
Play as a ninja through the Sengoku period of Japan. There are many possible ways to assassinate the target and find your own nindou.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 20 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wäre toll mit deutschen untertitel den es ist selbst mit englisch etwas schwierig heraus zu finden was man machen muss Aufträge etc....pp leider kann man nicht abspeichern
Although an early acess it is really good. Remnids me of an improved pc tenchu, with even more things to do. I hope it will be soonly finished, and not abandoned
画面不错,动作再多点就好了,玩法太简单了
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Russian, Portuguese - Brazil
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺好玩的不過優化有點差,經過某些地區就會延遲很嚴重 經過測試在芥川山城靠近本丸後卡頓特別嚴重,已經到無法遊玩的地步 只能將陰影調整成無才能順利遊玩,期望改進
기본 언어가 중국어
Good Ninja Game!
商家是不是骗完钱已经跑路了?感觉到现在还是测试版一样的......
对于这个价格而言,画面是不错了。 不过似乎有些bug, 有些地方容易卡窄缝里(可以试试抓钩脱离)。 跳跃动作比较僵硬。 走井的密道,有的位置按跳+前是打滚,不会进井。 重新开始游戏容易键盘失灵。 提示卷轴有点过于频繁。 我觉得可以给jkui分配一些打击动作。 不太清楚打击动作是只有视觉效果还是实际按物理效果结算。 总体上还是算推荐吧。
内容就是讲在各个场地搞死对面领导,可以选择暗杀、火拼、计谋等,没事还是可以玩玩的精品
Tale of Ninja: Fall of the Miyoshi is an indie action-stealth title developed and published by S.Y. GAMES that places players in the violent and politically unstable landscape of Japan’s Sengoku period. Rather than presenting a purely fantastical ninja narrative, the game roots its premise in real historical upheaval, focusing on the decline of the Miyoshi clan, a once-powerful family that dominated key regions before fracturing under internal conflict and external pressure. This historical framing gives the game an educational undertone, positioning each mission within the broader collapse of a feudal power structure and inviting players to view their actions as part of a larger political shift. The gameplay is structured around individual missions that revolve primarily around infiltration, assassination, and intelligence gathering. What distinguishes the design is the presence of multiple tactical philosophies, often referred to in the game as “ways of the ninja.” Each mission can be approached in different styles, whether prioritizing speed, stealth, direct confrontation, or minimal bloodshed. This system encourages experimentation rather than funneling players into a single prescribed path. Successfully completing objectives under a chosen philosophy results in performance evaluations that reflect adherence to that approach, creating replay value for players interested in refining their strategies. Stealth plays a central role, but it is complemented by puzzle elements that require observation and environmental awareness. Missions rarely provide complete instructions from the outset; instead, players must explore areas, gather clues, and interpret contextual hints to determine how best to achieve their goals. This design choice emphasizes thoughtful engagement over linear progression. In some cases, optional guidance can be accessed, but pursuing objectives independently often yields better mission ratings, reinforcing the idea that a ninja’s strength lies in awareness and adaptability rather than brute force. Combat mechanics exist as an alternative to stealth, though they are not the primary focus. Players can engage enemies directly, but doing so often increases risk and complicates objectives. The choice between open confrontation and calculated invisibility creates tension within each level. This flexibility reflects the game’s broader ambition: to offer a tactical sandbox where players determine how events unfold rather than simply reacting to scripted sequences. Narratively, Tale of Ninja aims to weave historical context into its missions. Key figures from the era appear within the storyline, and the fall of the Miyoshi clan serves as the backbone of the campaign. However, the storytelling is delivered in a restrained and episodic manner. Rather than cinematic cutscenes or deeply developed character arcs, the narrative unfolds through mission briefings and environmental context. This approach may appeal to players who appreciate understated historical framing, though others may find the delivery lacking in emotional depth or dramatic cohesion. Visually, the game adopts a functional 3D style. Environments are constructed to support stealth navigation and exploration, but graphical fidelity remains modest. Character models and textures prioritize clarity over detail, ensuring that mission objectives and enemy placements are readable. While the presentation does not reach the polish of higher-budget stealth titles, it serves its purpose in facilitating gameplay. Interface design and controls occasionally feel less refined, requiring players to adjust to certain quirks before achieving full comfort with movement and interaction. One of the defining aspects of Tale of Ninja: Fall of the Miyoshi is its ambition relative to its scale. It attempts to blend historical storytelling, tactical choice, stealth mechanics, and light puzzle-solving within a compact indie framework. The result is a game that offers moments of genuine strategic satisfaction when plans unfold successfully, particularly when a carefully orchestrated stealth route results in a clean and efficient mission completion. At the same time, its limitations are evident. Technical roughness, uneven pacing, and occasionally unclear objectives can interrupt immersion. Players expecting the fluidity and cinematic tension of larger stealth franchises may find the experience more restrained. However, those willing to approach it as a focused indie experiment rather than a blockbuster production may appreciate its dedication to offering multiple mission paths and historical grounding. Ultimately, Tale of Ninja: Fall of the Miyoshi stands as a niche stealth adventure that prioritizes player choice and historical atmosphere over spectacle. It delivers a strategic framework that rewards patience, exploration, and experimentation. While it may not redefine the ninja genre, it provides a distinctive interpretation rooted in Sengoku-era turmoil, offering a thoughtful if imperfect experience for players drawn to stealth gameplay and feudal Japanese history. Rating: 5/10
Players by region
Where this game's players are, estimated from review languages.
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