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Tip me (BETA)

Tip me (BETA)

A Roblox experience owned by Tip me Community.

Social & hangoutENsocial hangouttipping mechaniccasual chat

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

Step into a chill, open social space where the goal isn’t to win—it’s to connect. This game is all about hanging out, meeting new people, and enjoying the vibe together 🌿✨ Explore a unique arena filled with cozy spots, interactive areas, and open space to roam. Chat with others in real time, make new friends, or just relax and people-watch 👀💬 Feeling generous? Show some love by tipping other players 💸❤️ Whether it’s for good conversation, funny moments, or just good energy, tipping adds a fun and rewarding social layer. There’s no pressure, no competition—just good vibes, cool people, and a space to be yourself 😌🎉 Features: 🗨️ Real-time social chat 💸 Tip system to support others 🌍 Open hangout environment to explore 😎 Casual, stress-free gameplay 🤝 Meet and connect with new people Jump in, vibe out, and make the space your own 🎮✨

Last updated by the developer 18 May 2026, 08:38 UTC.

0
playing (measured 6 Sept 2026, 10:01 UTC)
1,139
lifetime visits
75%
liked (6 👍 / 2 👎)
2
favourites (1.8 per 1k visits)
28 March 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 We do not publish numbers we have not measured.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
6 Sept 2026, 10:010first reading

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

Monetization — game passes

VIP
200 R$
Invisibility device
100 R$
Giraffe toy!
35 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

Meet the owner! · other14 · 0.00% 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.