Roblox RegisterIndependent record of Roblox groups · not affiliated with Roblox Corporation
Deepy's Bad Fencing [ALPHA] [Half Sword Test]

Deepy's Bad Fencing [ALPHA] [Half Sword Test]

A Roblox experience owned by HighC.

Fighting & PvPENmedieval combathalf sword inspiredpvp duels

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

[IMPORTANT] THIS GAME IS IN ALPHA... Going into this game do not expect that everything will work properly or even work at all. This is a very barebones early prototype of a medieval sword combat PVP game that is heavily inspired by Half Sword. - Expect bugs - Mobile & Console are not fully supported yet - Expect that collisions & hit registration may not be the greatest and objects may clip through each other during PVP - Anything and everything is subject to change - FOR NOW, there is only support for 1 vs 1 duals, but I may add support for larger battles that can include more players later on [FUNCTIONALITY & HOW TO PLAY] - Mouse Button 1 for left arm grabbing - Mouse Button 2 for right arm grabbing (Note that only certain items can be grabbed with certain hands for now) - Losing an arm means you can no longer grab items with said arm - Head & torso shots are insta-kill

Last updated by the developer 26 Jul 2025, 23:55 UTC.

0
playing (measured 16 Aug 2026, 17:36 UTC)
7,048
lifetime visits
85%
liked (39 👍 / 7 👎)
77
favourites (10.9 per 1k visits)
19 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 We do not publish numbers we have not measured.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
16 Aug 2026, 17:360first reading

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

Badge funnel

Alpha Tester · other5,264 · 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

85878617 August 2026 — 87 % liked27 August 2026 — 85 % liked17 August 202627 August 2026
2 measurements spanning 10 days, net -2. 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 85–87 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
27 Aug 2026, 16:1785-2
17 Aug 2026, 16:0887first reading

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