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Over the years, Nin Online has had its fair share of dealing with cheating, hacking and botting. It's a constant battle against those trying to get an unfair advantage over others. We have never relied on third party solutions to combat cheaters, and today we've added further protections against them.
Another Method of Botting Protection Added The game has a myriad of ways it prevents against botting. This is just another tool for us to prevent it. We don't add these systems because we want to ban people, we want you to play fairly because that's how Nin Online is meant to be enjoyed. But we understand that if others are cheating, you feel like you're losing out by not doing so. So the more we make sure everyone is playing fairly, the less likely you'd feel inclined to cheat. This being said, there has already been anti-botting systems in the game, and over the last week 2 people have been banned for using botting tools by our automated system.
Added toggle settings for individual Desktop Notifications
Guild Online Members sorting improvement It now sorts the offline players by Last Seen
Optimized house system player kicking
Improvements to player speed consistency
Puppet Brigade Coat is now tradeable
Top Hat is now tradeable
Improvements to melee attacks being missed due to latency
Fixed a bug where entering coupons into the cash shop could cause the client to crash
Fixed Player Movement Processing error spam in the error log
Fixed logging out which was not working sometimes (regression from last update)
Fixed keybinds with the same key not working (regression from last update)
Fixed players being able to keep invisible players targeted under certain conditions
Fixed the bug where if you lose a buff or debuff while you are transformed, you lose the transformation even though the buff remains
Fixed guild houses not saving
Fixed Items, Variables and Switches not registering at start of mission if already progressed
Fixed "Buy" button in cash shop being cut off by 1px
Fixed Cast Time bar for players sometimes exceeding the bar size
Fixed bug where daily rewards would not be granted to you if you stay logged in past dailies reset
Fixed bug where staff accountability messages were not sent when item is spawned onto the ground
Fixed null handling in Player Lookup methods
Fixed Manager Ru being Manager Rude not talking to players when he should sometimes
Fixed a server error caused by using Find Friend feature in Friend menu
A planned server maintenance was completed at 9:00 EST on 7th July 2025 where the following bug fixes were pushed.
Fixed Daily Missions costing 2 daily missions instead of one Check your mail for a free daily reset scroll!
Fixed a bug where if you started doing Seals missions before accepting them, it could break the mission for you This was a symptom of a larger issue that is fixed now!
Fixed Houses sending players to Takumi even when they are on Asoki or elsewhere If you own houses in your original village, but you were exiled, you will now exit to Takumi Housing District regardless of where the original house was. You will still own the spot, so everything goes back to normal if you get pardoned.
We hit 209 players concurrently on Steam alone yesterday! A new all-time high.
And we also had the second most active day by many metrics in the game's history. Thank you for playing Nin Online. I hope you're excited about the game's future as there's still so much more planned. If you're interested in joining our community where we take Players Ideas, Bug Reports and where players exchange Guides and more, consider joining our Discord Channel!
Nin Online Official Discord Channel
This update fixes lots of bugs, crashes, hanging issues and introduces more polish where it was needed. These updates are aimed at getting Nin Online to a point where it is stable for further expansion of features and content.
Zoom Levels are now synchronized Previously, the zoom levels were buggy and inconsistent. If you had a large monitor, you see way more than you should be able. Nin Online has beautiful 2D pixel art, when you zoom in and see the amount of detail put into the world, you realize how much love was put into it. But playing zoomed in is foolish, so you're forced to play that way because you know others are using every advantage they have. No more screen advantage. You and every ninja out there will play with the same window into our world - because battles should be decided by skill, not by screen size. 1080p monitor users will see the EXACT same number of pixels as a 4K monitor user aka. 100% fairness across the board. It's not locking at what currently is the 1080p zoom level, it's actually going a little closer than that.
(GMs) IP Ban Management now available in Admin CP > Moderation GMs and Admins can now IP Ban specific IP Addresses and remove IP entries easily from within the game, if the system flags an IP for any reason.
