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Dirt Tycoon 🌱✨

Dirt Tycoon 🌱✨

A Roblox experience owned by Yungmuney Neanderthals.

TycoonENtycoonabsurdist humoridle mechanics

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

You’re a nobody. Broke, mocked, and forgotten. Nobody thinks you’ll ever make it. Until one day you get an idea: what if you sold dirt? You set up janky conveyors and start pushing piles of dirt onto the streets. You will rule the world. With dirt. And being a little sketchy. 🌱 🎮 Join the group for 125% extra cash! 🎮 💾 Your progress is always autosaved 💾 👍 Like for updates! 👍 Inspired by the "Prove Dad Wrong / Prove Mom Wrong / RULE THE WORLD" tycoon genre.

Last updated by the developer 7 Aug 2025, 03:27 UTC.

0
playing (measured 10 Aug 2026, 14:08 UTC)
193,818
lifetime visits
74%
liked (1,043 👍 / 367 👎)
1,333
favourites (6.9 per 1k visits)
6 August 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 We do not publish numbers we have not measured.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, 14:080first reading

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

Monetization — game passes

Rob players
3,000 R$
auto sell
399 R$
3x faster restockers
349 R$
hire beast
249 R$
2x Cash
199 R$
hire the goat
199 R$
hire kai
149 R$
hire ice spice
149 R$
2x dirt
99 R$
Starterpack (300K cash, 3k dirt, 5 chips)
99 R$
hire caseoh
99 R$
hire speed
99 R$
carry multiple dirt
99 R$
2x speed
28 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

SELLING · other132,215 · 0.00% win
STARTED · welcome130,476 · 0.00% win
DIRT129,796 · 0.00% win
YOU · other129,602 · 0.00% win
YOU RULED THE WORLD · progression70 · 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.