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Slayer Arena [ALPHA]

Slayer Arena [ALPHA]

A Roblox experience owned by Slayer Arena.

Fighting & PvPENDemon SlayerFightingAnime

Slayer Arena [ALPHA] is a fighting-pvp experience created on 2022-06-27. The game has recorded 12,578,929 lifetime visits and 31,818 favorites. It maintains a 73% like percentage. Currently, zero players are active. The title is categorized under the fighting-pvp genre within the Roblox platform index.

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

Sound Breathing! Game works on any device. (CONSOLE, PC, MOBILE) New code: "slayer5k" Next code @ 15k likes! 👍 Controls appear in lobby billboard for your platform Game is in ALPHA. Join our community to help to make the game better! Slayer Arena is a Fighting Battle Arena/Battlegrounds inspired by Demon Slayer. Do not exploit as we do not appeal bans. Tags (ignore): Anime, Battlegrounds, Demon Slayer, Fighting, Combat Arena, Arena, Battle, Demon, Slayer, Samurai.

Last updated by the developer 2 Jun 2024, 16:53 UTC.

0
playing (measured 10 Aug 2026, 17:04 UTC)
12,578,929
lifetime visits
73%
liked (15,298 👍 / 5,528 👎)
31,802
favourites (2.5 per 1k visits)
27 June 2022
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 We do not publish numbers we have not measured.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, 17:040first reading

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

Monetization — game passes

VIP
499 R$
x3 Open Cases
299 R$
Early Access
299 R$
Custom Chat Color
139 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 to Slayer Arena! · welcome3,864,323 · 30.8% win
Meet the Owner · other1 · 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

7313 August 2026 — 73 % liked2 September 2026 — 73 % liked13 August 20262 September 2026
2 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 72–74 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Sept 2026, 18:5173no change
13 Aug 2026, 18:4873first reading

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