1. Tap Ninja
  2. News

Tap Ninja News

Tap Ninja v5.0.5 is live!

● Boosts to the active play Gold income

Tap Ninja v5.0.4 is live!

● Reduced the prices on Upgrade Tiers 6 and higher
● Each rank for every Legendary item now gives an Elixir boost
● Legendary Quest rewards for Gold & Elixir improved

Tap Ninja v5.0.3 is live!

● Boosts to Gold & Elixir gains for early to before end game
● Boosts to GpS overall
● Enemies drop less coins now but their value is highly increased
● Fixed a bug that affected a few save files not being properly loaded
● Katana of Legends buffed but it no longer benefits Elixir

Tap Ninja - Oktoberfest holiday tasks are live!

To celebrates the day of foods and drinks, the Oktoberfest holiday week is now live!

During this week complete as many tasks as you can to unlock various rewards, among them the cheerful Drink Helmet!
(Not all tasks can be completed by all players)

The event is active from September 29 to October 5

A few words about the recent changes & Tap Ninja v5.0.2 is live!

You've probably noticed that the game has received some balancing changes.

Some of you might have questions about why even do a full rebalance, or, in other words, "Why destroy the game?" - Simply put, the problem was with the way Elixir was acquired. The best strategy to gain the most Elixir was to Ascend, play for a minute, Ascend, play for a minute, and repeat. It's nice for players who have figured it out and actually enjoy doing that, but it's awful for everyone else. So it was changed for Elixir to be gained mostly from longer runs by tying the gained Elixir to the Coins value, by doing that, most of the game had to be rebalanced to fit the new system.
Another shortcoming I wanted to tackle was the awful offline gains, those were massively boosted, but at the same time, the active play gains were nerfed.

In making both of these changes, I messed up the game too much. The active play gains have been nerfed, they have been nerfed too far.

So now come the hotfix updates, as I want to make the game feel right for everyone. I am still working on getting the balancing right, so please be patient while I'm working on it, as there will be more changes and boosts coming. I am reading all of your comments, and I want to make the game fun for everyone.

Thank you to everyone who is sharing actual usable feedback on what you don't enjoy about the new changes and suggestions about what needs fixing.



The v5.0.2 changelog

● Further balancing changes that mostly buffed active play upgrades
● Fixed a bug with Firefly events having no effect after challenges
● The stashed Old rewards and the New rewards now correctly display the total count