Team Mission Sharing no longer limited to 1 a day
Zoom amount when fainted reduced
Improved logout animation
Improved map transitions
Improved New Advanced Fog Particles to not clash with existing map graphics The volumetric fog particles now are aware when they are passing through solid objects
Some HUD pieces are now hidden when fainted
Added fallback method of using Browser Process to login when Chromium doesn't work
Fixed base male skin's pants not being recolorable and having weird outlines when targeted
(Hopefully) Fixed DPI Scaling on Mac with Crossover issue for logging in
Fixed Team Mission Sharing accidentally allowing some people to get 2 daily missions, one of which would be incompletable in some cases
Fixed Zoom not reverting to normal when revived while fainted
Fixed Tutorial Hints UI not showing text
Fixed a crash when a resource texture was missing on loading a map
Fixed a bug where leaping onto certain warp points would make your character stuck
(Developer) Fixed network sockets free indicator using the wrong amount to calculate
Fixed Cash Shop Skin and Eyes page missing Eye Tab
Fixed server errors in loops
Added Time Out error message if login request fails because of webserver/oAuth taking too long to respond
Fixed server errors due to job system
Fixed server error caused by taming creatures that can't be tamed
We're in the middle of a vigorous debugging spree in order to get rid of the most important issues plaguing the game right now. Part of this is additional error logging for our server that has been experiencing crashes.
You can now "Fame +" Offline Players who blessed the server You don't have to stay online to collect your 'thank you's anymore!
Locate Mission Start Points
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/eb82ca3e259ebc8b9386f0f98fbff76f31f2679b.gif"][/img] In the Mission Menu, next to Available Missions. Some missions will now show you where the mission can be start from. This makes finding missions less about referring to guides. This is optional, so we can still make hidden missions if we want to!
Pop-up Guide / Hint System [img src="https://clan.cloudflare.steamstatic.com/images/40800315/67b6580f781a71c6d3bf1ee02eaa0aa11060fb01.gif"][/img]This new feature is for the time being, used to introduce systems to the player. We might go further to explain systems when you first are exposed to them in the future, but for now it'll just be used for the tutorial
Camera Panning Cutscene Command The event system can now control the camera to pan across the map
Reverse Knockbacks The engine now supports reverse knockbacks aka. pulling attacks. This is for future content updates.
Added more error logging to the server to hopefully figure out the crash soon
Fainting Rework [img src="https://clan.cloudflare.steamstatic.com/images/40800315/b3bcd6a7386a7c68b3b922093b18b53f72928f35.gif"][/img]This will make more sense in the future, but there's now a 10 second time after just fainting that you will not be able to return to hospital yet. This time will be used in the future for other gameplay systems to allow for other players to affect your body. I've also added a greyscale filter and vignette on the screen when you are fainted instead of the old darkened screen. The camera also zooms closer to your body
Equipment and more items can now be used while in waiting area during tournaments So players can get ready their character for each fight. With the added possibility of tailoring your fighting style to your next opponent
Shops Expansion [img src="https://clan.cloudflare.steamstatic.com/images/40800315/5aa58e8068912d14f7e8e4f91b5219e57398d9b0.gif"][/img]Shops can now hold up to 60 items for sale. Up from 30
Body Flicker Technique can no longer be used against players up against walls to scale the wall
Re-added Button sounds to interface, that have been missing since new UI system update a few years ago
Improved styling of Mission UI
Hair Salon Rebalancing Hairs in the Barber Salon has been repriced with different tiers 1500, 15000 and 25000 Ryo hairstyles. Down from 3000 and 30000.
Village Elections now require you to have been actively working for your village to vote that election
Oversprouting Troubles now updated to use Iridescent Weeds for Mist Village and Thorny Roots for Sand Village
Fixed AFK Check Server Error
Instanced maps no longer clones Items, Bodies, NPCs as this was a cause of exploits and multiple bugs
Fixed an error that caused maps to be unloaded from the server when saved sometimes
Fixed Missing Ninja being able to use items they shouldn't be able to
(Hopefully) Fixed longstanding fishing bug where players failed tugs weirdly
Fixed a bunch of non-critical errors thrown by the server (index out of range issues)
Fixed Gift Codes purchasing not working
Fixed a crash caused by Resources not loading properly on login sometimes
Fixed some people not being able to open the login window
Optimized mission assignment desks to be faster
We've been working on combining our Server and Client repositories so that they can share data types. Other than that, we've added lots of small quality of life features!
Added "Oversprouting Troubles" new low level daily for all villages!
Added "Bad Commuters" Repeatable Mission to Both at Kawasaki Bridge Fun Fact: Both was a community pixel artist at the time that contributed art for the quest line, including the train exterior and the Koji Co. NPCs!
Stat balancing in unfair tournament match ups You will now get 2x stat points boost during fights where somehow it begins with your team mate being missing or not having had a team mate at all assigned to you. This happens because of uneven tournament sizes.
