Hello there! ”Post Apocalypse Microbe Lab” updated, A new skin for Siruby, the main character of , has been added!! We also have great bundle packs available that include , SKIPMORE products. Have fun in the post-apocalyptic world... View game page
Hello there!
”Post Apocalypse Microbe Lab” updated,
A new skin for Siruby, the main character of [Transiruby], has been added!!
We also have great bundle packs available that include [Transiruby], SKIPMORE products.
View game page The latest title under development by SKIPMORE, the creators of "Picontier", "Fairune" , "KAMIKO" and "Transiruby," " Post Apocalypse Microbe Lab " is now available for download as of today (April 9, 2026). Check out our great bundle packs here!
From the studio that created "Kamiko", "Fairune", "Transiruby" and "Picontier", "Apocalypse Microbe Lab" is an idle game with the simple objective to collect microbes in a world where humans are extinct. Leave the window open on your desktop and watch Lyse work in a post-apocalyp
From the studio that created "Kamiko", "Fairune", "Transiruby" and "Picontier",
"Apocalypse Microbe Lab"
is an idle game with the simple objective to collect microbes in a world where humans are extinct.
Leave the window open on your desktop and watch Lyse work in a post-apocalyptic world.
Hello, everyone. It's KOU from Flyhigh Works. We talked and asked Transiruby creator KIMURA of SKIPMORE various questions to commemorate the release. This is a two-part interview. The first part will be presented by me, Kou as the interviewer, and the second part will focus on qu
Hello, everyone. It's KOU from Flyhigh Works.
We talked and asked Transiruby creator KIMURA of SKIPMORE various questions to commemorate the release. This is a two-part interview. The first part will be presented by me, Kou as the interviewer, and the second part will focus on questions by the Flyhigh Works staff.
This is「Conclusion」. Please feel free to check it out if you're interested.
Interview(Conclusion)
FHW Staff It seems Siruby's outfit has an Aila-like face on it. Is there a secret to it? (No way! Does it speak like Dokonjō Gaeru?)
KIMURA There's no deep meaning behind the design, but the idea was to have a gentle kaomoji on the clothes that will give the impression that『Transiruby』is not a heavy realistic world a digital fun game world instead.
FHW Staff Regarding the background, is there a specific place that inspired the motif? There seem to be some Japanese-style elements, so is Japan a location of inspiration?
KIMURA There is no specific location that inspired the motif. I just drew whatever I wanted. The Japanese-styled taste, such as the Torii Gate (Shinto shrine archway), etc., was near me when I was a kid, so it was something that I could easily handle. Still, they are seen as mysterious and mythical to foreigners, so I actively included them.
FHW Staff The name of some bosses seems to have a name that originated in Japanese culture but is that motif that inspired their names? For example, the first area's boss,「Military Server: Calasma」, sounds similar to a place in Kyoto called「Karasuma」, so is that where the name is based on?
KIMURA Proper names were referenced from Kyoto and Japanese mythology. When I was a student, I would go to the arcades in Kyoto and play frequently, so I am personally familiar with the city.
FHW Staff Kimura-san mentioned that Transiruby was initially based on the "Noah's Ark" motif. What initially inspired you to choose "Noah's Ark" as a motif?
KIMURA At the beginning of the project, the idea was「the planet was ruined, so collecting the DNA of organisms」so the Noah's Ark motif seemed to be a good idea. However, I thought the story was too serious, so I stopped heading in that direction.
FHW Staff What is your favorite area to explore in Transiruby?
KIMURA I like them all but、 Area 1「Dimension Realm - Surface」. Since it's the first area that Players see, the so-called "grip" area, there were various trial and error run attempts.
FHW Staff Were there any other bonus characters you considered including in the game, but they did not make the final cut?
KIMURA There were no bonus characters that made the cut, but in the beginning, there was a male character that was completely different from Yamato.
The rejected male character(Rejected incompleted work)
FHW Staff Were there any other power-ups you were interested in or considered in the game but were not implemented in the final build/version?
KIMURA I like the motorcycle the most out of the power-up items. One power-up item was not implemented, a giant beam cannon that could transmit a shot. Since Siruby's regular attacks are reasonably strong, it was rejected because it did not make sense to keep it.
