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Bloxism

How Bloxism values work

A value on Bloxism is never a bare number. Every value belongs to a per-game value system that defines its unit, its source, and how it is maintained — and every item row records where its number came from and when we last verified it.

The rules we hold ourselves to

  • Units are explicit. An Adopt Me value is in Adopt Me reference points; a Fisch value is an in-game C$ sell price. They mean different things, and values are never comparable across games.
  • Sources are named.Wiki-imported numbers cite the game's community wiki; editorial scales say plainly that they are Bloxism's own judgment.
  • History is observed, never simulated. Historical tracking began on July 17, 2026. Trend arrows, percentage changes and “mover” lists appear only when two real, verified observations of the same item support them — and the UI states the comparison period. We do not backfill or generate history to make charts look populated.
  • Demand renders only where it is curated. Some imports carried rarity-derived demand defaults; those are hidden rather than presented as research.
  • Unverifiable numbers are hidden.If a game's unit or source can't be established, its values don't render at all.

A correction about our earlier charts

Before July 2026, value pages displayed seeded placeholder timelines so sparklines and “movers” would render. That was wrong. Those synthetic points are now permanently excluded from every public chart, percentage and feed (they are retained internally only for auditability), and time-based features unlock purely from real observations recorded from July 17, 2026 onward.

Per-game value systems

Each value-enabled game documents its own unit, source and limitations:

Adopt Me! Adopt Me reference points

Bloxism's own editorial scale for comparing Adopt Me pets in trades. 100 points ≈ a common starter pet; the scale is relative, not an in-game currency.

Adopt Me values are Bloxism's own editorial reference scale, maintained by reviewing trading activity and public community value discussions, then placing every tracked pet on one relative scale. They are our editorial judgment — useful for comparing two trades, not an official number.

Demand ratings are curated per pet by the same editorial review. Limitations

  • Values are point-in-time imports, not a live market feed. Between reviews the community's view can move before ours does.
  • Values are not comparable across games — every game has its own unit and its own economy.
  • Historical tracking began July 17, 2026. Trend arrows, 30-day changes and movers appear only once enough verified observations exist; we never backfill or simulate history.

Primary source: Bloxism editorial team · last verified Jul 22, 2026

Bee Swarm Simulator Honey

Bee Swarm Simulator's primary currency. The value shown is the item's documented Honey worth from the community wiki.

Bee Swarm Simulator values are Honey figures imported from the Bee Swarm Simulator community wiki.

Demand ratings were rarity-derived defaults at import — not sourced — so Bloxism does not display them. Limitations

  • Values are point-in-time imports, not a live market feed. Between reviews the community's view can move before ours does.
  • Values are not comparable across games — every game has its own unit and its own economy.
  • Historical tracking began July 17, 2026. Trend arrows, 30-day changes and movers appear only once enough verified observations exist; we never backfill or simulate history.

Primary source: Bee Swarm Simulator Wiki (Fandom) · last verified Sep 2, 2026

Blox Fruits trading value (Beli-equivalent)

Bloxism's editorial trading values for fruits, expressed on a Beli-like scale so they can be compared against in-game shop prices.

Blox Fruits values are Bloxism editorial trading values: our judgment of what each fruit is worth in player-to-player trading, expressed on a Beli-equivalent scale (shop prices are separate, factual fields on each fruit's page).

Demand ratings mixed curated entries with rarity-based fallbacks at seed time, so they are not displayed until fully curated. Limitations

  • Values are point-in-time imports, not a live market feed. Between reviews the community's view can move before ours does.
  • Values are not comparable across games — every game has its own unit and its own economy.
  • Historical tracking began July 17, 2026. Trend arrows, 30-day changes and movers appear only once enough verified observations exist; we never backfill or simulate history.

Primary source: Bloxism editorial team · last verified Jul 22, 2026

Fisch in-game C$

Fisch's in-game currency. A fish's value is its documented average sell price in C$ — what it sells for at its average weight. A rod's value is its documented shop cost. Both are in-game facts from the community wiki, not a trading consensus.

Fisch values are C$ figures imported from Fischipedia/the Fisch community wiki. These are in-game facts, so they change only when the game itself changes them.

  • Fish are listed at their documented average sell price (average_C) — what one sells for at its average weight. The wiki also publishes a price per kilogram; that is a different quantity and Bloxism does not show it as a value.
  • Rods are listed at their documented shop cost. Rods that are earned, crafted or quest-locked have no cash price, so they show no value rather than a guess.

