Roblox’s green phenomenon: What “Grow a Garden” reveals about kids today

When people first hear about Roblox, many think of it as a quirky game with blocky characters — a cousin of Minecraft that children play on their phones or laptops. In reality, Roblox has long outgrown that description. It is not a single game but a vast platform, a library of experiences created by players themselves. This article, prepared by a Kazinform News Agency correspondent, looks inside that world to understand the hype now capturing the attention of millions of children.

photo: QAZINFORM

Anyone with imagination and some technical skill can use Roblox Studio to build worlds that attract thousands, even millions, of visitors. Over time this open ecosystem has produced a striking variety of games — racing, horror, survival, role-playing, and, in early 2025, a gardening simulator called “Grow a Garden” that has taken the platform by storm.

Launched in March 2025, “Grow a Garden” quickly became more than another Roblox fad. Within weeks it surged to over 1.5 billion visits, climbed to nearly a million favorites, and won approval from 94% of players. On May 17 it peaked at five million concurrent users — the highest in Roblox history, so many that it caused temporary server instability. What may look from the outside like a simple pastime of planting seeds has turned into one of the most influential digital playgrounds for children worldwide, including in Kazakhstan where it rapidly became part of daily social life.

The mechanics are simple. Players buy seeds, plant them, and wait for them to grow. Crops are harvested for in-game currency, Sheckles, which can be reinvested into better seeds, tools, or new land. The goal is a garden filled with rare plants, exotic pets, and decorative features that stand out.

The genius of “Grow a Garden” lies in the details. Crops grow even when the player is offline, making it rewarding to return. Random mutations and loot-style packs create surprise. Daily incentives push consistent play, since missing a day means missing a reward. Above all, gardens are visible to other players, turning private progress into public status. For children, the appeal is obvious: it combines habit-forming loops, collectible rarity, and social visibility.

The voices of children illustrate this better than design analysis could. 11-year-old Aldiyar Upiyev, a sixth grader from Almaty, explained: “Grow a Garden is a game where you develop, buy new plants from the lowest to the highest rarity. The goal is to collect as many secret and rare plants, maybe even pets. Pets have different characteristics—some can increase fruit sizes on trees. The game is interesting because there are many events where you can get new pets and plants. Mostly I feel joy when I play, though sometimes I’m disappointed when rare plants are missing from the store.” His words capture the emotional rhythm of the game: hope, chance, reward, and the occasional letdown.

Photo credit: Yerzhan Zhanibekov

8-year-old Alua Zhanibekova, a second grader from Astana, described it more simply: “The game is calm—you just grow fruits and vegetables. But there are packs where you can win cool seeds or pets. Pets like raccoons can even steal fruits from other players’ trees. They’re like little helpers and thieves, like real animals.” To her, the appeal lies in playful companions that create attachment without real responsibility.

Why did this title rise so fast? Part of the answer lies in Roblox’s global network effects, as 10-year-old Sanzhar Zhanibekov, a fourth grader from Astana, noted: “In Kazakhstan, it became popular because it first got big in America and then spread everywhere. Twenty-seven million people were playing. It’s a calm, fun game—there’s no blood, like in other games. It’s about creating, growing fruits, plants, and pets.”

Sanzhar’s words highlight two key reasons for traction: the international spread of digital culture and the appeal of nonviolent gameplay. While many Roblox hits involve combat or horror, “Grow a Garden” offers a more tranquil alternative — competitive, but in cultivation rather than destruction.

A new social fabric of childhood

For parents, the picture is more complex. Some see the game as an ally in helping children adapt socially. Zhansaya Khaltayeva, mother of three, described how her son, who had changed schools and even countries multiple times, used Roblox as a bridge into new communities.

“He found his first friendships through Roblox,” she said. “In every school, children noticed his advanced garden and rare pets, and that made him interesting. He was invited to birthdays, integrated into classes without stress, because he was already part of the circle through the game.”

Her account shows how digital spaces can ease social transitions, offering continuity where geography disrupts it.

In Kazakhstan, the cultural resonance is clear. Real gardens are rare in many urban households, requiring space and time most families lack. A digital garden, by contrast, is accessible to every child with a phone or laptop. As Aldiyar Upiyev half-joked, “maybe it’s popular here because few people grow gardens in real life — it takes too much time.”

