Will you be on the Top on the Scoreboards ? 🥇 Like and Share ! 👍 & Join the Community : https://www.roblox.com/share/g/33835182

Last updated by the developer 17 Apr 2026, 09:41 UTC.

0
playing (measured 17 Aug 2026, 21:18 UTC)
1,559
lifetime visits
50%
liked (4 👍 / 4 👎)
7
favourites (4.5 per 1k visits)
18 June 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 We do not publish numbers we have not measured.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
17 Aug 2026, 21:180first reading

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

Monetization — game passes

Cash X3
199 R$
Cash X 2
89 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 Badge · welcome469 · 0.00% win
5 Minutes · other203 · 0.00% win
15 Minutes · other48 · 0.00% win
35 Minutes · other4 · 0.00% win
1 Hour Badge · other3 · 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.