Added Drop Rarity Indicator for Unlocked Bestiary entries
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/90a1ed71cde5b47357cbc05db8dbb47ee55fc598.png"][/img]
Added HP Amount display when you've unlocked a Bestiary entry for that enemy
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/e25db86c934a29d9692351362de4293ad8d30a1a.png"][/img]
(GM) Added Modifiers to Tournament Hosting Panel
(Developer) Added Team Instances and Auto-bring Team options to Event Warps
Most items that used to be binded, with the exception of cash items and items that can be abused by trading have become tradeable
Reduced 3D Sound to not be so drastic
Daily Mission NPC now checks all daily missions incase by some weird case you managed to have two or more
Ryukyu Train expanded for more spots
Increased spawn of Tigers in Striped Lake
Increased spawn of Hawks and Raccoon Bandits in Toad Village Surroundings
Added Cast Time to Bear's Stun Smash II
Increased spawn of Venomous Snakes in Abandoned Lair They spawn in open area 100% of the time
Village Elections now require you to have been actively working for your village to vote that election
(Hopefully) Fixed a server crash that's been happening
(Hopefully) Fixed some people having issues logging in because the game thinks you're already logged in
Improve server performance
Fixed a bug where your taming whistle goes missing if you use it on the wrong enemy
Fixed issues where invoices could not process for Steam purchases
Optimized mission assignment desks to be faster
(Developer) Fixed a bug that caused the entire map to corrupt when saved
(Developer) Fixed Event Instance Warps
(Developer) Fixed a client hang when editing player's missions
This is just an important client side update to fix some important bugs. I'd like to apologize for anyone having trouble playing the game right now. I can't stress enough how much I'm working to resolve everyone's individual and rare issues.
Added a Leave Event button when you're in an event
Steam now detects Brazilian players and defaults the game to be in BR-PT on first launch
Added more translatable text to the code base.
Game tries to now better select an available server when none is selected on login
Fixed a crash on login caused by a mistake from the previous update
Fixed a memory leak if you turn on and off sound mute repeatedly
Improved in-house Anticheat system to cause less false positives
Fixed some sounds seeming too far away starting from the last update
Fixed mission prompt not closing when it should under some circumstances
Fixed "Above All" animations rendering an extra frame before ending
Fixed Null keybinds still triggering with other keys
Fixed a crash that could happen occasionally when you logged in on fullscreen
Improved Esc Key detection for Key Binds so it doesn't close the settings menu
Fixed issue with setting keybinds when two or more are set to the same key
Esc Key in the main menu now closes settings first if that's open
General code improvements and clean up
We're moving into the territory of content updates for a bit, while also maintaining the code base and fixing bugs!
Added 2 Repeatable Missions to Shiotomo in the Land of Toads These repeatable missions become available once you finish your toad training!
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/5b2e3052f14188e4d5479745752efd86a92139c0.png"][/img]
Added Crabs to Ship Ride in Land of Water
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/05305e17a594aa661f361b031d11f5e833a37c05.gif"][/img]
Added a Crabby Mission to Ship Ride Earn back the Ryo you spent on the ship ride by helping the captain clean up the vessel of those pesky crabs.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/b21003f8450fc909b9c2c49f3912ab72aca5c65e.png"][/img]
Distance-based Falloff for Audio Sounds that play far away will slowly fade out over distance instead of always sounding like it's right next to you and then suddenly cutting off.
Improvements to Login Browser Window Moved cache to custom location that can be manually cleared
Fixed PM Names not fading out with the rest of chat box
Made PM Chatbox Button Pink to match the channel text
Fixed repeatable mission icons not appearing
First off, I want to apologize for the instability of the game service in the last 24 hours. We've had some issues that we've been having when it comes to crashes that we will iron out soon. Just know that this is not normal for us and we aim for 100% up time. This is exclusively a maintenance update to fix existing issues as well as to increase the maximum player count!
Added Tournament Name and Modifiers/Modes to the top of screen when in a tournament
Increased max server capacity to 500.
Added OpenGL version to Debug Menu
Improved Ninja Menu styling Moved Select Mastery button below mastery icons and made the button glow! Scroll wheel now works to zoom character in the Ninja Menu
Fixed a dangerous exploit that allowed people to log into the wrong accounts
Fixed a buff timer bug that caused long buffs to tick in wrong intervals
Fixed barber/hair dresser not working (regression from previous update)
Fixed a bug where clones + mounts would cause client to hang
(Developer) Fixed Buff DoT/HoT Vital Setting being broken
(Developer) Fixed Unlimited Duration Buff Intervals not being modifiable
Due to unforeseen circumstances, the game service is currently down for the next 1-2 hours. Were sorry for the inconvenience caused.
Server is back online as of 11:45PM EST
More updates before the end of the work!
