House Of Shinobi -pre-release- By Cutepercentage -

CutePercentage has released a tentative roadmap for 2025-2026.

The developer has hinted at a "Rival System," where a second shinobi (controlled either by AI or a friend in local co-op) competes to kill the target first, turning stealth missions into competitive races. House of Shinobi -Pre-Release- By CutePercentage

Based on CutePercentage’s development style and what the pre-release materials showcased, the write-up probably highlighted a few major selling points that grab attention: The developer has hinted at a "Rival System,"

Most top-down stealth games are flat. House of Shinobi introduces a grappling hook mechanic that allows the player to scale walls and cling to ceilings. During the pre-release, players discovered that most guard AI does not look up. This creates a "shadow ladder" where the path of least resistance is often above the enemy’s head. Moving across the rafters of a burning dojo while guards search below is the game’s signature thrill. hide inside rice paper ceilings

The manor is designed as a multi-layered sandbox. You can run across rafters, hide inside rice paper ceilings, or drop through tatami mats. The pre-release build boasts a "no-loading" interior, allowing seamless transition from the kitchen basement to the lord’s bedroom rooftop.

The environment is not just decoration. In the pre-release build, waterfalls, thunder, and even the chatter of NPCs create audio cover. A neat HUD feature shows a "Sound Cone"—when the cone is wide, you can sprint. When it narrows, you must creep. The reliance on audio cues over visual cones (like in Mark of the Ninja) offers a refreshing challenge for the hearing-impaired and attentive alike.

Even in its pre-release state, House of Shinobi distinguishes itself from the crowd. Here are the mechanics that have the community buzzing: