UI Bug Fix!
Fixed a bug where repeatedly pressing the Next button with a gamepad after clearing a stage would cause duplicate dummy UI elements to appear. Thanks to your detailed report, I was able to fix it. Thank you so much!

Developer posts and news about this game.

Fixed a bug where repeatedly pressing the Next button with a gamepad after clearing a stage would cause duplicate dummy UI elements to appear. Thanks to your detailed report, I was able to fix it. Thank you so much!

You can now check dedicated leaderboards for Speedrun. Unlike the stage leaderboards, rankings are based on either your completion time or your number of restarts.

You can now scroll through stage leaderboards. While this isn't mouse-wheel scrolling, you can move the UI selection and browse the leaderboard up and down. We also fixed an issue where the difficulty could be changed during a Speedrun. Special thanks to Good Samaritan for the he

A bug causing the previous run's time and restart count to carry over whenever starting a new Speedrun has been fixed. Speedrun clear records are also being saved to the leaderboard, and I'll add the UI and update it as soon as possible!

Fixed a typo in the Hard Mode-related key that prevented the achievement from unlocking. Complete any stage once in Hard Mode, and the achievement should unlock properly. Also fixed an issue where leaderboards with a certain amount of accumulated data were not displaying.

Hello, Lefties and Righties around the world! We've got some new content for you today. Specifically: Hard Mode, Perfect Achievements, and Leaderboards! In Hard Mode, extra objects are activated, and the overall time limit is also shorter. And since we now have an 'Officially Har

While it wasn't a huge number of players, quite a few people left reviews saying the game's difficulty feels a bit too gentle. So I'm planning to add a (relatively) harder difficulty mode. (Objects marked in green will only be active in Hard Mode.) I'm also planning to add achiev

Fixed a bug that made it impossible to progress in 6-1 and 8-7. We're very sorry about this!

he conveyor belt speed has been slightly adjusted, and the timers for some stages have also been tweaked (very slightly) to match. Door opening and closing speeds are now faster than before. We also made the QTE guide UI a little bigger. (Left: Before, Right: After)

It seems we've fixed the issue that caused the game to freeze for some players in certain situations. We're very sorry for the inconvenience!

Fixed a rare bug where an extra hat-wearing version of the UI would sometimes appear when starting a stage. I couldn't reproduce the bug, but it should now be fixed in theory!

(I haven't seen it firsthand yet, but...) I've adjusted a few stages that could feel just a tiny bit unfair.

The perfect game to enjoy solo—no friends required. Enjoy 20% off for the first week, and the full game should take around 5–6 hours to complete. Have fun, and thanks for playing!

The intro sequence when starting a stage for the first time, as well as the quick dash-out animation when completing a stage, now play faster. There are also some minor adjustments to character acceleration, damage from hitting walls, the overall timer, and more. See you at the f

When Lefty or Righty is not moving, the timer will decrease relatively slowly. However, this does not mean that the timer stops completely, so this will not significantly change the game. Please think of this as a small feature for players who are not yet familiar with the game.

Borderless Windowed mode has been added! I'd never really used this feature before, so it never crossed my mind to include it. I've also added a few small visual improvements, such as debris falling when you bump into walls.

Moving while pressed against a wall now feels much smoother than before. Bug Fix Fixed an issue where gimmick timers would decrease abnormally fast if the Pause or Practice button was pressed repeatedly.

We found that the collision boxes for diagonal tiles were sticking out farther than intended. Before After Fixed a soft lock where rapidly switching between Pause and Practice Mode could disable player controls. Fixed an intermittent issue where moving perpendicular to a conveyor

Resolved an issue where movement could become difficult when caught between the end of a conveyor belt and a wall. Additionally, wall collision damage has been slightly reduced.

We've slightly adjusted the wall collision detection. Very short movements will no longer count as hitting a wall. Additionally, you can now resize the game window in Windowed Mode.