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πŸŒ€ Portal Hotels (Alpha v1.01) πŸŒ€

πŸŒ€ Portal Hotels (Alpha v1.01) πŸŒ€

A Roblox experience owned by Portaltimeβ„’.

RoleplayENroleplayhotel managementsocial simulation

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

β€œWhy live normal when you can live in elegance. Add some luxury to your life!” Welcome to Portal Hotel & Resort, a great experience for all people. This hotel isn't like the others, with free models slammed everywhere, people being forced to work, use grammar, etc. We like to be positive, and all strict staff may be demoted! This game has been in Work In Progress stages since February 2018, and should hopefully be ready by around May 2019, if not then possibly around June or July. Interviews: https://web.roblox.com/games/1577055856/Portal-Interviews Trainings: https://web.roblox.com/games/1591522435/Portal-Trainings If you experience any bugs, please try and contact us via the group wall.

Last updated by the developer 1 Mar 2020, 10:57 UTC.

0
playing (measured 11 Aug 2026, 20:52 UTC)
555
lifetime visits
67%
liked (8 πŸ‘ / 4 πŸ‘Ž)
21
favourites (37.8 per 1k visits)
30 March 2018
created (per Roblox)

Play on Roblox β†’

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 β€” so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log β€” every players count we have recorded
Measured (UTC)PlayersChange
11 Aug 2026, 20:520first reading

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

Monetization β€” game passes

VIP Guest
249 R$
Balloon
99 R$
Segway
39 R$
Golden Selfie Stick
39 R$
Golden Briefcase
29 R$
Chewing Gum
19 R$
Self Check-In
19 R$
Fidget Spinner
9 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

You met Ink Β· other7 Β· 0.00% win

How many players have ever earned each badge β€” 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.