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Tap Ninja News

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

Tap Ninja v5.0.1 is live!

● Players that have played the v5.0.0 will receive a boost to the Ascension Gold bonus, as it was not applied correctly before, same as everyone else
● Decreased the cost for the Treasury and Shrine buildings while increasing the GpS for most buildings
● Unlocking the Medal upgrade row six and higher now requires less Medal upgrades
● Requirements for unlocking new Pet slots have been made slightly easier
● Overspent currency for Eggs & Keys now appear correctly
● Achievement requirements for defeating Enemies and using Abilities now appear correctly

More balancing changes will be coming, please hold on and don't lose hope, because as much as you want the game to be fun - so do I.

Tap Ninja v5.0.0 is live!

Main changes
● The game has been fully rebalanced to be more idle-friendly
● Away income reworked - it has received a massive boost and is now comparable to active play in the later game. Because of this, the VIP Away bonus has been reduced from doubling it to adding 10% extra
● Elixir is now tied to the Coin value and is mainly obtained from defeating Enemies
● Old Elixir will be automatically converted to the new Elixir numbers

Pets
● Unlockable slots to equip a second and third active Pet have been added
● Now every collected Pet's passive bonus will be active at all times, but only a part of it if the pet is not active
● Pet passive bonuses and some active abilities have been re-balanced
● Maximum Pet Bond level is raised to lvl 15
● Added a possibility to reset the Pet switching timer instantly for 50 Amber
● Eggs can now be cracked using the Space bar on the Steam version
● While in Pet menus, the timers and the Ninja won't be paused anymore

Rewards
● Massively boosted Quest rewards for Gold and Elixir
● Quest board level requirements increased
● Quest board level 8 added
● Challenge rewards for Gold boosted
● Daily Quest objective numbers are now based on the rewards rarity
● Daily Quest objectives are more random now
● The active Quest reward bonus (the Cat bonus) is now saved alongside the unclaimed reward
● Any unclaimed Quest reward before this update will be converted to "Old Quest reward", with the contents being comparable to the old rewards

Upgrades
● The Ascension Skill tree has been rearranged and rebalanced
● Each Godai element now has to be unlocked through an achievement
● Godai elements have been rebalanced with every unlocked level being multiplicative instead of additive, the levels will be adjusted accordingly
● Medal upgrades have been moved around, rebalanced, have received new ranks, and a few brand-new ones were added
● Medal upgrades have been reset for everyone
● GpS upgrades for every unlocked Achievement and unlocked Research Tier are now multiplicative instead of additive
● Kabuto of Legends boosted
● Katana of Legends rebalanced with the bonus also boosting Elixir gains
● Using Perfect Ascension will move all of the collected Elixir to the usable Elixir as usual, but the collected Elixir will reset to 0
● Holding Shift while clicking on a Medal or Skill upgrade will instantly buy it (also holding Ctrl will buy all of the ranks)

Fireflies
● Firefly respawn times have been increased
● Firefly event timers have been extended
● Firefly event bonuses for Coin drops (Regular, BIG, MEGA), increased GpS (Regular, BIG), More Coins and Gemstone Fever are now slightly randomized
● Firefly Coin drop events have been nerfed

Miscellaneous
● Boosted the Bag of Gold contents
● New Amber Store item - temporary Elixir multiplier
● Amber, Eggs & Keys spent without an appropriate Holiday task will be saved and will progress the next weeks appropriate task, as well as overspent currencies during Holiday tasks (each currency has a limited storage)
● Unclaimed Holiday task rewards will be automatically claimed at the start of the next week
● Certain Holiday task objectives have been made slightly easier
● A few new Achievements
● Every unlocked Achievement awards an Amber
● Achievement objectives increased for the Enemy and Ability categories
● "The Pen is mightier than the Hammer (8)" achievement has been moved to a new "Legacy" Achievement category. These achievements do not count towards any bonuses
● During Samurai Frenzy the higher tier enemies won't appear if the "Call to Arms" upgrade is unlocked, but not the enemy
● The building menu won't snap to the bottom after switching tabs
● Fixed a rounding error with Gold prices appearing lower than required
● Changing number notation will correctly change the displayed numbers instantly
● Using Rope Hook or Shuriken Vortex while on cooldown will activate Katana Slash instead
● Thrown shuriken will now connect with any passing Firefly, instead of only the clicked one
● Fixed a rare bug for the Steam version with screen resolution resetting to a default

Everyone is being awarded with 500 Amber to help get comfortable with the new changes