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Cut with Spells

Cut with Spells

A Roblox experience owned by One Frontier.

SimulatorENmagicprogressioncutting mechanic

Cut with Spells is a simulator experience created on July 9, 2025. The game currently has 2 players online. It has accumulated 1,584,745 lifetime visits and 43,390 favorites. User engagement shows a 91% like percentage. The experience is available across desktop, mobile, tablet, and console platforms.

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

🧙 YOU can become the strongest mage How to Play: 💥 Cut down obstacles to get magic power! 🎁 Find chests! 🪄 Get stronger staffs and spells! 💪 Become the STRONGEST MAGE! 💻📱🎮 Available on Desktop, Mobile, Tablet & Console!

Last updated by the developer 8 Aug 2026, 01:26 UTC.

2
playing (measured 10 Aug 2026, 20:33 UTC)
1,584,745
lifetime visits
91%
liked (13,964 👍 / 1,347 👎)
44,067
favourites (27.8 per 1k visits)
9 July 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 We do not publish numbers we have not measured.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, 20:331first reading

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

Monetization — game passes

VIP
799 R$
Double Chests
299 R$
Lucky
249 R$
2x Inventory
99 R$
Super Potions
49 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

Mage of Today · other858,966 · 80.0% win
Ultimate Spell · other644,108 · 8.9% win
Ultimate Staff · collection618,580 · 8.9% win
Ultimate Treasure · collection132,317 · 0.00% win
Strongest Mage · progression34,537 · 17.8% win
Strongest Wizard · progression2,906 · 0.00% win
God of Magic · other1,193 · 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

9114 August 2026 — 91 % liked24 August 2026 — 91 % liked3 September 2026 — 91 % liked13 September 2026 — 91 % liked3 October 2026 — 91 % liked13 October 2026 — 91 % liked23 October 2026 — 91 % liked2 November 2026 — 91 % liked14 August 20262 November 2026
8 measurements spanning 80 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 90–92 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Nov 2026, 14:3191no change
23 Oct 2026, 14:3091no change
13 Oct 2026, 14:2391no change
3 Oct 2026, 14:2291no change
13 Sept 2026, 14:0791no change
3 Sept 2026, 14:0691no change
24 Aug 2026, 11:4891no change
14 Aug 2026, 11:4791first reading

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