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Admin Abuse Tower πŸ‘‘

Admin Abuse Tower πŸ‘‘

A Roblox experience owned by Zaps Games.

Tower defenseENtower climbtrolladmin abuse

Admin Abuse Tower πŸ‘‘ is a tower-defense experience created on 2025-09-07. It has accumulated 1,436,143 lifetime visits and 1,623 favorites. The game holds a 90% like percentage. Currently, zero users are playing. The description highlights climbing mechanics, daily rewards, and troll avoidance across all supported devices.

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

Welcome to Admin Abuse Troll Tower! πŸ‘‘ Can you beat the trolls in this Admin Abuse Tower? [How to Play] πŸ‘‘ Climb the towers getting new items and more! πŸ† Come back for daily rewards and get rich! πŸ’€ Avoid trolls and scale the tower using your climbing skills! πŸ–₯️ All Devices supported πŸ”— Group: https://www.roblox.com/communities/33798992

Last updated by the developer 14 Feb 2026, 23:58 UTC.

0
playing (measured 10 Aug 2026, 14:00 UTC)
1,436,143
lifetime visits
90%
liked (2,687 πŸ‘ / 304 πŸ‘Ž)
1,626
favourites (1.1 per 1k visits)
7 September 2025
created (per Roblox)

Play on Roblox β†’

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 β€” so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log β€” every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 14:000first reading

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

Monetization β€” game passes

Phantom Slap [ABILITY]
999 R$
Lasergun
499 R$
Owner Hammer
50 R$
Infinite Revives
19 R$
HD Admin
9 R$
Flying Carpet
9 R$
Rainbow Slap
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

Welcome Β· welcome885,545 Β· 100.0% win
Win Β· progression85,022 Β· 5.6% win
Troller Β· other0 Β· 0.00% win

How many players have ever earned each badge β€” 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

9014 August 2026 β€” 90 % liked24 August 2026 β€” 90 % liked3 September 2026 β€” 90 % liked14 August 20263 September 2026
3 measurements spanning 20 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between β€” snapshots are recorded only when a count changes, so gaps mean β€œno change observed”, never β€œinterpolated”. The vertical axis spans 89–91 and does not start at zero.
Measurement log β€” every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 14:5190no change
24 Aug 2026, 12:3790no change
14 Aug 2026, 12:3690first reading

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