Icon for the beam cannon concept that was rejected.
Afterword
The Transiruby #6 Developer Interview - Conclusion is now finished. What do you think about it?
That’s the end of this article! More information on games from Flyhigh Works are available to read up on Flyhigh Times. Please feel free to check it out!
Hello, everyone. It's KOU from Flyhigh Works. We talked and asked Transiruby creator KIMURA of SKIPMORE various questions to commemorate the release. This is a two-part interview. The first part will be presented by me, Kou as the interviewer, and the second part will focus on qu
Hello, everyone. It's KOU from Flyhigh Works.
We talked and asked Transiruby creator KIMURA of SKIPMORE various questions to commemorate the release.
This is a two-part interview. The first part will be presented by me, Kou as the interviewer, and the second part will focus on questions by the Flyhigh Works staff.
Please feel free to check them out if you're interested.
KOU 「Transiruby」is scheduled to be released. Thank you so much for the hard work!
KIMURA Thank you too for your hard work.
KOU First off, how do you now feel looking back on the development period?
KIMURA At the beginning of the project, it was planned to be completed within 2 years, but it actually took twice as long. This was my first time creating a side-view game, so I misjudged the perspective of the complete workload. I did not expect to work for 2 years on only level design...
KOU I see. That's precisely what is called "birth pains." By the way, I think you were able to create「KAMIKO」 as a top-view game in a short period, but what were some of the difficulties in making「Transiruby」a side-view game?
KIMURA 『KAMIKO』's map took about 3 months to complete. However, 、『Transiruby』's map is about 10 times larger than『KAMIKO』, so even if it were developed at the same speed as 『KAMIKO』, it would still take about 2 and half years to complete...now that I think about it,『Transiruby』's map was relatively good? When I calculated the workload, I thought I could make the side-view map faster than the top-view map because there was an insufficient layout of the area. 1 area took about 4 months to complete in that sense. However, there is a sense of "gravity" while creating a side-view game. I thought the tools and maps are「perfect!」, but when I actually played it, there were places that I wanted to jump and reach to, and on the other hand, there were places that I did not want to jump to reach, so it took a considerably good amount of time to create the game after making adjustments.
Left: In the beginning, the layout in the upper section was initially designed to allow descent from the ladder. While playing, I often went past the ladder and fell to the bottom. Right: In the final version, in the upper section, a left key container is placed, and I do not fall to the bottom, and an S-shaped flowline is formed.
KOU Ah, I see. By the way, ESQUADRA, Inc (@studioesquadra) was also part of the development team, so how was it like working together?
KIMURA I felt secure trusting ESQUADRA, Inc. Their accumulation of technical skills and experience is reassuring. Also, QA, etc., is essential, so I am grateful for their support.
KOU By the way, the primary visual was drawn by Kato Oswald(@ozoztv) san, who also worked onFairune Collection.
KIMURA I like how Oswald san drew skies and clouds, so at any chance I get, I requested their help ever since『Fairune Collection』. Along with the title screen, Oswald san helped with the ending illustration.
KOU Also, Misoka (@misoka_panipum)san, who also worked on KAMIKO's BGM, produced the「FM Synthesis Style BGM」pack.
KIMURA I have known Misoka san since I created Garakei smartphone games. みMisoka san's forte is using FM sound generators rather than Famicom and Super Famicom sound generators, so in this case, just like with『KAMIKO』, they said「This is what FM Synthesis should sound like!」, so I sent in excessive requests and listened to them (Haha).
KOU By the way, I want to talk about the game. I really like the scene at the beginning of the game in which Siruby plunges into the atmosphere and then embarks on a new adventure (Please refer to the video below). This "grip" is the simplest and most incredible thing, and I felt like, "This is what SKIPMORE is made of."
KIMURA Thank you very much. The scene in which Siruby plunges into the atmosphere was inspired by '90s anime. Around that time, Sci-Fi anime had plunged into atmosphere scenes. There may be some people from the same generation as me that are like, "Yeah, Yeah, this is it!" so I thought it would be neat to produce something like that.
