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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
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Fixed client using outdated IP to try to connect when using Quick Login if the server changes IP addresses.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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