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Major update · published by the developer

Movement Unlocked Update

On Steam

Movement & Combat Unlocked

Nin Online's movement system has been rebuilt around pixel movement, giving you finer control over where you move and stop. Combat, enemies and world interactions have been updated to work with those more precise positions. Alongside this are expanded controls, hotbar improvements, new weather effects and a range of gameplay fixes.

We understand that this is going to be a substantial change to how the game is played, and it'll almost be like learning a new game for many who have gotten used to the tile-based gameplay we've had for a decade now. I hope for your understanding as we continue to make Nin Online the best game possible in the long-term. Nin Online is an ever evolving game, and in the future we might even be adding even bigger major changes like some form of 2.5D evolution of the graphics. We hope that you'll continue to enjoy, support and love the game through it's entire evolution.


Movement System Update


Before, a map was made out of up to 65025 tiles. This is already a huge degree of freedom, but now you can be anywhere up to 66585600 different positions on the largest maps!

Players can move and stop between tiles, giving finer control over positioning, attacks and dodging.

  • Improved movement along walls, around corners, through narrow passages and across ramps.

  • Dashes, leaps, knockback, pulls and sliding now work with pixel positions.

Improved Movement Synchronization

Map loading is now almost instant and is less janky overall.

  • Rebuilt movement synchronization and improved map transitions, reconnects and position corrections.

  • Combat-locked players stop at map-exit boundaries.

Improved Movement Responsiveness

  • Players can use their remaining stamina for one last ordinary dash when not already recovering.

  • Improved sitting, footsteps, lighting, animation layering and tile-edge rendering.

  • Updated Capture the Flag contact checks and Battle Royale storm calculations, warnings and presentation.

Combat System Updates


Melee, projectiles, targeted jutsu and area attacks check actual positions and hitboxes instead of tile positions.

Network/Lag Compensation Systems

The combination of all these systems means that Nin Online plays better with or without latency now. Players can expect a larger degree of fairness when it comes to PvP between difference latency ranges. This might take awhile to get used to but you'll see that landing fair hits is a lot easier now - what you see is what you get.

  • PvP melee & jutsu includes latency compensation.

  • Valid combo follow-ups continue through movement, turning and the combo’s own displacement.

  • Fixed channel cancellation, rapid chakra charging and stationary casting while snared.

  • There is no longer rubberbanding caused by flicker/substitution jutsu.

Rect/Square/Circle/Capsule Colliders for Jutsu, Player & NPCs

We can have precise hitboxes for jutsu like this

Flicker and Substitution check for clear landing positions using actual collision shapes.

(Developers) New Projectile & AoE Pattern Editors

We are now able to create ANY kind of Projectile and AoE pattern. Including projectiles that move diagonally from your cardinal casting directions. This opens the doors to lots of interesting future jutsu and upgrades to existing ones.

New Pixel-based Casting Hitbox Bars

Pixel-based NPC Pathfinding & Wandering

Rebuilt NPC movement, pursuit, wandering and navigation for pixel positions.

Advanced NPC Tactics

NPCs can now be set up to follow advanced tactics like leaping to their target, orbiting their target or attacking and retreating and more!

Smooth Knockbacks

Knockbacks between Players and NPCs are now smoother, it moves more naturally with a quintic interpolation rather than linear interpolation.

Other Changes


Player Profile Achievements

Player profiles now allow you to display achievement icons! Show off your proudest achievements.

New Particle System

An advanced Particle VFX system has been added that we can apply particle trails to Jutsu and place effects around the world like Fire and Smoke! We'll be using this more in the days to come.

Improved Indoor Walls

Lighting no longer bleeds in the the darkness of the walls

Weather System Reworked

All weather effects have been reworked to be more performant, less annoying and more beautiful. On top of that, we've added new weather types!

  • New Windy & Hail Weather Types

  • New Rain Animation (with reflective puddles)

  • New Sand Storm Animation

  • New Snow Animation

  • New Storm Animation

Zoom on World Map

You can now use the mouse wheel to zoom in and out on the World Map!

Reduced Stamina Usage for Running

We've reduced Stamina usage for running a whopping 30%. You can now run across the Leaf village without resting at Level 1.

Added reporting of offline players through /report

You can now report offline players.

Steam Account Updates

Fixed cross-server account renames and incomplete account deletion.

Increased the Steam-linked character/account creation limit to 40.

Rebuilt Input Handling & Controller Keybinds

Rebuilt input handling with improved custom keybind support and migration of existing controls.
You can now set keybinds for Controllers!

Improvements to Hotbar

You can now lock your hotbar. Right-click hotbar menus provide Use and Unbind. Inventory and jutsu menus can bind entries to available slots.

Improved map loading, caching, networking stability and server startup.

Improved mission selection, drag-to-sell and UI focus handling

Improved Anti-Cheats for Movement

Dozens of Bug Fixes & Polishing

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