A dojo with a personality of its own.

Before the board starts moving, Oni Dojo has a mood: warm light on stone, jade roof tiles, lanterns, and mountains beyond an open training ground. The master is a confident adult oni in a teal robe and a red sash, holding a wooden club. His expression brings a little mischief to a world shaped by martial-arts tradition.

That warmth runs through the symbols, too. A gourd, a talisman, a cloud, a jade ring, and the master’s own face give the board a consistent visual language. The latest character art connects his stance, ember cast, jab, sweep, and downward strike into one recognisable performance.

The board is part of the movement.

Oni Dojo uses a 7 × 7 board. Five or more matching symbols connected horizontally or vertically form a winning cluster. Several clusters can appear on the same board, each with its own awarded amount.

When a winning cluster clears, the remaining symbols fall down their columns and new symbols enter from above. The next board is evaluated, and the sequence continues while there are winning clusters, subject to the round’s win cap. This changing arrangement gives the dojo its rhythm: a match, a strike, a fall, and another moment to read the board.

The combo multiplier begins at 1× for each spin and rises with each cascade, up to 10×. The master’s action becomes more forceful as that combo grows, moving from a quick jab toward a broad sweep and a heavy downward strike.

A spark that belongs to the rune.

Oni’s Embers adds the master’s signature to the board. He can light one to three ordinary runes after the initial board settles. A lit rune keeps its ember as it drops through a cascade; the flame belongs to that rune.

If a burning rune becomes part of a winning cluster, its ember is consumed and adds one to the combo multiplier. Multiple collected embers on the same board contribute together, and the increased combo applies to that board’s winning clusters. The combo still stops at 10×.

An ember does not turn its rune into a wild or guarantee a match. Uncollected embers disappear when the spin ends. Watching which lit runes move, connect, and clear makes this feature easy to follow as a visual event.

Fifteen spins, with power that grows.

Three scatter seals open a feature of 15 free spins. Its power starts at 1× and rises by one after a winning free spin, applying to the following spin. Each free spin has its own seal multiplier and starts a fresh combo, while the feature’s power connects the sequence.

The displayed total multiplier brings those parts together: power × seal × combo. Clearing several boards within one free spin still consumes one granted spin. The feature has no retriggers and ends early if the round reaches its win cap.

The next chapter is getting closer.

Oni Dojo is preparing for release. The art and screenshot on this page come from the current development build; displayed balances and outcomes are simulated. We will add the launch date and official play link when confirmed.

Visit the Oni Dojo game page for more art, a feature overview, and full-size screenshots. For a different side of the studio, meet the swordsman and guardians of ONI: Blood Moon.