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Crush Walls for Brainrots

Crush Walls for Brainrots

A Roblox experience owned by ActiveGameStudios.

TycoonENidleclickerbrainrot

Crush Walls for Brainrots is a tycoon experience created on 2026-02-08. It has accumulated 11,527,411 lifetime visits and 612,827 favorites. Currently, 50 users are playing. The game holds a 96% like percentage. Players punch walls to progress and upgrade brainrots for cash earnings.

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

Welcome to Crush Walls for Brainrots! 🥊 PUNCH through massive walls to progress! 🥊 Upgrade your Brainrots to earn more cash 💸 Upgrade your base to unlock more slots 🏗️ Your Brainrots earn cash even while offline 💤 Like the game and join the group for a FREE Brainrot 👍🎁

Last updated by the developer 6 Aug 2026, 22:04 UTC.

50
playing (measured 10 Aug 2026, 14:04 UTC)
11,527,411
lifetime visits
96%
liked (9,937 👍 / 423 👎)
624,360
favourites (54.2 per 1k visits)
8 February 2026
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 We do not publish numbers we have not measured.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, 14:0495first reading

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

Monetization — game passes

Super Power Boost
249 R$
x2 Money
129 R$
VIP
99 R$
Power Boost
99 R$
Auto Collect
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

Thank you! · other5,485,135 · 100.0% win
For Brainrots! · other5,482,818 · 100.0% win
Punch Walls · other5,481,618 · 100.0% win
Go Play · welcome5,480,463 · 100.0% 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

9613 August 2026 — 96 % liked23 August 2026 — 96 % liked2 September 2026 — 96 % liked12 September 2026 — 96 % liked22 September 2026 — 96 % liked2 October 2026 — 96 % liked12 October 2026 — 96 % liked22 October 2026 — 96 % liked1 November 2026 — 96 % liked13 August 20261 November 2026
9 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 95–97 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 19:4996no change
22 Oct 2026, 19:3896no change
12 Oct 2026, 19:3596no change
2 Oct 2026, 19:3296no change
22 Sept 2026, 19:3096no change
12 Sept 2026, 19:2396no change
2 Sept 2026, 19:2296no change
23 Aug 2026, 19:2296no change
13 Aug 2026, 19:2196first reading

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