Strange! I'll look more into this and try to simulate why this could be happening.
Did you by chance see a "Level Up" effect on lvl 10?
Strange! I'll look more into this and try to simulate why this could be happening.
Did you by chance see a "Level Up" effect on lvl 10?
Hey Yokai,
Thanks so much for the feedback! It's always useful for adding new content and applying improvements. Lol'd at the bare-hands pun.
Currently working on getting weapons in and more craftable items + a boss fight!
Hope to see you around more often :)
Update v0.3.2 is now live
You can now utilize campfires and cook! Just drag your raw ingredients over to the cooking interface and turn on the heat!

Update v0.3.1 is now live
Changes
Update v0.3.0 is now live
You are now able to adjust settings of Graphics, Controls, and Sounds. All these settings are saved and loaded every time you play.

Night time is more visible as there is now a Moon in the sky. You can also now place campfires after crafting them from wood
Bug fixes:
Update v0.2.9 is now live
Thank you so much for all the feedback from the various forums Ninjora has been posted on.
As always, I take every feedback and truly consider them.
The next update will include the following:
Adjustable Mouse and Keyboard settings with Joypad Support
More visibility during night time with a Moon + Light
More things to do such as chopping down trees, utilizing the craft system, and building
Jutsu leveling, Jutsu Gate
World Expansion + Seamless + World bounds to keep players from falling off the map
First real boss fight with a rare weapon drop
Stay tuned
Hey Alex! Welcome to the community :)
I know we're very small right now but I hope you hang tight as we grow and develop with each and every game update
Level Up and Grow Stronger As you battle enemies across the world, you'll earn experience points with every hit you land. Deal more damage, gain more XP! When you level up, you'll receive attribute points to invest in your character's Strength, Speed, and Chakra stats. Higher levels unlock powerful equipment and make you a force to be reckoned with.
Visit NPC Shops Scattered throughout the world, friendly NPCs now run shops where you can buy and sell items. Stock up on healing items before a tough fight, grab new gear to boost your stats, or sell your loot for gold. Each shop has its own inventory, so explore different areas to find the best deals. Simply walk up to a shopkeeper and interact to open their wares!


Update v0.2.8 is now live
The new mission and NPC dialogue systems are now fully implemented. Check out the first mission Chicken Hunter. Speak to the Old Man to find out how you can help.

