Compare N++ (NPLUSPLUS) Steam key prices across 50+ stores and find the best deal. Developed by Metanet Software Inc.. Published by Metanet Software Inc.. Released on 8/25/2016. Available on PC. Genres: Action. Metacritic score: 90/100.

Momentum-obsessed precision platforming stripped to three buttons and thousands of hand-crafted levels, either this clicks and you lose days to it, or the physics feels alien and you bounce off immediately.

My first hour with N++ felt like learning a foreign language through immersion: every instinct from other platformers was slightly wrong, and the little ninja kept splattering into mines before I understood why. Stick with it past that adjustment period and something remarkable happens. The movement stops feeling foreign and starts feeling like the only correct way a platformer should work. The whole game runs on three inputs: left, right, and jump. That sounds reductive until you realise momentum is the fourth mechanic lurking underneath everything. Your ninja builds speed on slopes, bleeds it on flat ground, ricochets off walls, and can use a ramp to convert a fatal fall into a graceful arc. Learning to read a level's geometry as a momentum puzzle, before you even start moving, is what N++ is actually teaching you. Every single-screen stage fits on one view deliberately, because Metanet designed the game around pre-planning your path before velocity makes corrections impossible. Levels come in sets of five, linked by a shared timer that gold pickups extend. Hit the exit switch, clear the door, survive the gauntlet. Die in level four of five and you restart that level, not the whole set. The checkpoint rhythm is fair, the deaths are fast, and the restarts are instant. The enemy roster is small but purposeful: mines, laser turrets, homing rockets, drones, and cloned ninjas each demand a different evasion style. Later chapters layer these together in ways that force you to route around multiple threats simultaneously while managing speed. It escalates without ever feeling arbitrary. The post-launch Ultimate mode adds a harder tier for players who find the already-demanding late campaign too comfortable. Beyond solo play, there are local co-op levels for up to four players and a race mode where friends compete on the same stage simultaneously, both modes have their own specifically designed levels rather than repurposed campaign content. No online multiplayer exists, which is a genuine limitation if your friends aren't in the room. Visually, N++ is strict minimalism: vector shapes, clean colour palettes that you can swap freely, and a ninja that is basically a stick figure. It should look sterile but it reads beautifully in motion. The soundtrack leans on synth-wave and electronic tracks that sit just below conscious attention, present enough to carry energy, unobtrusive enough that you never feel like turning it off. The level editor is fully functional and community levels are accessible in-game, extending the already enormous hand-crafted count well beyond what the base campaign provides. The one honest caveat: players expecting tight, Mario-style snap controls will find the momentum model initially frustrating. The character does not stop on a pixel; physics are in charge. Some reviewers have called this floaty, but once internalised it reads less as imprecision and more as a different physical vocabulary the game teaches methodically. If you've bounced off it before after thirty minutes, give it ninety. Alex, Scout Team

N++ (NPLUSPLUS) Steam key
Action

N++ (NPLUSPLUS) Steam key

Aug 25, 2016Metanet Software Inc.
GamerScout Says

Momentum-obsessed precision platforming stripped to three buttons and thousands of hand-crafted levels, either this clicks and you lose days to it, or the physics feels alien and you bounce off immediately.

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About N++ (NPLUSPLUS) Steam key

My first hour with N++ felt like learning a foreign language through immersion: every instinct from other platformers was slightly wrong, and the little ninja kept splattering into mines before I understood why. Stick with it past that adjustment period and something remarkable happens. The movement stops feeling foreign and starts feeling like the only correct way a platformer should work. The whole game runs on three inputs: left, right, and jump. That sounds reductive until you realise momentum is the fourth mechanic lurking underneath everything. Your ninja builds speed on slopes, bleeds it on flat ground, ricochets off walls, and can use a ramp to convert a fatal fall into a graceful arc. Learning to read a level's geometry as a momentum puzzle, before you even start moving, is what N++ is actually teaching you. Every single-screen stage fits on one view deliberately, because Metanet designed the game around pre-planning your path before velocity makes corrections impossible. Levels come in sets of five, linked by a shared timer that gold pickups extend. Hit the exit switch, clear the door, survive the gauntlet. Die in level four of five and you restart that level, not the whole set. The checkpoint rhythm is fair, the deaths are fast, and the restarts are instant. The enemy roster is small but purposeful: mines, laser turrets, homing rockets, drones, and cloned ninjas each demand a different evasion style. Later chapters layer these together in ways that force you to route around multiple threats simultaneously while managing speed. It escalates without ever feeling arbitrary. The post-launch Ultimate mode adds a harder tier for players who find the already-demanding late campaign too comfortable. Beyond solo play, there are local co-op levels for up to four players and a race mode where friends compete on the same stage simultaneously, both modes have their own specifically designed levels rather than repurposed campaign content. No online multiplayer exists, which is a genuine limitation if your friends aren't in the room. Visually, N++ is strict minimalism: vector shapes, clean colour palettes that you can swap freely, and a ninja that is basically a stick figure. It should look sterile but it reads beautifully in motion. The soundtrack leans on synth-wave and electronic tracks that sit just below conscious attention, present enough to carry energy, unobtrusive enough that you never feel like turning it off. The level editor is fully functional and community levels are accessible in-game, extending the already enormous hand-crafted count well beyond what the base campaign provides. The one honest caveat: players expecting tight, Mario-style snap controls will find the momentum model initially frustrating. The character does not stop on a pixel; physics are in charge. Some reviewers have called this floaty, but once internalised it reads less as imprecision and more as a different physical vocabulary the game teaches methodically. If you've bounced off it before after thirty minutes, give it ninety. Alex, Scout Team

Tags

steamMomentum-BasedPrecision PlatformerThree-Button ControlsLevel EditorLocal Race ModeSpeedrun-FriendlySingle-Screen StagesHigh Skill Ceiling

System Requirements

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Reviews & Ratings

Metacritic
90
Steam
94%(3,497)

Game Info

Developer
Metanet Software Inc.
Publisher
Metanet Software Inc.
Release Date
Aug 25, 2016

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