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Jump to Save Brainrots 🧠

Jump to Save Brainrots 🧠

A Roblox experience owned by Mega LOL Games.

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Jump to Save Brainrots 🧠 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! 🧠 Run fast and jump to save Brainrots from jails! ⚡ Escape the guards and survive! 🔥 Jump higher to save rarer Brainrots! 🦵 Upgrade Brainrots and earn more money! 💸 Upgrade speed and carry limit! 🏗️ Build your base and unlock slots! 🔒 Trade and gift Brainrots! 🎁 Your Brainrots earn cash OFFLINE! 💤 ✨ Premium players get a +10% cash boost! Having fun? 👍 Like the game and invite your friends to play! 😄

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 (9,506 👍 / 390 👎)
87,294
favourites (62.4 per 1k visits)
17 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 We do not publish numbers we have not measured.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, 14:000first reading

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

Monetization — 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 aren’t publicly listable.

Badge funnel

Welcome! · welcome768,124 · 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

9614 August 2026 — 96 % liked3 September 2026 — 96 % liked14 August 20263 September 2026
2 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 — 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
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 crowd’s goodwill.