Special Tournament Modes We now have special tournament modes...! We'll host them manually to test with players for now. These include...
First Blood Advantage
Stat Equalizer
Sudden Death Mode
Melting
First to X Hits
And another cool thing... They can be combined.
Removed Old Raid Point System This has been awhile coming, we're moving the gameplay on to bigger better things. Raid points was a really old hacky feature and it was very intrusive.
Optimizations to packet sending Wolf did some optimizations to packets that should improve the server speed even more
Fixed DoT/HoT Buffs being inconsistent in the amount of times they pop I know this is a major one, I'm 99% sure I got it. Let me know!
Fixed new bilinear shader not working with MacOS via Crossover and potentially causing compatibility issue with older GPUs (Rewrote shader in GLSL 1.2)
Fixed the bug where Guard NPCs would keep moving downwards and teleporting back into their spot
(Hopefully) Fixed friend list going empty bug
This is just an important client side update to fix some important bugs.
Fixed Borderless Fullscreen Mode
Fixed Cloak See-through Transparency
Fixed Mount Colors
Fixed Inventory not updating when Crafting fails
Another day, another update. Updates on the client will slow down as we move focus to creating content in this cycle after today! I just have to get the game to a stable spot where nobody has trouble playing. This can be hard in a PC game with as much moving parts as Nin Online and across different - and often fragmented - ecosystems of hardware devices, but we're getting there.
Right-click Mouse Blocking This is enabled when Mouse Attack is enabled. Holding the right mouse button now additionally starts blocking. This was a player requested feature.
Added Spectator Mode Camera Toggle button to Tournaments Another highly requested player feature.
Workbenches now available in Furniture Stores These allow you to craft more items than when you are on the go!
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/727ff58175bea6bc2f92736eeb033a7fe4a6bb05.gif"][/img]
Chromium (built-in browser) is now used to open oAuth Login Screen instead of the user's own browser. This fixes a long standing issue of players sometimes not being able to login at all because the game client could not detect a browser.
Added spam prevention to Friend Requests as players were abusing it to distract others.
Added back Item Setup into Mission Editor (To take away items at the start of missions)
Improved "Item Obtained" display UI when an NPC gives you an item
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/fc2d7382b160070719752f2b63147cc7e097928d.gif"][/img]
Fixed a crash to do with mission logs
Fixed oAuth Login Screen not appearing unless you alt-tab out of the game when you press login. The solution being to window mode the game client until you are done with the authentication.
Fixed browser not closing when player is authenticated sometimes.
Fixed a bug where certain missions could hang the game when added to quest tracker
Multiple fixes of edge cases with Workbenches that would cause the game to hang
Fixed camera position on NPC Dialogues when the NPC is at heights
(GMs) Fixed a crash to do with editing players missions.
Hopefully improved game hanging on login
An emergency maintenance was held at 10:00 EST on 27th June 2025 where the following bug fixes were pushed.
Fixed an issue where quick logins of other players might randomly appear on your Quick Login list
Fixed an issue where cash shop top ups might not process
After these majorly needed features and updates are pushed, we're going to take a backseat in pushing daily updates and instead, take more time to flesh them out and push them out at once. The reason these are coming in bit by bit is to make sure the game is in a good state for new Steam players!
That being said, I've been working ungodly hours to get these updates out, so this isn't sustainable.
Mission Prompts and Mission Completion Window
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/b0cfba479ff140fe67e4079c3f674dac8568ef0b.gif"][/img]
Daily Missions now give you choices to choose from for each daily
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/74d45d753be0c47712cf37c7070840f4ee44f0b2.gif"][/img]
Unbinding Keys (Empty Keybinds) You don't always want two sets of movement keys, and not everyone needs a shortcut for opening the debug panel. So this allows you to just set it to nothing and never see it again!
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/94362bd3aec0d7edc7b361067f617d5eb448e589.png"][/img]
Alert Icon on HUD Menu buttons now bounces to get more attention
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/2f1d1f3ee5c63af4471e9cd7e78c78e9a0347321.gif"][/img]
Repeatable Missions We've added a new kind of mission outside of Story Missions and Daily Missions. These will be grindable missions that you can do as many times as you like.
Relogging in is now faster Previously, if you logged out while you were in combat, you would be kept in-game for 30 seconds. This is still the case, but now within those 30 seconds, you can re-login and resume the game like nothing changed!
