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Jump to Save Brainrots ๐Ÿง 

Jump to Save Brainrots ๐Ÿง 

A Roblox experience owned by Mega LOL Games.

TycoonENbrainrot memeidle tycoonbase building

Jump to Save Brainrots ๐Ÿง  is a tycoon experience created on 2026-02-17. The game has accumulated 1,398,520 lifetime visits and holds 87,290 favorites. Currently, zero users are playing. The title maintains a 96% like percentage. Players engage in mechanics involving saving characters, upgrading abilities, and offline earnings.

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

Welcome to Jump to Save Brainrots! ๐Ÿง  Run fast and jump to save Brainrots from jails! โšก Escape the guards and survive! ๐Ÿ”ฅ Jump higher to save rarer Brainrots! ๐Ÿฆต Upgrade Brainrots and earn more money! ๐Ÿ’ธ Upgrade speed and carry limit! ๐Ÿ—๏ธ Build your base and unlock slots! ๐Ÿ”’ Trade and gift Brainrots! ๐ŸŽ Your Brainrots earn cash OFFLINE! ๐Ÿ’ค โœจ Premium players get a +10% cash boost! Having fun? ๐Ÿ‘ Like the game and invite your friends to play! ๐Ÿ˜„

Last updated by the developer 3 Mar 2026, 17:35 UTC.

0
playing (measured 10 Aug 2026, 14:00 UTC)
1,398,520
lifetime visits
96%
liked (9,505 ๐Ÿ‘ / 390 ๐Ÿ‘Ž)
87,328
favourites (62.4 per 1k visits)
17 February 2026
created (per Roblox)

Play on Roblox โ†’

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 We do not publish numbers we have not measured.

Measurement log โ€” 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 โ€” game passes

x2 Cash
79 R$
Auto Collect
59 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game arenโ€™t publicly listable.

Badge funnel

Welcome! ยท welcome769,154 ยท 0.00% win

How many players have ever earned each badge โ€” 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 badgeโ€™s own name and description.

Like ratio over time

Growth

9614 August 2026 โ€” 96 % liked3 September 2026 โ€” 96 % liked13 September 2026 โ€” 96 % liked23 October 2026 โ€” 96 % liked14 August 202623 October 2026
4 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 โ€” snapshots are recorded only when a count changes, so gaps mean โ€œno change observedโ€, never โ€œinterpolatedโ€. The vertical axis spans 95โ€“97 and does not start at zero.
Measurement log โ€” every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 15:3496no change
13 Sept 2026, 15:0796no change
3 Sept 2026, 15:0596no change
14 Aug 2026, 12:5096first reading

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