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Steal a Fortline

Steal a Fortline

A Roblox experience owned by VoltLine Studio.

TycoonENtycoonrebirthfortnite-inspired

Steal a Fortline is a tycoon experience created on 2025-12-29. It has recorded 563,727 lifetime visits and 2,256 favorites. Currently, 17 users are playing. The title holds a 98% like percentage. It supports desktop, mobile, tablet, and console platforms.

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

🗣️ Welcome to Steal a Fortline! ⭐ Like the game and join the group for future updates 🔦 How to Play: 🎭 Buy a Fortline or Steal one from other players 💰 Collect cash from your Fortlines 🔁 Rebirth and unlock new items and boost progress! 🕹️ Supports Desktop, Mobile, Tablet, and Console ❗ This game is not affiliated with, endorsed by, or related to Fortnite in any way 👥 Join the group: https://www.roblox.com/communities/5615982/VoltLine-Studio

Last updated by the developer 9 Aug 2026, 12:50 UTC.

17
playing (measured 10 Aug 2026, 15:37 UTC)
563,727
lifetime visits
98%
liked (4,521 👍 / 115 👎)
2,417
favourites (4.3 per 1k visits)
29 December 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 We do not publish numbers we have not measured.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, 15:3740first reading

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

Monetization — game passes

Admin Commands
4,499 R$
VIP
299 R$
2x Money
199 R$
Starter Pack
149 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 · welcome256,144 · 82.0% win
First Fortline · progression226,644 · 67.1% win
Stole a Fortline · other97,910 · 39.8% win
First Rebirth · progression62,515 · 24.8% 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

9814 August 2026 — 98 % liked24 August 2026 — 98 % liked3 September 2026 — 98 % liked13 September 2026 — 98 % liked23 September 2026 — 98 % liked3 October 2026 — 98 % liked13 October 2026 — 98 % liked23 October 2026 — 98 % liked14 August 202623 October 2026
8 measurements spanning 70 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 97–99 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 23:3898no change
13 Oct 2026, 23:3898no change
3 Oct 2026, 23:3798no change
23 Sept 2026, 23:3698no change
13 Sept 2026, 22:2098no change
3 Sept 2026, 22:0698no change
24 Aug 2026, 20:3198no change
14 Aug 2026, 20:3198first reading

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