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Sword Fight for UGC

Sword Fight for UGC

A Roblox experience owned by Catastropha.

SimulatorENpoint-basedugc rewardscode redemption

Sword Fight for UGC is a simulator experience created on March 2, 2025. It has accumulated 1,240,792 lifetime visits and holds 207,213 favorites. Currently, one user is playing. The experience maintains an 82 percent like percentage. The game focuses on point accumulation mechanics and UGC rewards.

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

Sword Fight for UGC! 🍭 Gain points or steal points! Every 1 second you gain +1 Points. LIMITED UGCS WEEKLY Use code this for free points in game : WELCOME FREEPOINTS FREEUGC SorryForBugs Follow the creators for 25K points. Premium users earn x2 more points. Join the Group for extra points and in game rewards ✅ https://www.roblox.com/share/g/35566231 Found bugs? Report them in the group or communication server.

Last updated by the developer 29 May 2026, 18:04 UTC.

1
playing (measured 10 Aug 2026, 15:23 UTC)
1,240,792
lifetime visits
82%
liked (3,842 👍 / 826 👎)
207,435
favourites (167.2 per 1k visits)
2 March 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 We do not publish numbers we have not measured.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
10 Aug 2026, 15:230first reading

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

Content maturity (Roblox’s label)

MinimalMinimum age 16

Descriptors: Violence (Occasional/Mild)

As returned by Roblox on 10 November 2026. This is Roblox’s label for the experience, not a rating by this register.

All games by Roblox maturity label →

Monetization — game passes

VIP
399 R$
x2 Points
249 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

Playtime Requirement · other2,800 · 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

8214 August 2026 — 82 % liked24 August 2026 — 82 % liked3 September 2026 — 82 % liked13 September 2026 — 82 % liked23 September 2026 — 82 % liked3 October 2026 — 82 % liked13 October 2026 — 82 % liked23 October 2026 — 82 % liked2 November 2026 — 82 % liked12 November 2026 — 82 % liked14 August 202612 November 2026
10 measurements spanning 90 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 81–83 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
12 Nov 2026, 16:3782no change
2 Nov 2026, 16:3582no change
23 Oct 2026, 16:3482no change
13 Oct 2026, 16:3282no change
3 Oct 2026, 16:3282no change
23 Sept 2026, 16:3182no change
13 Sept 2026, 16:0482no change
3 Sept 2026, 16:0182no change
24 Aug 2026, 13:5082no change
14 Aug 2026, 13:4982first reading

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