Roblox RegisterIndependent record of Roblox groups · not affiliated with Roblox Corporation
[💩] Poop and Grow a Brainrot!

[💩] Poop and Grow a Brainrot!

A Roblox experience owned by RVBR.

TycoonENincrementalbrainrotoffline-earnings

Poop and Grow a Brainrot! is a tycoon experience created on 2025-08-21. It has recorded 11,001,759 lifetime visits and 173,370 favorites. The game holds a 95% like percentage. Currently, two players are active. The description outlines mechanics involving spawning brainrots, earning money, and upgrading stats.

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

💩 Welcome to Poop & Grow a Brainrot! How to Play: 🧠 Poop to spawn your first Brainrot! 💸 Brainrots give you money every second - even when you’re offline! ⬆️ Upgrade luck and strength to poop even faster! 🍎 Feed fruits to grow your Brainrot bigger and stronger! 👍 Like the game and join the group for rewards!

Last updated by the developer 3 Aug 2026, 14:58 UTC.

2
playing (measured 10 Aug 2026, 16:22 UTC)
11,001,759
lifetime visits
95%
liked (15,624 👍 / 860 👎)
173,316
favourites (15.8 per 1k visits)
21 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 We do not publish numbers we have not measured.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, 16:222first reading

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

Monetization — game passes

MEGA LUCK
9 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

P · other3,713,233 · 78.3% win
O · other3,712,239 · 78.3% win
O · other3,694,261 · 78.3% win
P · other3,693,191 · 78.3% win
Impossible · other25,723 · 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

9513 August 2026 — 95 % liked2 September 2026 — 95 % liked2 October 2026 — 95 % liked12 October 2026 — 95 % liked22 October 2026 — 95 % liked1 November 2026 — 95 % liked13 August 20261 November 2026
6 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 94–96 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 20:0495no change
22 Oct 2026, 19:5295no change
12 Oct 2026, 19:5095no change
2 Oct 2026, 19:4895no change
2 Sept 2026, 19:4595no change
13 Aug 2026, 19:3795first reading

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