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[FUTURE 🔮🚀] Grow a Moon Garden

[FUTURE 🔮🚀] Grow a Moon Garden

A Roblox experience owned by Yazan's Games.

TycoonENspace-themedidle/automationfarming simulation

Grow a Moon Garden is a tycoon experience created on 2025-06-30. It has 1,487,055 lifetime visits, 66,835 favorites, and a 98% like percentage. Currently, one user is playing. The game involves lunar gardening mechanics, including planting crops, harvesting, and interacting with weather systems and mutations.

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

🌙Welcome to Grow a Moon Garden🌙 Ever dreamed of growing a farm, but on the moon? 🚀 Start your lunar gardening journey now! Buy crops when the shop restocks, plant them on your space plots, and watch your crops grow even while you’re away! 🌱💫 Harvest fully grown plants, earn profits, and show off your rarest space-fruits to your friends! Experience lots of different weathers, mutations and even a travelling merchant! [🌱 How To Plant] • Buy a seed from the shop! • Equip your seed you want to plant! • Click in your farm on the brown plots to plant! • Wait to see it start growing! • After it's fully grown, it is time to harvest the goods! ✨ Remember, your garden literally grows while you are offline ✨

Last updated by the developer 30 Jul 2026, 15:24 UTC.

1
playing (measured 10 Aug 2026, 15:46 UTC)
1,487,055
lifetime visits
98%
liked (21,726 👍 / 423 👎)
66,823
favourites (44.9 per 1k visits)
30 June 2025
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 We do not publish numbers we have not measured.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, 15:460first reading

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

Badge funnel

You joined! · welcome410,791 · 48.8% 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

9814 August 2026 — 98 % liked24 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 % liked14 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, 15:0298no change
23 Oct 2026, 15:0198no change
13 Oct 2026, 15:0098no change
3 Oct 2026, 14:5398no change
23 Sept 2026, 14:5298no change
13 Sept 2026, 14:3798no change
3 Sept 2026, 14:3698no change
24 Aug 2026, 12:2098no change
14 Aug 2026, 12:1998first reading

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