Demand is not a meaningful concept for fixed in-game prices, so Bloxism does not display demand for Fisch. Limitations

  • Values are point-in-time imports, not a live market feed. Between reviews the community's view can move before ours does.
  • Values are not comparable across games — every game has its own unit and its own economy.
  • Historical tracking began July 17, 2026. Trend arrows, 30-day changes and movers appear only once enough verified observations exist; we never backfill or simulate history.

Primary source: Fisch Wiki (Fandom) · last verified Sep 2, 2026

Grow a Garden Sheckles

Grow a Garden's in-game currency. A crop's value is its base Sheckle sell value at its average weight — the anchor the game's weight formula scales from. Gear is listed at its documented Sheckle shop cost instead. Both are in-game figures from the community wiki.

Grow a Garden's economy is weight-based: a crop's sell price is

value = base value × (weight ÷ base weight)² × variant × mutations

(the game's own formula, per the Mechanics page: Total Price = Fruit Constant × Mass² × Variants × (1 + ΣMutations − count)). Because the price depends on weight, the wiki no longer lists a single flat sell figure on crop pages.

Bloxism imports each crop's base value (its sell value at the average weight) and base weight directly from the wiki's structured Crop Data module. The value shown is that base sell value — the honest anchor the weight formula scales from. The crop calculator applies the full weight, variant (Gold ×20 / Rainbow ×50) and stacking-mutation formula on top.

Gear is not grown and not weighed, so none of the above applies to it: gear carries the Sheckle shop cost documented on its own wiki page.

Demand ratings were rarity-derived defaults at import — not sourced — so Bloxism does not display them. Limitations

  • Values are point-in-time imports, not a live market feed. Between reviews the community's view can move before ours does.
  • Values are not comparable across games — every game has its own unit and its own economy.
  • Historical tracking began July 17, 2026. Trend arrows, 30-day changes and movers appear only once enough verified observations exist; we never backfill or simulate history.

Primary source: Grow a Garden Wiki (Fandom) — Crop Data module · last verified Sep 2, 2026

Murder Mystery 2 MM2 value points

Relative trading points used by the MM2 community. Higher means the item trades for more; the scale is community convention, not an in-game currency.

MM2 values are imported from each item's page on the Murder Mystery 2 community wiki, which reflects the value conventions used by MM2 trading communities (the same conventions popularized by sites like MM2Values and Supreme). We import the number as listed and record when we did.

Demand ratings for MM2 items were assigned from rarity defaults at import time — they are not sourced — so Bloxism does not display MM2 demand. Limitations

  • Values are point-in-time imports, not a live market feed. Between reviews the community's view can move before ours does.
  • Values are not comparable across games — every game has its own unit and its own economy.
  • Historical tracking began July 17, 2026. Trend arrows, 30-day changes and movers appear only once enough verified observations exist; we never backfill or simulate history.

Primary source: Murder Mystery 2 Wiki (Fandom) · last verified Sep 2, 2026

Pet Simulator 99 Diamonds (RAP)

Recent Auction Price from Big Games' official API — the game's own rolling average of recent auction sales, in Diamonds.

PS99 values are RAP (Recent Auction Price) figures published by Big Games' official public API (ps99.biggamesapi.io). RAP is the game's own rolling average of recent auction-house sales for each pet, denominated in Diamonds.

We read the base (non-golden, non-rainbow, non-shiny) figure for every pet and record when it changes. Because RAP comes from the developer's own feed, no scale conversion or editorial judgment is applied.

Limitations

  • RAP reflects auction activity, which can lag fast-moving hype or thin markets for very rare pets.
  • Values are not comparable across games — Diamonds are PS99's economy only.
  • Golden/rainbow/shiny variants are tracked by the game separately; Bloxism currently lists the base variant.

Primary source: Big Games API (official) · last verified Sep 2, 2026

Steal a Brainrot in-game cash

Steal a Brainrot's in-game cash. The value shown is the brainrot's documented in-game worth from the community wiki.

Steal a Brainrot values are in-game cash figures imported from the Steal a Brainrot community wiki, which documents each brainrot's cost and income economy.

Demand ratings were rarity-derived defaults at import — not sourced — so Bloxism does not display SAB demand. Limitations

  • Values are point-in-time imports, not a live market feed. Between reviews the community's view can move before ours does.
  • Values are not comparable across games — every game has its own unit and its own economy.
  • Historical tracking began July 17, 2026. Trend arrows, 30-day changes and movers appear only once enough verified observations exist; we never backfill or simulate history.

Primary source: Steal a Brainrot Wiki (Fandom) · last verified Sep 2, 2026