New Implementations
Bug Fixes
Update v0.2.7 is now live
@Yokai
Haha thank you for that, the problem has been identified and patched!
The building of Ninjora has been primarily featured focused for the last two and a half months of development, because of this I was neglecting critical data considerations such as how many KB per second each player would be sending.
Going back to address this felt daunting at first - I had already built an entire client-side prediction system using Float64 positions, and the thought of reworking everything to use quantized values seemed like it could break the delicate balance I'd achieved with smooth movement and jump mechanics. But the numbers were undeniable. With Float64 positions, each player was transmitting 24 bytes just for their X, Y, Z coordinates - multiply that by 20 updates per second across 50 players, and suddenly I'm looking at 52 KB/s download per player, or 187 MB per hour. And from a cost perspective, I'd be paying $81/month in bandwidth costs for just 100 concurrent players - costs that would scale linearly as the player base grew.
The solution was UInt16 quantization, but implementing it correctly took multiple attempts. The challenge wasn't just changing the data types - it was maintaining the prediction system's integrity while working with lossy compression. My first few attempts introduced visible rubberbanding during jumps because I was trying to correct prediction errors too aggressively. The client would predict a jump, but when the quantized position came back from the server, it would be slightly off, triggering corrections that felt terrible. The breakthrough came from realizing I needed to completely trust client physics during airborne movement - just like the old Float64 system did. The key insight was detecting "pending jump commands" - situations where the client has already sent a jump input but the server's confirmation hasn't arrived yet. By checking for these pending commands before applying any landing corrections, I eliminated the race condition that was causing the rubberbanding.
Now the system achieves both goals: massive bandwidth savings AND buttery smooth movement. With UInt16 quantization, I'm down to 6 bytes for positions (75% reduction) and 4 bytes for facing angles (also 75% reduction). Per player, that's 34 KB/s at most, instead of 52 KB/s - a 34.6% overall reduction. For a 1-hour play session, that's 66 MB saved per player. The precision loss is imperceptible - 3.9mm per step for horizontal movement, 0.9mm for vertical, and 0.0055° for rotation. These values are far below what human perception can detect in a game environment. And the prediction system actually feels better now with the conservative landing correction system: it only applies a gentle 10% blend when errors exceed 0.8m and the player has been grounded for 5+ frames, spreading the correction over 23 frames to make it completely invisible. This taught me an important lesson about optimization: sometimes you have to go back and fix foundational issues even when it feels like you're "done" with a system. The 20+ debug commits I made trying to nail this down are now squashed into one clean commit, but each failed attempt taught me something about how prediction, quantization, and network latency interact. The result is a system that's both technically superior and imperceptible to players - the best kind of optimization.
Implementations:
Other bug fixes:
The foundations of building and crafting system have been heavily worked on and implemented.
Crafting
You can now use the resources gathered from the world and craft items
Building
You can use crafted objects to build a base, put furniture inside of your base, etc.
Bug fixes / Improvements:
Update v.0.2.5 is now live
Day and Night system has been fully implemented. All players are always in sync with time - they will always see the sun set and rise at the same time. The time and phase are displayed on the top left corner of the game screen. Names are hidden during the night to simulate realism night blindness.
(please note that time is temporarily sped up for testing)
Visual updates to the interface, picking up item notification, bug fixes for equipped items.
Soon to come in the next update - Woodcutting, Campfires, and Crafting

Update v0.2.4 is now live
Character Customization has been fully implemented. If you haven't set a character name yet, you will automatically get to design your character and choose a name.
[SHIFT] Key and attacking NPCS now displays name and health. Health for other players will always be hidden.
Bug fixes

Update v0.2.3 is now live
New NPC: Chicken
Chickens will evade you at all costs. Have fun chasing them down
Bug Fixes/Improvements:
NPCS are now gated from Portals
Dashing escape only when all keys are released (movement improvement)

Update v0.2.2 is now live
The new map system is now fully implemented. You can now enter into another map through a portal.
Development Log:
This took quite some time to implement due to all systems using single channels and I had to transition them all to be map-aware. On top of that, there was the handling of complex collisions and bunch of debugging with baking maps from Blender. Everything is now handled efficiently and seamlessly.
Please report any bugs you find!
In two days, it'll be Ninjora's 2 Month Anniversary. We've got some ways to go but we're inching closer and closer to where we need to be. Cheers!
Update v0.2.1 is now live
The next release v0.2.1 will feature a map system that fully integrates with authoring from Blender to the game and game server.
The system automatically bakes exported files from Blender into usable data for collisions, portals, objects, entities alike so that the game can display it and have the player interact with the environment precisely. Allowing game map creation flow to be straight-forward and essentially quick. Blender > Automatic Baker > Client displays > Server checks
What this means for the players
There will be world exploration as well as in-door maps, environmental objects, trees, rocks, etc. The game will no longer feature just running across a plain grass field. You will now be able to go inside the ramen shop and buy a meal.
Coming soon!
Authentication and Database live and fully integrated into the website.
Your character, game progression, and journey are now all saved. The system is seamlessly integrated with your community account which ensures your game account is the same as your community account.
The game has officially entered Alpha Phase:
expect to see much more game content, jutsus, real maps, monsters, missions.
Cheers!
Update v0.2.0 is now live
Ninjora is entering the progression & database phase where all game data / player information is saved. The system is currently working in the dev environment, it just needs a few tweaks and it'll be ready to deploy to the live game server.
How it works
To login to play, you will just need to sign up for an account in the community and you will be granted access on your new adventure in Ninjora!
What this means
Player leveling, jutsu levels, character customizability are all soon to be introduced since the game will now save it!
More to come soon