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Catch Pets To Make Power💡

Catch Pets To Make Power💡

A Roblox experience owned by Sheeb Games.

TycoonENpet collectiontycoonoffline earnings

Catch Pets To Make Power💡 is a tycoon experience created on 2025-09-23. It has accumulated 10,001,817 lifetime visits and 38,160 favorites. Currently, 88 users are playing. The game holds a 94% like percentage. Players capture pets to generate power and money within the tycoon simulation.

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

Capture pets, generate power, and make money! How to Play: 🐶 Capture pets that come to your plot! 🌱 Your plants help you catch pets 💸 Pets power the city and generate money! 💡 Build up your power plant tycoon! 🌶️ Buy rare plants and flex your pets! 👋 Play with friends to earn 5% more cash per friend! 👍 Like the game and join the group! 💵 Your pets earn money offline! Log in every day to see how much money they generated while you were gone!

Last updated by the developer 7 Aug 2026, 03:46 UTC.

88
playing (measured 10 Aug 2026, 16:01 UTC)
10,001,817
lifetime visits
94%
liked (44,320 👍 / 2,879 👎)
38,102
favourites (3.8 per 1k visits)
23 September 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 We do not publish numbers we have not measured.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, 16:01131first reading

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

Monetization — game passes

HUGE Inventory
599 R$
VIP
299 R$
Larger Inventory
149 R$
Diamond Magnet
99 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

Playing :D · welcome2,786,410 · 7.2% win
For · other2,785,931 · 7.2% win
Thx · other2,785,632 · 7.2% 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

9413 August 2026 — 94 % liked23 August 2026 — 94 % liked2 September 2026 — 94 % liked12 September 2026 — 94 % liked22 September 2026 — 94 % liked2 October 2026 — 94 % liked12 October 2026 — 94 % liked22 October 2026 — 94 % liked13 August 202622 October 2026
8 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 93–95 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
22 Oct 2026, 20:3194no change
12 Oct 2026, 20:3194no change
2 Oct 2026, 20:3094no change
22 Sept 2026, 20:2394no change
12 Sept 2026, 20:2294no change
2 Sept 2026, 20:2194no change
23 Aug 2026, 20:2094no change
13 Aug 2026, 20:2094first reading

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