Long global/broadcast messages now text scroll As requested by GM Nick
(Developers) Added Mission Status conditional branches to Event System
(Developers) Added functionality for Dialogue NPCs (Events) to Walk around fixed paths
Shop window appears in the center of the screen when it appears now
Bestiary Kills are now shared amongst Team members on the same map
Bestiary now sorts prioritizing partially unlocked entries
Fixed ESC Menu fader (darken screen) having a 1px white border
Minimap position now resets to the top-right when screen is resized
Fixed Mastery Selection button sometimes showing when you can't pick another mastery yet
Fixed Wandering Dialogue NPCs (Events) stuttering
Fixed a bug where if you had a single item in a mail that was not claimable (due to stacks limitations) the whole mail would be unclaimable
Added failsafes for Steam Payments so that even if the player gets kicked from the game they can still finish top-up payments and get their Ninja Credits
Optimized SteamTxn finalizing payment checking by making it a queued job
(Developers) Fixed Conditional Branch for Mission Objective not considering checkbox
(Developers) Fixed 'Hide UI' key sometimes annoying clashing with in-game development tools
This is a smaller update with important fixes that players have been asking for as well as some visual improvements.
Improved Dialogue Interface
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/60ac592d1a49e1c5fd7c7e6cf51a415e36a82ed5.gif"][/img]
ESC Menu can now be navigated with keyboard
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/2bee690df167eedd08ed48b8ea1ed41f7deb82ad.gif"][/img]
Objective markers are now hidden during dialogues
Camera now zooms automatically into the NPC and Player when dialogues are occurring to showcase the conversation and the art of Nin Online more! (This is toggleable in gameplay settings)
Cash Shop top ups are now disabled on Test Server
Changed position of spawn in location for tournaments in Water Arena
Fixed login issues
Fixed chatbox bugginess for real this time. It should no longer flicker and no longer stop automatically scrolling!
Fixed camera tracking setting not doing anything different between 1-99
Fixed some missions showing mission available icon preemptively
Fixed being able to exploit Jutsu queue and items to run cast walk cast jutsu
Fixed camera not being centered on characters right during cutscenes
Movement is now disabled when video cutscenes are playing
Bestiary entries for NPCs that are not in the Bestiary will no longer send notifications when 'unlocked'
Fixed a hanging bug to do with map/warp names
Nin Online started development early on in very unideal circumstances, the origin of the engine being based all the way back in the 90s, we developed on top of it with the limitations of the times. As such, our missions system was built into the engine early on in 2013, to be very barebones and hacky. This required a ton of unnecessary work on the developer's side to build quest lines. It also limited what we could do heavily.
This is what our "Quest Editor" looked like just a few years ago... It was built with Winforms... yuck!
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/b18027ee2b0c4a10f6ab11552d87a3797be3338d.png"][/img]
If you look closely, the old mission system actually didn't have any real "objective/task" system. It simply was built by checking scripted variables throughout the way, while the mission log displayed those variables based on a scripted objective text script. The new system actually allows us to build missions in a very intuitive way!
This week's update is a major overhaul on the Mission System that breaks us free from most of the limitations and opens the door for us to add new kinds of missions in the near future.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/1523b96166bb6619cc164d8828444bdc623ecde6.gif"][/img]
Nin Online at it's core is not meant to hold your hand all the way, and as such, our objective markers only appear when you're up to 1 map distance away from the mission objective. While I'm not a fan of the brain dead gameplay of following a yellow arrow all the way through, I also understand that it can be hard for new players to get accustomed to this. This method leaves some room for exploration while helping part of the way so you're not completely lost. Some level of reading dialogues is still necessary, but it's much more forgiving.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/5c225e6e75188f0e1bf0ceca19e872b27af90263.gif"][/img]
When you're not close enough to the objective, you can also press a Location button next to the Mission Objective to reveal on the world map where you should be headed to.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/d6dfcdfdd3dfba21944425c264797cad6ac397ce.gif"][/img]
Although we introduced this feature awhile back, it was extremely buggy and poorly coded to quickly have the feature added in time for the Steam launch. It's been reworked from the ground up much better!
This is what our mission editor looks like now! It has actual objectives!
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/4229b2c4590a306b11b289196fca37f0f904a3c0.png"][/img]
Mission objectives can be segmented into chapters so that the next task isn't revealed, and information is not overloaded onto the player, until the previous objectives are complete. This creates very dynamic missions that can weave storytelling into them!
So far, I've added a few new kinds of objectives. The first kind being exploration Objectives. These allow us to task the player to visit a certain map or to spend X seconds on the map. The second kind is discovering items, which is similar to Item objectives, but you don't lose them.
