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🤖 Steal a Mech

🤖 Steal a Mech

A Roblox experience owned by Open RBX.

SimulatorENmech warfarePvPsimulator

🤖 Steal a Mech is a simulator experience created on 2025-09-23. It currently has 1 player and 3,117,718 lifetime visits. The game holds 210,278 favorites and maintains a 95% like percentage. The description highlights PvP mechanics, credit earning, and mech upgrades within a simulator and tycoon framework.

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

🤖 Steal a Mech One goal: Take their mechs before they take yours. In Steal a Mech, you're not just collecting—you're claiming the ultimate war machines. Assemble a squad of powerful battle mechs, infiltrate rival hangars, and seize their strongest machines! ⚔️ Snatch mechs from other players 💸 Earn credits and upgrade your arsenal 🌀 Rebuild to unlock new zones and rare mechs 🛡️ Fortify your hangar or lose it all 🔥 PvP + Simulator + Tycoon = nonstop mech warfare Do you have what it takes to steal them all?

Last updated by the developer 20 Dec 2025, 09:08 UTC.

1
playing (measured 10 Aug 2026, 14:07 UTC)
3,117,718
lifetime visits
95%
liked (1,610 👍 / 88 👎)
210,283
favourites (67.4 per 1k visits)
23 September 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 We do not publish numbers we have not measured.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, 14:073first reading

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

Monetization — game passes

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

Steal a Mech · other1,366,638 · 67.9% 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

9514 August 2026 — 95 % liked24 August 2026 — 95 % liked3 September 2026 — 95 % liked14 August 20263 September 2026
3 measurements spanning 20 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 94–96 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 05:3595no change
24 Aug 2026, 05:3495no change
14 Aug 2026, 05:3395first reading

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