KOU I also like how each area has its own unique monument and superb scenic viewpoint. Now I feel that I'm speaking from a personal fan's point of view.
Each stage has symbolic monuments.
KIMURA They are all significant objects (Haha). While I'm creating games, I do not have time to draw pixel art as a hobby, so I put my hobby pixel artworks in-game and took the opportunity to add some flavor to them.
KOU Furthermore, this is from an enthusiastic point of view, but when the protagonist, Siruby, transforms into an aircraft for the first time, the BGM, or should I rather say "Feel the Sunshine," is flowing. Before that, the atmosphere felt oppressive. Until that point, it felt like everything was cleared up like the sun, so I personally liked that part too. There were also moments like that presented in「Fairune 2」and「KAMIKO」.
KIMURA The map was created by trying to make spacious airspace, narrow pathways, and alternating the tempo, which was a significant alteration added to the production included with a scene. For the scene in which the aircraft enters flight mode for the first time, the BGM was composed first, and then the direction of the stage's graphics was created to complement it. I do not know if Areas 1 - 3 were great pretenses for displaying this sense (Haha).
KOU I apologize for accidentally taking the direction of discussing various personal fan-oriented topics. Thank you so much! For the next part, we will discuss questions from the staff.
KIMURA Thank you very much.
Afterword
And that concludes the first half of the Transiruby #5 Developer Interview Vol. 1. What do you think of it?
That’s the end of this article! More information on games from Flyhigh Works are available to read up on Flyhigh Times. Please feel free to check it out!
We will listen to KIMURA of SKIPMORE discuss the distinctive game mechanics in 『Transiruby』this time! Let's collect Tranchips! Tranchips are scattered throughout the map. Collecting 50 Tranchips opens the gate and allows transfer to the next area. The exact location of Tranchips
We will listen to KIMURA of SKIPMORE discuss the distinctive game mechanics in 『Transiruby』this time!
Let's collect Tranchips!
Tranchips are scattered throughout the map. Collecting 50 Tranchips opens the gate and allows transfer to the next area. The exact location of Tranchips can be verified on the map radar.
KIMURA Dot eater games such as『Head On』,『Pacman』, etc. inspired the Tranchips collecting mechanics. However, collecting all Tranchips does not clear the game, so it's not sure if it's similar to dot eater type of games like『Lode Runner』, etc.
Multipurpose Weapon: Element Shot!
Element Shot can freeze enemies (enemies can be used as platforms) or start countdown switches and lifts. There is a restriction on how many times the Element Shot can be used due to the EP being depleted each time it's used, but the EP can be replenished after destroying enemies that leave some EP behind. Also, when an enemy that has been frozen by Element Shot is destroyed, there is a 30% chance that LP (stamina recovery items) will appear.
KIMURA With『Transiruby』, I aimed to develop the EP resource management mechanics found in『KAMIKO』. As mentioned above, there are many options to defeat a small fry enemy. "Where to collect EP, how much EP to use or where to use EP..!" I think it's fun to keep that in mind while playing!
Transform into a motorbike for high-speed travel!
Further in the game, Siruby can transform into a motorbike. While in motorbike mode, Siruby can defeat weaker enemies by running them over, or Siruby can move across water, instantly expanding the range of playing. Of course, this increases the speed of movement, which is an essential element of Time Attack.
KIMURA As seen in videos about time attacks in action games, characters can somersault or back step just to move faster. However, with『Transiruby』I thought,「If you're going to move anyway, at least look cool doing it!」, hence the motorbike being implemented. After that, running over enemies, traveling across the water, etc., was added, and the specifications were applied as they are now.
Afterword
And with that, we conclude Transiruby #3. How was it?
That’s the end of this article! More information on games from Flyhigh Works are available to read up on Flyhigh Times. Please feel free to check it out!
There is a perception of exploration-type action games as being too hard. The design concept behind Transiruby was 「Less Difficulty, More Fun」 so the action in the game is not too difficult, and you do not get stuck. Some people may have been interested in this genre but have avo
There is a perception of exploration-type action games as being too hard. The design concept behind Transiruby was「Less Difficulty, More Fun」 so the action in the game is not too difficult, and you do not get stuck.