We're planning to add more in the near future such as escort, crafting and leveling objectives. We're open to suggestions on more! Join our Discord channel where we have a Player Ideas submission platform!
This Missions Update also resolves a lot of past issues with missions and NPC dialogues, and as we transition to this new system more fully it should eliminate issues where players could get soft locked on their mission progress. I've also manually went through all existing missions multiple times in my own testing to make sure missions are working, are of higher quality than before in writing in some cases and give clearer directions.
On top of this, NPC Kill missions are now completely independent from the old variables system, which means missions will no longer clash with one another when they both ask you to kill the same enemy type.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/f5180a21231c689f4368d8b2607e9f044d766823.png"][/img]
(Developer) Mission objectives can be marked to remove items when the mission is completed.
(Developer) We've also added more substantial debugging tools for admins to help solve mission issues for players just incase.
(Developer) Our NPC/Event system can now also check mission objectives and if players have missions directly instead of relying on the Variables/Switches system.
Of course, missions is not all I've updated!
Much improved speed for going back and forth between fullscreen. This is now the default mode for new downloaded clients. It's a much more pleasant experience than the old fullscreen mode and also does not have compatibility issues with Windows HDR whereas the old fullscreen mode turns Windows HDR off.
Nin Online's engine now supports playing video files. This is used in a few ways now, a new cutscene player, game guide banners and Jutsu previews in the Mastery Selection menu.
This replaces the old introduction cutscene where you had to click through it.
The game's volume always had an issue where only like 10% or less volumes were really playable. Otherwise the game was way too loud. This means you might have to readjust your volume settings though!
Added Keybinds for Hotkey Bar Cycling and PM Name Input Shortcut
Improved NPC Layout
New Server Selection Screen Icons
Added players online count to server selection screen
Added Video Playback Support to the Nin Engine
Combined Shop with Inventory window for a neater experience when you are in a shop
When players are AFK, they now have their eyes closed
(Developer) Added search boxes for Variable Selectors and Switch selectors in editor
(Developer) Added Mission Objective Selector Widget
(Developer) Added "Self" options for Animation and Chat Bubble Event Commands
(Developer) Added Event Conditional Branches to check individual Mission Objectives
(Developer) Added Event Commands to modify status of Mission Objectives
Fixed chatbox bugginess where it would stop scrolling to the bottom or glitch near it
Fixed NPCs finishing casting their Jutsu even after dying
Fixed being able to walk between Event System / NPC Dialogues
Fixed the dialogue box disappearing between NPC Dialogue texts
Fixed being able to keep invisibility when next jutsu is queued before Cloak is cast
Fixed the bug where when you talk to NPCs your camera flies far away and prevented it from happening ever again.
Fixed quick logins not saving if you login into a instanced map
Fixed Ctrl + Tab showing the ImGui alt-tab like menu
Fixed a bug where casting a jutsu when you just entered a map can get your jutsu queue stuck
Fixed instacast jutsu not showing Casting Jutsu pose (like breaking kick)
Fixed Steam Deck crashes
Fixed the way client rounds up/down sell price for items to be consistent with server
Fixed Chat Channels tooltip clashing with Map Zone tooltip
Fixed Barber/Hair Dresser NPC allowing you to change your hair to bald for free by not selecting a hair style
Fixed NPC Yori's artwork moving oddly when facing left
An emergency maintenance was held at 5:00 EST on 23rd June 2025 where the following bug fixes were pushed.
Fixed a server error caused by NPC jutsu casting.
Reduced timeout time for server login requests that seem to fail occasionally.
Fixed an error to do with buggy ignored players lists.
DDoS Protection on the server was turned on to prevent a certain kind of DDoS attack. This attack pattern has been noticed by us throughout the years coming unknowingly from people using ExitLag's software. ExitLag does not improve your connection to the server any more than a normal VPN. We have found in our own investigation that it employs a cheap tactic of creating multiple TCP connections to game servers to trick the server into sending back Ping packets faster, giving the illusion of better ping.
When an individual does it, it creates about 5 TCP connections from what we've noticed. But at high peak hours we've noticed up to thousands of them. This could be that the software increases the amount of TCP connections when latency is higher to try to get even more ping packets faster.
This is a dev log of our investigation into the matter from 2023
https://www.ninonline.com/forum/forums/index/topic/31678-exitlag-was-ddosing-us/
If you'd like to participate in beta testing the next version of Nin Online, you can now do so by changing your branch on Steam to the beta branch. By testing and providing feedback on Discord, you'll let us know in advance if there are any errors. We are currently beta testing on the Snake server.