What might elsewhere be seen as a pastime thus becomes, in Kazakhstan, a way to experience something otherwise unavailable. It is also an informal English lesson, since most seeds, pets, and events are labeled in English. Children learn the names of Dragon Peppers, Moonlit fruits, or Bizzy Bees, gaining vocabulary without realizing it.

The social dimension extends further. Parents who ban Roblox often find their children excluded from peer culture. Zhansaya Khaltayeva noted mothers who prohibited all games, only to see their children struggle to make friends. “Everyone else talks about rare plants and pets,” she said. “Children without Roblox feel like outsiders, like outcasts.” In this way, “Grow a Garden” is not just entertainment but a passport into contemporary childhood.

Digital risks and parental dilemmas

Yet beneath the innocent premise of digital farming lies a set of risks parents and educators cannot ignore. Like many Roblox games, “Grow a Garden” thrives on mechanics that resemble gambling. Loot crates promise rare seeds or pets, but the odds are unknown, and children can be drawn into repeated spending in the hope of striking lucky. The use of Robux, Roblox’s premium currency, adds another layer of pressure. While free to play, progress accelerates with small purchases — more land, faster growth, exclusive upgrades. For children comparing gardens with friends, the temptation to spend is powerful.

Beyond the game itself, external channels amplify these dynamics. On Discord, TikTok, and YouTube, unofficial communities trade not only tips but also accounts and rare items, despite Roblox’s ban on such practices. Children eager for a Dragon Pepper seed may be lured into risky exchanges with strangers, exposing them to scams or worse. Social media influencers glamorize rare possessions, encouraging behaviors involving both rule-breaking and real-world spending. The garden, in other words, does not stop at Roblox’s borders.

This explains why some parents take a stricter stance. Arailym Burasheva, also a mother of three, views Roblox as harmful. “There is inappropriate content — violence, offensive language. The game causes strong addiction. My children sometimes forget to eat, preferring Roblox over playing outside. And then there are donations, gambling-like elements. Roblox constantly pushes children to buy updates. On my children’s phones, Roblox is fully blocked. I consider it harmful, and I see Minecraft as a better alternative.”

Her testimony illustrates the anxieties of many parents who see their children’s attention consumed by screens, outdoor play diminished, and requests for money multiplied.

Photo credit: Yerzhan Zhanibekov

But even children are aware of the ambivalence. Sanzhar Zhanibekov admitted that while the game is fun, “it’s better to make friends in real life than in Roblox. Online you don’t know who is behind the screen.”

Adilkhan Igilik, a 14-year-old ninth grader from Shymkent, emphasized immersion: “When I play, it feels like I’m really there, surviving. Roblox offers thousands of directions—everyone finds their own. But horror games like ‘99 Nights’ are unsuitable for younger children.” His remark shows a level of self-awareness about age-appropriate boundaries parents sometimes underestimate.

The paradox is that Roblox, and “Grow a Garden” within it, has become too big a part of youth culture to dismiss. It is no longer just a distraction. For many children, it is a place to practice social skills, pick up new language, and experiment with identity. At the same time, it is where they face the pressures of spending, competition, and designs meant to keep them hooked.

Its influence now stretches far beyond bedrooms. Roblox has hosted virtual concerts and film premieres, partnered with global brands, and even entered classrooms and universities as a tool for teaching game design. Companies study it as a model for digital engagement. To call it simply a “children’s game” is to overlook how deeply it reflects the world young people are growing up in.

In this light, “Grow a Garden” is more than a pastime. It is a snapshot of digital childhood — equal parts opportunity and risk. For some children it is a lifeline, helping them adapt to new schools or make friends. For others, it is a source of stress over money, screen time, or family rules. Parents like Khaltayeva and Burasheva illustrate this divide: banning Roblox can leave a child feeling isolated, yet full freedom risks addiction. The challenge lies in balance — setting limits, teaching safe habits, and staying involved in what children are doing online.

The game’s success is not only about rare crops or playful pets. It reveals the pace of digital childhood, where play, socializing, and learning all blur together. The gardens children tend online are not trivial; they mirror friendships, carry pressures, and shape identity. To understand this is not just to follow a trend — it is to see the world in which the next generation is coming of age.

Earlier, Kazinform News Agency reported on the global phenomenon surrounding one of the world’s most talked-about collectible toys — Labubu, created by Hong Kong-born artist Kasing Lung and brought to international prominence by the Chinese toy company Pop Mart.