Train your slayer key art
Unranked Released 2d

Train your slayer

Your slayer swings, the dungeon stretches deeper, and the stats go up forever. Literally unlimited.

by Vandrellex · 6 May, 2025 · Steam

Train your slayer describes itself with disarming precision: a linear-idle-survival-clicker game with unlimited stat upgrade. Vandrellex released it in May 2025, and the design is exactly what that hyphen stack promises, a lone hero walking deeper into a dungeon forever while the stat sheet does the actual adventuring.

What the loop feels like

The slayer fights on their own. Auto-attacks land on their own rhythm, enemies fall, and the dungeon scrolls deeper without your hands ever touching the combat, which leaves you free to do what the genre actually wants: shop. That's Train your slayer.

And the shop has no bottom. Stats upgrade without limit, each purchase pushes the run further, and the score-chasing structure means the only real endpoint is the one where your interest runs out first. That's Train your slayer.

Train your slayer screenshot

How it actually works

Three systems carry the design. Auto-attack and linear survival form the combat layer: your slayer attacks automatically as they push deeper into a continuous dungeon, and your role is not micro-managing inputs but managing the upward scaling of stats, with enemy elimination dropping the points that feed directly back into base statistics. The gold donation system is the distinctive one: earned gold is donated to help maintain item stock in the in-game shop, an indirect economic management layer where starving the shop restricts your equipment pipeline and stunts your power spikes. High score chasing provides the meta: your furthest dungeon depth is the competitive metric. Community advice sorts into three habits: balance stat scaling rather than over-investing in offense, since survivability has to keep pace with linear enemy scaling deeper down; treat shop upkeep as a core investment rather than spare change; and alternate farm cycles, idling standard zones to bank resources, then manually pushing to test how far the new milestone carries you.

Where it stumbles

The community's honest read is that this is an ultra-minimalist, micro-budget idle, dirt cheap and built for players whose appetite is exactly watching numbers go up. The presentation is basic, the loop is transparent within minutes, and anyone wanting depth, polish or an active community will find none of the three. Early reports flag real friction: bugs and soft-locks, including being repeatedly returned to the menu after defeating a boss unless dialogue is clicked through in a specific unintuitive order, launch black screens, and stat display glitches, with some progression stalling before endless mode unlocks. Content depth is the structural limit: a linear dungeon with narrow scope runs out of novelty quickly, reading more like a weekend project than a maintained incremental. The mature-scene caution on the store page is also worth knowing before gifting it to anyone.

Playing it today

A Windows release on Steam at budget pricing, with a demo on the store page. For dungeon idles with more muscle on the same frame, Grim Clicker grinds darker, and Swag and Sorcery turns the auto-battling party into a full comedy.

The verdict

A transparent, endless little dungeon walker that hands all the strategy to the stat sheet and all the glory to your slayer. Train, descend, repeat, and never hit the cap because there isn't one.

If you like Train your slayer

mechanic-matched

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