Simply go to Properties > Betas > Beta Participation and select the beta mode. Once you choose this, your client will update.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/e30930bd36f16b0558613f874421804d006cf0b6.png"][/img]
Next, select the Snake server instead of Toad when logging in.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/5765d19d58609e92e8d630f32c8c167e30060026.png"][/img]
Reworked entire Mission System This requires vigorous testing, I've personally been testing all the missions in the game myself for days now, but there might still be issues.
The old mission system was very hacky and didn't allow for much flexibility. Objectives were very very hacked. The Mission system now supports mission chapters, different types of objectives like Kill NPC, Kill Player, Return to the Quest Giver, etc. (And more in the future)
It also comes with Mission Directions markers aka. Quest Indicators. With direction arrows as long as you're 1 map or less away from the quest objective.
Also completely replaced the buggy mission indicators from a few patches ago with this new system completely.
I've also fixed a ton of old mission bugs, badly written dialogues and more.
New Server Selection Screen Icons
New art, more dynamic, can be translated
Added Video Playback Support to the Nin Engine
Added a new (skippable) introduction video to the game This replaces the entire spam click to get through intro that talks about the ninja world.
Mastery Selection Menu loads videos of Jutsu instantly now instead of slowly loading GIFs
Game Guides now load banners instantly and are using videos instead of GIFs
Combined Shop with Inventory window for a neater experience when you are in a shop
Upgraded Mission Debug Menu for Editing Players
Added Borderless Fullscreen Mode Much improved speed for going back and forth between Fullscreen. Also this is now the default mode for new downloaded clients.
Reworked Volume Scaling The game's volume always had an issue where only like 10% or less volumes were really playable. Otherwise the game was way too loud.
Fixed the bug where when you talk to NPCs your camera flies far away and prevented it from happening ever again.
Fixed quick logins not saving if you login into a instanced map
Fixed NPCs dying but still casting their jutsu they started while alive
Fixed a jutsu queue exploit with invisibility
Fixed Ctrl + Tab showing the ImGui alt-tab like menu
Fixed a bug where casting a Jutsu when you just entered a map can get your Jutsu queue stuck
Fixed instant cast jutsu not showing Casting Jutsu pose (like breaking kick)
Fixed Steam Deck crashes
Fullscreen and Window mode switching is broken through the Settings menu
I'm happy to report that a lot of the players who were suffering from lag issues when there were a lot of players online have been reporting that their issues are resolved with the server upgrade. This regular patch addresses small concerns voiced over the last couple of days! These are important changes that need to go out while I'm still working on bigger changes.
Auto Assign Stat Points
Auto-assign Stats Points button added for New Players. This feature is meant to introduce players to stats when they first begin playing. From level 1-10 it recommends things that will help you get to your first mastery faster. Once you have your first mastery, it begins recommending stats based on the default path for that mastery. It does also warn you that it's not the best possible build, but just a better start than randomly assigning it.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/b59d3393a0bac9d9d82e982267685d9661ffdd62.gif"][/img]
Reset button added to the Stat Points assignment area as well. Previously, you'd have to re-open the Ninja menu to reset it.
Moved Web API server to new server.
Optimized login packets.
Fixed game time and event schedule synchronization (It's now back synchronized with EST)
Fixed mastery selection menu crashing on Steam Deck.
Fixed client using outdated IP to try to connect when using Quick Login if the server changes IP addresses.
Fixed Jutsu Cast Pose not being used when Jutsu is instantly cast.
Ensured server no longer uses Window's "Quick Edit Mode" which caused the server to freeze.
Fixed Buffs not being sent to player on login, causing Battle Injuries to be present but not visible.
Fixed Name Change item allowing players to make names too long, which would lock them out of the game.
Fixed developers saving maps causing desync for players on the map.
An server maintenance was completed at 7:30 EST on 17th June 2025 where the following bug fixes were pushed.
Removed a packet that was being spammed by the client.
Added accessibility tab to settings menu and moved some options around.
Second OpenGL 3.3 Fallback Support attempt
Added a fallback method of retrieving server lists that may solve an issue where server appears offline for some users.
Added forced downloading of locales the first time a user selects a different option.
Fixed a bug where Leaping and Aiming would get stuck under certain circumstances.
Along with that, we've moved the server to a new upgraded server machine with higher specifications and more bandwidth. Hopefully this alleviates some issues with lag under high server loads.
Server upgraded
EDIT: A lot of players are reporting improved latency, less lag spikes when the server is highly populated and even faster login and map loading times!
