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Jump for Cars!

Jump for Cars!

A Roblox experience owned by CCU MAXXERS.

TycoonENincrementalvehicle collectionbase building

Jump for Cars! is a tycoon experience created on 2026-02-21. It currently has 53 players online. The game has accumulated 4,221,089 lifetime visits. It holds 345,045 favorites and maintains a 94% like percentage. The description indicates gameplay involves grabbing cars and upgrading jump power.

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

Welcome to Jump for Cars! ✨ Jump up and grab cars that spawn! 💸 Bring them back to your base to earn cash! 🔋 Upgrade your jump power to jump even higher! 🏗️ Upgrade your base for even more slots! 👍⭐ Remember to like & favourite the game for updates! 💖 Inspired by Jump for Brainrots.

Last updated by the developer 14 Jul 2026, 19:27 UTC.

53
playing (measured 10 Aug 2026, 14:19 UTC)
4,221,089
lifetime visits
94%
liked (8,218 👍 / 513 👎)
375,544
favourites (89.0 per 1k visits)
21 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 We do not publish numbers we have not measured.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, 14:19106first reading

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

Monetization — game passes

x2 Cash
99 R$
VIP
79 R$
[SALE!] Gravity Coil
67 R$
Pro Pack
49 R$
Starter Pack
19 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! · welcome2,118,001 · 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

9414 August 2026 — 94 % liked24 August 2026 — 94 % liked3 September 2026 — 94 % liked13 September 2026 — 94 % liked23 September 2026 — 94 % liked3 October 2026 — 94 % liked13 October 2026 — 94 % liked23 October 2026 — 94 % liked14 August 202623 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
23 Oct 2026, 03:1694no change
13 Oct 2026, 03:1594no change
3 Oct 2026, 03:0894no change
23 Sept 2026, 03:0894no change
13 Sept 2026, 03:0894no change
3 Sept 2026, 03:0794no change
24 Aug 2026, 03:0794no change
14 Aug 2026, 03:0794first reading

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