Surprise! A Taimumari update in 2026. I wanted to release it for the game's 10th anniversary (yes, the game turned 10 back in December 2025...), but I didn't make it in time, even though there's nothing incredible in here. It so happened that when I handed the game over for console porting in 2019, some changes were made there that I never had access to. Meanwhile, I made several updates after 2020 myself, and now I'm finally merging all those fixes and improvements into one ultimate final version.
BUT! On top of that, I also made some bigger improvements that I really wished the game had when I played it again for the first time in years.
So here it is. Taimumari 2.0.
New ability and spell controls
New ability controls, enabled by default: a single "Ability" button (A on keyboard, LT on gamepad) uses the selected ability, and "Choose Ability" (Left Shift / LB) stops time and shows Magic Shield, Time Rewind and Time Slow.
"Change Spell" now stops time and shows all seven spells. A single press still switches to the next one, as before; press again or use left/right to scroll, and your choice is confirmed after half a second or with OK. "Cancel" brings back the previous spell.
The HUD now shows the selected ability next to the spell, and for the first few times each slot shows its button underneath.
Used to the old way? Options → Ability Controls → Classic gives every ability its own button again. If you rebound Shield, Time Slow or Time Rewind in the previous version, the game starts in Classic mode so your keys keep working.
Reworked bosses
Time Slow now slows down all bosses and their bullets.
Time Rewind now holds bosses and their bullets in place. Bosses no longer hang in mid-air, freeze or stop attacking forever after Time Slow or Time Rewind.
Some boss attacks are easier to read.
Bullet rings are now even, with a gap on your side, instead of random volleys that sometimes left no way to dodge.
Bosses no longer hurt you on contact while they're transparent, and Warai's teleports no longer land him right on top of you.
Fixed some attacks that were impossible to dodge.
Fixed ways to skip a boss fight or get stuck in one.
Gameplay and text
The whole story has been slightly rewritten in all languages, with typos fixed and so on.
"Challenges": a new main menu section listing all achievements and marking the ones you've earned — progress from existing saves and Steam achievements is counted automatically.
Gamepad vibration on hits, dashes and magic charging; you can change its strength in Options (Off, 25–100%).
The game can be controlled with any connected gamepad, and Start or Select on any pad opens the pause menu.
An enemy that hits you freezes for half a second and flashes white, giving you time to step away.
Abilities no longer get "stuck" after pausing, dialogue, the shop or dying.
Time Slow, Time Rewind, magic and the instant strike can no longer be activated at the same time.
The instant strike now actually damages enemies.
Holding left and right together makes Himari stop instead of sliding.
The heroine no longer clings to walls while in water.
The presses in the castle are fairer: they only kill you if you're actually crushed, otherwise they push you away.
The level timer and Time Rewind pause while a dialogue is open.
In Kanashimi mode the spell tutorial rooms are skipped, since you could get stuck there.
Some enemies and stars no longer get stuck in walls, and several places where you could get stuck have been fixed.
Level optimizations for higher FPS.
Saves
Saves are written safely: if the game or your PC crashes while saving, your previous save is kept.
Saves, settings and key bindings from the previous version carry over, and the old save files are never modified.
Slots saved on the 31st no longer show a 1971 date.
In the future I plan to add a few more localizations to the game, but for now this is it.
