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⛏️ Break To Win

⛏️ Break To Win

A Roblox experience owned by Grosso.

SimulatorENclickerminingtime-attack

⛏️ Break To Win is a simulator experience created on 2025-05-25. It has accumulated 3,748,299 lifetime visits and 109,508 favorites. The game holds a 96% like percentage. Currently, zero users are playing. The description highlights block-breaking mechanics, speed boosts, and zone progression.

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

⛏️ Smash blocks. Race fast. Win big. 🏁 Break through massive walls while racing against time and other players! Unlock new zones, discover hidden prizes, and boost your mining power to insane levels. - Blocks break automatically (Requires Joining Group) ⚡ - Tap to double your speed 🔥 - New zones, new challenges, endless grind 🎯 👍 10,000 likes to unlock World 3! 🎉

Last updated by the developer 17 Dec 2025, 19:09 UTC.

0
playing (measured 10 Aug 2026, 15:31 UTC)
3,748,299
lifetime visits
96%
liked (4,476 👍 / 209 👎)
109,494
favourites (29.2 per 1k visits)
25 May 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 We do not publish numbers we have not measured.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, 15:310first reading

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

Monetization — game passes

x10 Cash
299 R$
x10 Speed
219 R$
Double Rebirth
199 R$
VIP
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

K · other2,217,074 · 100.0% win
C · other2,214,909 · 100.0% win
O · other2,212,431 · 100.0% win
L · other2,209,703 · 100.0% win
B · other2,208,096 · 100.0% win
Grass Level · progression1,139,717 · 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

9614 August 2026 — 96 % liked3 September 2026 — 96 % liked13 September 2026 — 96 % liked3 October 2026 — 96 % liked23 October 2026 — 96 % liked14 August 202623 October 2026
5 measurements spanning 70 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 95–97 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 04:0496no change
3 Oct 2026, 04:0396no change
13 Sept 2026, 04:0196no change
3 Sept 2026, 04:0096no change
14 Aug 2026, 03:5296first reading

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