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🎭 Steal an Anime

🎭 Steal an Anime

A Roblox experience owned by Open RBX.

SimulatorENanimepvpsimulator

🎭 Steal an Anime is a simulator experience created on 2025-06-13. It has recorded 14,222,519 lifetime visits and 824,426 favorites. The title holds a 92% like percentage. Currently, zero users are playing the game. The experience focuses on character collection and PvP mechanics within the simulator genre.

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

🎭 Steal an Anime One goal: Take their characters before they take yours. In Steal an Anime, you're not just collecting—you're claiming what should be yours. Build a team of powerful anime legends, sneak into rival squads, and grab their strongest heroes! ⚔️ Snatch anime characters from other players 💸 Earn coins and upgrade your power 🌀 Rebirth to unlock new zones and rare characters 🛡️ Defend your collection or lose it all 🔥 PvP + Simulator + Tycoon = nonstop chaos Do you have what it takes to steal them all?

Last updated by the developer 20 Dec 2025, 10:57 UTC.

0
playing (measured 10 Aug 2026, 14:07 UTC)
14,222,519
lifetime visits
92%
liked (3,314 👍 / 271 👎)
824,502
favourites (58.0 per 1k visits)
13 June 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 We do not publish numbers we have not measured.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, 14:071first reading

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

Monetization — game passes

Test
10,000 R$
coin
8,800 R$
VIP
499 R$
Auto Collect
399 R$
Auto Lock
399 R$
Double Coins
299 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, Anime Collector! · welcome6,051,322 · 87.5% 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

9213 August 2026 — 92 % liked23 August 2026 — 92 % liked2 September 2026 — 92 % liked12 September 2026 — 92 % liked22 September 2026 — 92 % liked2 October 2026 — 92 % liked12 October 2026 — 92 % liked13 August 202612 October 2026
7 measurements spanning 60 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 91–93 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
12 Oct 2026, 18:3892no change
2 Oct 2026, 18:3692no change
22 Sept 2026, 18:3392no change
12 Sept 2026, 18:3092no change
2 Sept 2026, 18:2192no change
23 Aug 2026, 18:0792no change
13 Aug 2026, 18:0692first reading

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