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[read description] Multiversal Sword Clash

[read description] Multiversal Sword Clash

A Roblox experience owned by Nyra Productions.

Fighting & PvPENteam-based combatcrossover charactersrandomizer mechanics

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

1.4 Final patch will be releasing in the following days. it will be fixing a bunch of issues and improving the quality of the game in general. i wanna give the 1.4 version a final polish before i'm done with it completely A 14v14 team-based sword fighting game where you can play as a variety of characters from different universes, each with their own unique abilities and playstyles. There are also randomizers in the game to spice up gameplay. One example is Juggernaut, which turns the match into a 1v28 where the Juggernaut gets their own powerful kit to fight against everyone else. Warning: This game contains flashing lights. If you are sensitive to flashing Visuals/Lights please do not play. This game might contain some bugs but those will be patched out quick once reported! All characters used belong to their respective owners.

Last updated by the developer 8 Aug 2026, 19:03 UTC.

0
playing (measured 11 Aug 2026, 18:47 UTC)
138,726
lifetime visits
74%
liked (119 👍 / 42 👎)
386
favourites (2.8 per 1k visits)
3 November 2024
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 We do not publish numbers we have not measured.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
11 Aug 2026, 18:470first reading

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

Monetization — game passes

2x EXP
799 R$
V.I.P
500 R$
2x Coins
399 R$
Capsule Babies
10 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

Welcome · welcome110,868 · 100.0% win
The First Kill · other15,569 · 0.00% win
Shattered Nightmare · other2,060 · 0.00% win
The pacifist · other1,962 · 0.00% win
Meet the owner · other1,032 · 0.00% win
5 Killstreak · other929 · 0.00% win
This match was interesting · other299 · 0.00% win
10 Killstreak · progression155 · 0.00% win
15 Killstreak · other88 · 0.00% win
Huh? Wuh? · other74 · 0.00% win
System Error · other72 · 0.00% win
You Signed a Contract · other64 · 0.00% win
20 Killstreak · progression61 · 0.00% win
Tears of the Red Child · other41 · 0.00% win
Father and Son Rivalry · other26 · 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

747574.515 August 2026 — 75 % liked14 September 2026 — 74 % liked24 October 2026 — 74 % liked15 August 202624 October 2026
3 measurements spanning 70 days, net -1. 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 74–75 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Oct 2026, 12:3674no change
14 Sept 2026, 09:4674-1
15 Aug 2026, 08:0875first reading

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