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Ultimate Steal Time Swordfight

Ultimate Steal Time Swordfight

A Roblox experience owned by 90 Mile Club.

Fighting & PvPENtime-stealing mechanicsword combatPvP

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

The objective is to kill players and steal their time! Get powerful new swords by earning kills! Become the highest time player! Leave a like and be sure to come back for new updates. Updates roll out every week if you have any suggestions join Old Gen Studios! https://www.roblox.com/communities/35622364/Old-Gen-Studios#!/about Credits to the amazing dev team for making this possible Lead Developer- MasmuskYT Developer- Scarypasta88

Last updated by the developer 4 Jul 2026, 03:28 UTC.

0
playing (measured 16 Aug 2026, 07:05 UTC)
9,231
lifetime visits
64%
liked (18 👍 / 10 👎)
44
favourites (4.8 per 1k visits)
18 February 2025
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 We do not publish numbers we have not measured.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
16 Aug 2026, 07:050first reading

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

Monetization — game passes

Gold Magnet x5
399 R$
Merchant's Seal
249 R$
Gold Magnet x3
199 R$
Master Gunsmith
199 R$
Captain's Luck
199 R$
Iron Constitution
149 R$
Gold Magnet x2
99 R$
Sea Legs
99 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 Aboard · welcome3 · 100.0% win
Weathered the Storm · other0 · 0.00% win
Wolf Among Sheep · secret0 · 0.00% win
Killer Caught · secret0 · 0.00% win
All Tides · progression0 · 0.00% win
Golden Find · collection0 · 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

636463.517 August 2026 — 63 % liked26 October 2026 — 64 % liked17 August 202626 October 2026
2 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 63–64 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
26 Oct 2026, 12:2064+1
17 Aug 2026, 11:3563first reading

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