Bamboo Shinobi
A close-range fighter with a quick slash. It approaches, winds up and recovers after each strike, and it can sidestep your shots.
Bait the sidestep, then strike while it recovers.
Every enemy in Shinvara announces its attacks. Learn the signs, find the opening, and each room becomes a fight you can read.

Almost every attack follows the same four beats: a wind-up, a warning painted on the ground, the strike, then a recovery. The warning shows where the blow will land, so step out of the marked area or dash straight through it, since you take no damage while dashing.
The recovery is your window. An enemy that has just attacked needs a moment before it can act again: stop, strike, and be on the move again before the next warning appears.
Keep the basics in mind too. Your ninja attacks only while standing still, so every strike is a small decision, and the door to the next room opens only when the last enemy falls.
The first world uses two kinds of common enemy, one that fights up close and one that attacks from a distance. Learn both and you know the whole forest, bosses aside.
A close-range fighter with a quick slash. It approaches, winds up and recovers after each strike, and it can sidestep your shots.
Bait the sidestep, then strike while it recovers.
Throws kunai from range and repositions when the target approaches.
It keeps its distance and aims where you are going: change direction instead of running straight, and strike right after a throw.
The temple mixes blades, darts and seals. Its enemies either keep their distance or close in fast, and several of them change position after attacking, so keep reading the ground as you fight.
A short slash followed by a recovery. After several attacks it steps to the side.
Hit it during the recovery and expect the sidestep.
Charges a dart and fires it in a straight line, then backs off when you get close.
Step off the dart’s line and close the gap with a dash.
Prepares a straight dash, announced by a warning, then follows up with two close slashes.
Step out of the dash lane, then punish once the slashes are over.
Fires three spreading darts or prepares a fixed seal with a delayed eruption.
Its seal lands where you stood when it was cast: walk off the mark, then punish the recovery that follows.
The storm and frost worlds bring enemies that fight up close, from afar or both. Two of them are already shown here.
Fires three spreading projectiles or prepares a fixed seal with a delayed eruption.
It fights like the Eclipse Invoker: leave the seal’s area and strike while it recovers.
Alternates a ranged throw with close slashes and dashes.
It throws from afar and slashes up close: rush in right after a throw, then dodge its dash and double slash.
Both worlds are still in development: their enemies and bosses may change before release.
Bosses guard the key rooms of each world. Their big moves are announced first, just like every other attack, and most of them leave an opening once they end. Learn the pattern, stay patient, and strike during the recovery.
The bosses of the first two worlds, in the order you meet them.
Alternates telegraphed strikes, ground impacts and committed charges.
Waits in room 10 of the forest. Bait its charge, then punish it where the charge ends.
Two direction-locked slashes. A telegraphed dash and a long recovery after the combo.
Dodge the second slash, then use the long recovery after the combo to strike back.
Armoured brute of the Shadow Temple. Front smash, half-circle sweep and a straight charge: every blow shows its area first.
Guards room 20 of the temple. Stay out of its front and circle behind it.
Lord of the Shadow Temple. Crossed slash, expanding void wave, blade rain and a charge that leaves a trail: three phases, every blow shows its area first.
The temple’s final boss, at room 40, fought in three phases. Never walk back through the trail its charge leaves.
World 1 hides a second boss at room 20: meet it in the game.
Every ninja carries one element, and it shapes how that ninja fights rather than what they are strong against. Read the table as a style guide: what the element does in battle, and the habit that gets the most out of it. The elements of the secret ninja stay hidden until you meet them in the game.
| Ninja | Element | In battle | How to use it |
|---|---|---|---|
| Shinvara | Shadow | His exclusive abilities mark and curse foes over time | Dash in, then trade blows |
Elements shape how you fight; they give no edge against other elements.
During a run you can also pick one elemental shuriken; only one per run.
Your first steps, among stone paths, lanterns and bamboo guardians.
Two boss fights, with angel rooms along the way.
Bandits, acolytes and veil hunters guard the temple.
Forty rooms, two bosses along the way and the Void Shogun at the end.
Storm-battered arenas with melee, ranged and mixed enemies.
Enemies and bosses may still change.
A frozen fortress of snow and crystal. Dedicated bosses and rewards are in the works.
Enemies and bosses may still change.
Throughout the campaign, a reward milestone waits every ten rooms.