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[🌍] Steal a Country

[🌍] Steal a Country

A Roblox experience owned by WW3 before GTA6.

SimulatorENstrategytycoonsocial

[🌍] Steal a Country is a simulator experience created on 2025-07-04. It currently has 137 players online. The game has accumulated 45,701,385 lifetime visits and 1,526,305 favorites. User engagement metrics show a 90% like percentage. The experience supports desktop, mobile, tablet, and console platforms.

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

🗺️ Welcome to Steal a Country! 🔥 Like the game and join the group How to Play: 🏰 Buy a Country 🕵️‍♂️ Steal Country from other players 💰 Collect taxes and generate wealth ♻️ Rebirth 🎭 Buy troll tools and slaps to troll other players! 💻 Supports Desktop, Mobile, Tablet and Console players 👑 Credit to.... you, the player.

Last updated by the developer 10 Aug 2026, 01:52 UTC.

92
playing (measured 21 Aug 2026, 20:54 UTC)
45,808,715
lifetime visits
90%
liked (51,325 👍 / 5,539 👎)
1,542,890
favourites (33.7 per 1k visits)
4 July 2025
created (per Roblox)

Play on Roblox →

Live players over time

Growth

92121106.510 August 2026 — 121 players21 August 2026 — 92 players10 August 202621 August 2026
2 measurements spanning 11 days, net -29. 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 88–125 and does not start at zero.
Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
21 Aug 2026, 20:5492-29
10 Aug 2026, 15:01121first reading

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

Monetization — game passes

ADMIN Commands
3,999 R$
Ban Hammer
999 R$
Laser Gun
399 R$
Flying Carpet
349 R$
2x Money [OP]
149 R$
VIP
149 R$
Black Hole Slap
79 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

L · other16,382,088 · 100.0% win
E · other16,380,496 · 100.0% win
🌎 · other16,259,805 · 100.0% win
A · other16,258,489 · 100.0% win
T · other16,256,945 · 100.0% win
S · other16,256,193 · 100.0% 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

9021 August 2026 — 90 % liked23 August 2026 — 90 % liked2 September 2026 — 90 % liked12 September 2026 — 90 % liked22 September 2026 — 90 % liked2 October 2026 — 90 % liked12 October 2026 — 90 % liked22 October 2026 — 90 % liked21 August 202622 October 2026
8 measurements spanning 62 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 89–91 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
22 Oct 2026, 14:4890no change
12 Oct 2026, 14:4790no change
2 Oct 2026, 14:4590no change
22 Sept 2026, 14:3890no change
12 Sept 2026, 14:3790no change
2 Sept 2026, 14:3490no change
23 Aug 2026, 14:2390no change
21 Aug 2026, 20:5490first reading

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