Some people may have been interested in this genre but have avoided it because it seems too tricky, so Transiruby may be a good choice for making your exploration-type action game debut.
Small fry enemies can be completely frozen!
Siruby's weapon, "Element Shot," can solidify and neutralize all small fry enemies except bosses. Furthermore, the frozen solidified small fry enemies can be used as platforms for moving around. When small fry enemies are defeated, there is a 30% chance that an item will appear that restores their health.
Destroy enemies with a downward thrust!
Downward thrust with Siruby's sword is a super-powerful attack that can destroy small fry enemies with one strike. If you're not good at battles, use the downward thrust to cut and defeat the small fry enemies with ease!
Autosave for easy retries!
Aside from save points, autosave occurs after picking up an item or transferring to another area in『Tranisruby』. After dying, resurrection occurs after answering 「Retry?」(you recover full health!). So if you're ever in a pinch, it may not be so bad to die and start over. This may not seem easy, but while playing the game with the Element Shot, there are a limited number of bullets. The resource management for storing the energy, combined with the map layout, etc., makes the game moderately challenging.
A word from the developer
KIMURA from SKIPMORE As a matter of fact, I liked exploration action games, but I found the action part difficult, which was a setback. So I designed specifically the battle aspect of the action part for people who are not good at action to enjoy playing easily without complicated controls!
Afterword
And with that, we conclude Transiruby #3. How was it?
That’s the end of this article! More information on games from Flyhigh Works are available to read up on Flyhigh Times. Please feel free to check it out!
This title is an exploration-type action game. These days, it's more convenient to call this genre "Metroidvania." The primary weapons are the sword and an elemental shot that can freeze enemies. Also, other power-up items such as double jump, underwater movement, motorbike trans
This title is an exploration-type action game.
These days, it's more convenient to call this genre "Metroidvania."
The primary weapons are the sword and an elemental shot that can freeze enemies.
Also, other power-up items such as double jump, underwater movement, motorbike transformation, etc., are obtainable.
The story begins, a dimensional continent appears!
A massive dimensional fall occurs near Siruby's spaceship, then a colossal continent appears.
This dimensional continent is rich in an abundance of unknown matter and data.
Of course, there's no way Siruby could remain silent when such a mountain of treasure is seen before her eyes.
Siruby sets out to explore the dimensional continent without a moment's delay.
角色介绍
Translation: シルビィ(SIRUBY) ネーコム(NECOM)
CYBORG GIRL SIRUBYー
The protagonist of this title. She runs about the dimensional continent while entirely using the sword and shot.
While watching the opening conversation, the impression is that Siruby is poor at tidying her room.
SUPPORTIVE AI NECOM
Necom always aids Siruby with cooking, researching, etc.
As well as use their precise judgment to aid Siruby's exploration of the dimensional continent.
A word from the developer
KIMURA FROM SKIPMORE The story's setting is sci-fi, and there are plenty of technical-ish terms in the dialogue, but it's a loose sci-fi setting where anything goes, so don't overthink it and enjoy the ambiance!
What is SKIPMORE?
KIMURA FROM SKIPMORE is the developer of this title.
KIMURA san is a Japanese indie game developer specializing in pixel art.
www.skipmore.com
Before 『Transiruby』, KIMURA san developed 『KAMIKO』and 『Fairune』.
Thus, we delivered Transiruby #2, so how did you like it?
That’s the end of this article! More information on games from Flyhigh Works are available to read up on Flyhigh Times. Please feel free to check it out!
The graphics of 『Transiruby』have number of vibrant colors, and pixel art gives it a retro vibe. Still, the gradation and light effects are adequate, collectively making it nostalgic but not so old-fashioned taste to it. In this article, we will introduce the opening stage of the
The graphics of 『Transiruby』have number of vibrant colors, and pixel art gives it a retro vibe. Still, the gradation and light effects are adequate, collectively making it nostalgic but not so old-fashioned taste to it. In this article, we will introduce the opening stage of the game.
Dimensional Continent Surface
This is the first area Siruby begins their search. The crumbling steel beam and the overgrown grass on the ground make the setting stand out and feel like it's obsolete, but the massive structure in the background appears to be still operatable.
