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[Fixed] Soul Wars Classic

[Fixed] Soul Wars Classic

A Roblox experience owned by the rusty crew.

ShooterENround-basedteamworkportal defense

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

Take up your sword and defend against the evil Soul Invaders! It will require teamwork to destroy the portals and advance through the rounds. Recommended with at least 2 players. If a portal has broken, kill it then say FixPortals/. If the game itself has broken (AND YOU'RE SURE IT'S BROKEN), say fixgame/ to start up a vote. Say reset/ to reset your character. Saving and loading does NOT save your data across servers. Badges from the original work here too! Extra changes within this game: - mobile support buttons - fixed kill credit on bat + soul sword - more than 1 player can receive kill credit - some enemies wont damage targets when they recieve knockback by a melee - dead enemies wont do damage - pregame countdown + option to skip it - saving and loading also saves your upgrades (no im not making it save your points) - a lot more i couldnt list Original: https://www.roblox.com/games/6020237/Ex Source: https://www.roblox.com/games/16579775114/Soul-Wars-Classic-2010

Last updated by the developer 26 Aug 2025, 17:04 UTC.

0
playing (measured 13 Aug 2026, 05:34 UTC)
489
lifetime visits
100%
liked (18 👍 / 0 👎)
33
favourites (67.5 per 1k visits)
7 March 2024
created (per Roblox)

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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 We do not publish numbers we have not measured.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
13 Aug 2026, 05:340first reading

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

Badge funnel

CRITHAX! · progression16 · 0.00% win
WUT · other7 · 0.00% win
I think not. · other1 · 0.00% win
Keeper of the Flame · other0 · 0.00% win
Dead Reckoning · other0 · 0.00% win
Dynasty · progression0 · 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.

Like ratio over time

Growth

10021 August 2026 — 100 % liked11 October 2026 — 100 % liked31 October 2026 — 100 % liked10 November 2026 — 100 % liked21 August 202610 November 2026
4 measurements spanning 81 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 99–101 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
10 Nov 2026, 14:37100no change
31 Oct 2026, 12:06100no change
11 Oct 2026, 01:37100no change
21 Aug 2026, 06:05100first reading

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