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[UPD!] The UK Job Center

[UPD!] The UK Job Center

A Roblox experience owned by The UK Job Center.

TycoonENtycoonsimulationhumor

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

📄 The UK Job Centre Tycoon – Process Chaos & Earn Big! 💸 Step into the most chaotic tycoon on roblox! 🇬🇧 Can YOU handle the madness of the queue? 🪑📝 💥 Hire staff to approve benefits faster! 💰 Process NPCs like chavs 👟, roadmen 🧥, football hooligans ⚽, grannies 👵, and more! 🎉 Work your way up the leaderboard! 😂 Laugh at silly dialogue and absurd requests from your quirky customers! 🏃‍♂️ Queue up the chaos — will you survive the madness, or get buried under paperwork? Are you ready to stamp, approve, and collect? 🖋️💸 🎉 Follow the owners! https://www.roblox.com/users/1484189722/profile https://www.roblox.com/users/2641931202/profile

Last updated by the developer 22 Mar 2026, 14:45 UTC.

0
playing (measured 11 Aug 2026, 07:05 UTC)
403,266
lifetime visits
51%
liked (857 👍 / 815 👎)
3,543
favourites (8.8 per 1k visits)
31 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 We do not publish numbers we have not measured.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
11 Aug 2026, 07:050first reading

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

Monetization — game passes

[⚡] Energy Drinks
349 R$
[👑] VIP
299 R$
[💵] x2 Cash
249 R$
[🏃🏽‍♂️‍➡️] Faster NPCs
199 R$
[💨] Sprint
49 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

1k Cash · collection4,145 · 41.0% win
3rd Floor · progression316 · 10.3% win
1 Rebirth · progression96 · 0.00% win
100k Cash · collection12 · 0.00% win
10 Rebirths · progression8 · 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

5114 August 2026 — 51 % liked24 August 2026 — 51 % liked4 September 2026 — 51 % liked14 September 2026 — 51 % liked24 September 2026 — 51 % liked14 October 2026 — 51 % liked24 October 2026 — 51 % liked14 August 202624 October 2026
7 measurements spanning 70 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 50–52 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Oct 2026, 02:3851no change
14 Oct 2026, 02:3751no change
24 Sept 2026, 02:3551no change
14 Sept 2026, 01:0051no change
4 Sept 2026, 00:5351no change
24 Aug 2026, 23:0251no change
14 Aug 2026, 22:4951first reading

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