Underground Forest Area
In contrast to the ground surface, big trees are naturally aligned and cover the area. Signs of an ancient civilization are scattered around with the steel beams and pipes blending with the stone statue, stone pillars, etc.
Gigantic Elevator
In Transiruby, many top-to-bottom movements and means of transportation are arranged, including jump ramps and elevator lifts like this.
Underwater
The shaking and swaying in the underwater background is an example of Parallax scrolling (a unique scrolling technique in graphics, wherein background images move by the camera slower than foreground images, creating an illusion of depth in 2D video games). The BGM (background music) is muffled, giving it an excellent underground water ambiance.
A few words from the developer
KIMURA(SKIPMORE) Many exploration action games often have settings of caves and buildings, so I personally wanted to create an adventure with blue skies seen, so I designed Transiruby so that half of the areas in the game are『outside』!
~~~~~
Afterword
And on that note, what do you think about the information presented in this Transiruby #2 article?
That’s the end of this article! More information on games from Flyhigh Works are available to read up on Flyhigh Times. Please feel free to check it out!
日本語原文はこちら: Secrets of the Backgrounds and Terrains The first step for level design for Transiruby was to make sure that the terrain was noticeable and easy to grasp, so adjustments were applied to the art style. Trusting the terrain is essential in exploration games. However, isn
The first step for level design for Transiruby was to make sure that the terrain was noticeable and easy to grasp, so adjustments were applied to the art style. Trusting the terrain is essential in exploration games. However, isn’t it pretty stressful to miss a jump and slip or fall from not stepping on an object that doesn’t look like it’s able to be stepped on…? That’s what I thought in this case.
Pseudo Diffusion Filter
The background textures (interior background) and foreground (stepable terrain) are changed effectively to make the terrain easier to see. In Transiruby, the pseudo diffusion filter used in the background displays sharp pixels and gives the images a sense of different textures with depth.
●フィルターなし Without Filter
The pixels look sharp but lack depth.
●単純なぼかし Simple Gradation The character and background are easy to see, but if the eyesight is shifted to the background, the focal point is out of focus (the background can be seen but becomes blurred), so it’s uncomfortable. Also, the sharpness of the pixels is lost.
●擬似ディフュージョンフィルター Pseudo Diffusion Filter The sharpness of the pixels is improved, the terrain is easier to grasp, and the image has more depth. Also, there is now a sense of atmosphere. This pseudo diffusion filter can change its values in real-time and is used to create effects in the stage (for example) “when coming from a dark place then suddenly to a bright place, it’s momentarily radiant!” or something like that.
▲The background is momentarily overexposed when entering the Boss Area, as seen on the left (screenshot).
Light Lines
Light lines (light lines bordering the terrain) are applied to make the stepable terrain easier to grasp. It's a pretty direct and symbolic presentation, but the effect is extraordinary.
ライトラインなし Without Light Line ライトラインあり With Light Line
▲With the Light Line, it’s easier to see the terrain that the character can step on.
Diagonal Object
Behind the stepable terrain, the arrangement of objects in the world view represents the screen’s increased density. These (diagonal objects) are distinct in backgrounds and scroll together with the terrain, so Players can understand that the character can’t step on them. In Transiruby, rules were made so that non-stepable objects have “without light lines,” “are diagonal,” and “are bumpy.”
…And so by deciding the visual rules of "stepable and non-stepable terrain" with the art style gradation like this, there are fewer worries about how the terrain and footholds look in the level design.
- - - - - - - - - - - - - - - - Transiruby is now popularly available on Steam! Console ports are steadily in progress!
日本語原文はこちら: ♫The Illusion of a Submerged City This track is called “The Illusion of a Submerged City” from Area 4 in Transiruby. Since the track is used in the PV (Promo Video), I decided to release the entire track publicly. Download(6MB) "The Illusion of a Submerged City" Anyway
This track is called “The Illusion of a Submerged City” from Area 4 in Transiruby. Since the track is used in the PV (Promo Video), I decided to release the entire track publicly.
Anyway, the concept was to compose a “ refreshing BGM (background music) that fits an all-directional side-scrolling shooter…!” As with Area 3, I thought it would be nice if it were a vocal track while composing a melody.
