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Train an AI Samurai to Fight

Train an AI Samurai to Fight

A Roblox experience owned by Pls Play Studios.

SimulatorENSamuraiIdle SimulatorAuto Battler

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

🥷 TRAIN AN AI SAMURAI TO FIGHT Your samurai swings the blade. YOU forge the mind behind it. Train 13 arts of war — eyesight, deflection, footwork, battle memory and more — and raise a clumsy student into a master that picks its fights, claims the rooftops and strikes first. ⚔️ Auto-battles a free-for-all arena of rival samurai — even while you plan its next lesson 🫡 Point and command: send it after an enemy or a better blade 🗡️ It scavenges its own arsenal: Bokken today — Katana, Naginata and the Yumi warbow at the top 💰 Every strike pays. Train, rebirth, multiply, repeat — it even earns while you are away 🎁 Daily streaks + session rewards 🎟️ CODES: SENSEI · NEWDOJO · BUSHIDO 🏯 Join our group for a welcome bonus! A worthy sensei makes a deadly student. How sharp can yours become? 👍 A like helps the dojo grow — new blades and arenas planned! Tags: Samurai, AI, NPC, Simulator, Auto Battler, Katana, Fighting, Idle, Upgrade, Incremental, Arena, Training

Last updated by the developer 10 Aug 2026, 12:14 UTC.

2
playing (measured 10 Aug 2026, 15:34 UTC)
19,292
lifetime visits
52%
liked (117 👍 / 108 👎)
891
favourites (46.2 per 1k visits)
23 July 2026
created (per Roblox)

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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 We do not publish numbers we have not measured.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, 15:349first reading

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

Monetization — game passes

Auto-Train
249 R$
2x Cash
199 R$
VIP Samurai
149 R$
Take Control
99 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

First Steps · welcome39,964 · 100.0% win
First Blood · other21,155 · 100.0% win
Sensei · other10,433 · 77.4% win
Rampage · other7,692 · 64.5% win
Reborn · progression7,581 · 51.6% win
Slayer of Kaede · progression5,638 · 25.8% win
Unstoppable · progression5,245 · 51.6% win
Slayer of Musashi · progression4,642 · 12.9% win
Master of the Odachi · other3,942 · 25.8% win
Back for More · other2,493 · 51.6% win
Veteran · other2,472 · 0.00% win
Century of Steel · other2,140 · 25.8% win
Legend · other229 · 12.9% 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

475249.516 August 2026 — 47 % liked26 August 2026 — 51 % liked5 September 2026 — 52 % liked15 September 2026 — 51 % liked25 September 2026 — 51 % liked5 October 2026 — 52 % liked15 October 2026 — 52 % liked25 October 2026 — 52 % liked16 August 202625 October 2026
8 measurements spanning 70 days, net +5. 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 46–53 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Oct 2026, 15:0052no change
15 Oct 2026, 14:5352no change
5 Oct 2026, 14:5152+1
25 Sept 2026, 14:5051no change
15 Sept 2026, 14:4851-1
5 Sept 2026, 14:4752+1
26 Aug 2026, 14:4551+4
16 Aug 2026, 14:3847first reading

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