This is mainly a housekeeping update but includes changes requested by new and old players over the last couple of days! It took a few more days to push out this patch due to being out in the country.
Nin Online no longer requires .NET 6 installed to run. It is self-contained. This also means Steamdecks should now be able to run it!
OpenGL 3.3 Fallback support for when OpenGL 4.1 is not compatible. This should alleviate the need for third party software to use software rendering for older devices.
Lowered required kills for all early game mob killing missions by about 10-20.
Level 30 Arc Mission Giver NPC now appears consistently to other arcs.
Talking to Mission Assignment Desk now immediately triggers Welcome to Village Questlines.
Tournament UI no longer appears when you are on different maps.
Consistently now, you should be able to pass through all players unless combat status is active.
Added a "Are you enjoying Nin Online?" notification that appears when you reach level 11 and 20 for Steam Reviews.
Added new graphics to be implemented for content soon.
Jumps are now more responsive, you will jump before the Leap indicator appears.
Separate Keybind for Leaps added if you want (completely restores old jump)
'H' Keybind for Hiding UI now only hides the UI when you have it held down.
Fixed logins to use updated method of retrieving server listing (regression).
Crafting menu should no longer hang the client when relogged into different character.
Fixed login screen 'Register' button sending players to old cash shop store page before registration page.
Fixed a hanging issue caused by messenger hawks and reflections.
(Developer Only) Changed Stat Scaling option in Jutsu Editor to use Dragging Slider.
Fixed Top Up Starter Pack not working.
Fixed Mounts teleporting visually when you dash with a mount.
Fixed a bug to do with assemblies causing the client to crash when you change maps.
Fixed a hanging issue caused by selecting null guild members.
An emergency maintenance was held at 10:00 EST on 13th June 2025 where the following bug fixes were pushed.
Fixed One-Time Top Up Plan (Starter Pack) not rewarding players with Bonus Credits and Starter Items
Fixed Kage Selection Timer spamming once a day
Fixed Hawk Reporting large activity on Tutorial map and instanced maps
As you can probably see...
Nin Online has been operating out of it's own website exclusively for the last 12 years since the first alpha test. While it's seen its first beta release and launch in 2019, it's ran mostly from people finding it through word of mouth. Steam is the largest game publishing platform by a large margin, and so being on Steam allows us to reach audiences who find new games through the platform.
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/695ba73073d483bc78196c6e9c640dc24f43ddaf.png"][/img] We've had to delay the Steam release for years now because there were barriers in implementing the Steam API and meeting the requirements for launch, but we've finally got the approval!
[img src="https://clan.cloudflare.steamstatic.com/images/40800315/6fcfe1d8584b24964fe9024340a586bc4b0362a3.png"][/img]There's some risk involved in our launch to Steam, but we hope that it pays off. One thing that will happen is the same that a lot of Free to Play games experience. Games that are one-and-done give players a good 20 hours experience and they leave it feeling pleasant and leave a good review, whereas for online games with endless play time potential like Nin Online, the chances of players getting banned for something and coming back to leave a negative review is high. There's also players who have enjoyed the game for thousands of hours but because of an update they dislike will review bomb the game. If you enjoy and love Nin Online, or have played it and loved it at some point, I hope you will leave a positive review. It helps the game continue going. I've dedicated 12 years of my life to making Nin Online the best I can as a solo developer with the help of community members. Building an MMORPG is hard, and was even harder back in 2013. So it's only going to get better from here!
Free-to-play with zero Pay-to-win mechanics. Inspired by classic MMORPGs and anime from the 2000s.
Choose from 3 Villages or become a Rogue Ninja
Start off as in one of three factions, grow up in the safety of the gates of each village. But once you're strong enough, you can choose to abandon your home and become a hermit... or even go rogue.
Open World PvP & Hardcore Game Design
This may be a turn off for some, but Nin Online is a very hardcore game. So take this as a word of warning... Absolute freedom when it comes to PvP also means a bad time for some with a low tolerance for being killed for no reason. But for others, it's just another reason to get stronger in this harsh Ninjaverse.
Deep Character Customization in the right places
Choose to be part of a clan, join an organization or sign a contract with an animal familiar. Combined with thousands of equip-able items, no two ninja will ever look or be the same. Nin Online is a game where you are encouraged to express yourself. Looking good doesn't cost you to lose fights.
Friendly and active community & developers
The greatest feature of Nin Online is it's tight knit community and social features. The developers are active in our chat channels and have been constantly listening to feedback improving it since it's release. The game is still in active development with updates being made on a weekly and sometimes daily basis.
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