When I was a kid, many games I played often had a final stage with eerie backgrounds and BGM (for example, a built-in stage with an H.R. Giger-like designed castle while purple mists float by...), so I thought, “It would be nice to have a refreshing game with a final stage that has blue skies and grassy fields or something like that.” This track has the concept of “refreshment,” and Transiruby’s last stage is close to what I have always wanted to do before. Also, I wanted to make the final impression of Transiruby refreshing so that Players would forget the cramped-up parts of the game, so instead, Players will think, “This game was fun~!”. Haha!
With that, Transiruby is available on STEAM and has overall received “very positive” reviews! (※As of February 2022)
Thank you so much to everyone who has played Transiruby and has taken the time to write a review! And, of course, we are currently working hard on its console ports!
Bug fixes -Fixed some tranchips in area 3 kept appearing on the map. -Fixed some English words. -Fixed some Russian words. -Fixed the bullets in flying mode in area 4 disappear in the air. -Fixed sometimes the operation explanation of the flight form does not disappear. -Fixed so
Bug fixes
-Fixed some tranchips in area 3 kept appearing on the map. -Fixed some English words. -Fixed some Russian words. -Fixed the bullets in flying mode in area 4 disappear in the air. -Fixed sometimes the operation explanation of the flight form does not disappear. -Fixed sometimes SE volume of EP acquisition may not be normal. -Fixed sometimes the numbers and titles of achievements overlap in Russian.
日本語原文はこちら: Mysterious alphabet letters in the background that looks readable but are unreadable In Transiruby’s background, there are a lot of places that have writings in the background that look like alphabet letters. "謎の文字" : Mysterious Letters As a matter of fact, I made the
Mysterious alphabet letters in the background that looks readable but are unreadable
In Transiruby’s background, there are a lot of places that have writings in the background that look like alphabet letters.
"謎の文字" : Mysterious Letters
As a matter of fact, I made the pixel art fonts regular-shaped alphabet letters for my personal use, and I planned to make them readable somehow….
\The resolution is lacking, so I gave up/
In this situation, guessing the previous/following alphabet letters and their context can barely be done with just 3x3 pixels. However, the fonts are more visible at a simpler level with 3x5 pixels, so I wondered if that would be hard to read. Then I considered if I wanted to use decorative 6x6 pixels.
By the way, evidence of my attempt to make the decorative pixel art fonts remains in Area 1
▲Evidence of the alphabet letters and “NOA” written.
“NOA” refers to the time when I was considering making Trasiruby with a “Noah’s Ark motif,” and the name of the other dimension was “Noah,” so the game’s (tentative) title was “Planet Noah” instead of Transiruby….so that’s why NOA is still there.
The mysterious alphabet letters below were put in just for amusement.
Did you get it?
- - - - - - - - - - - - - - - - Transiruby is now popularly available on Steam! Console ports are steadily in progress!
Addition of supported languages -The following languages have been added. Korean Traditional Russian Vietnamese Enhanced performance -Added some character movement in the epilogue, such as passing IDs -Added staging of items in shooting mode Bug fixes -Fixed terrain in some areas
Addition of supported languages -The following languages have been added. Korean Traditional Russian Vietnamese
Enhanced performance -Added some character movement in the epilogue, such as passing IDs -Added staging of items in shooting mode
Bug fixes -Fixed terrain in some areas (Area2, Area4) that caused clogging. -Fixed an area where it was possible to skip sequences. (Area2) -Added support for keyboard UI in some actions. -Fixed a bug that caused enemies to disappear in rare cases. -Fixed an unintended terrain behavior (water surface judgment) -Some changes to the way bosses are attacked
FLYHIGH EXPRESS 2021.12.09 is coming! (JPT 21:00) maybe there will be some information about Transiruby...? Stay tune, and remember to turn on the subtitle!
FLYHIGH EXPRESS 2021.12.09 is coming! (JPT 21:00) https://www.youtube.com/watch?v=zcefcH9kmf8
maybe there will be some information about Transiruby...? Stay tune, and remember to turn on the subtitle!