
The definitive sequel to the popular series that began with Umihara Kawase in 1994 and Umihara Kawase Shun in 1997 comes to Steam! Master the stretchy rubber rope and use recoil and pendulum motion to reach the goal. Experience the one-of-a-kind “Rubbering Action” game from the original team!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

In 1994, Umihara Kawase was released for the Super Famicom, followed by Umihara Kawase Shun for the PlayStation in 1997.
Now, the official sequel to this beloved puzzle platformer action game, which continues to captivate fans with its unique action mechanics, is on Steam!
A "Rubbering Action" game where you use a rubber rope with a fishing lure attached to its end to make your way through each stage.
Hook the lure onto walls and use the momentum generated by the recoil of the elastic rope to climb to higher areas, or swing like a pendulum to leap across gaps.
The unique action made possible by the highly elastic rope is unlike anything found in other games, making this title truly unique!
The Steam version was created by the original Umihara Kawase development team, with the original staff handling every aspect of the game, including game design, programming, character design, and sound.
While preserving the appeal of the series that began with the original game, this version also incorporates features unique to Steam, making it enjoyable for everyone from newcomers to longtime fans.
Game Design & Lead Programmer:
Kiyoshi Sakai
Character Design:
Toshinobu Kondo
Genres
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It maintains the main premise of the other two games while being the most toned down in terms of difficulty. As for additional mechanics, we now have different characters with distinct power-ups that we can use to aid in the journey. Moreover, the limited lives only exist in Survival Mode, and you get a checkpoint every stage you manage to clear. There are also some miscellaneous features, such as galleries with character profiles and artworks. Pretty cute stuff.
It can get devilishly difficult, but the movement just feels so good. This one lets you make progress in unlocking new stages by clearing them one at a time, and you can test your mettle with traditional full runs from start to finish once you get used to the individual stages All the games in the trilogy are so pleasant to play once you get a hang of the mechanics
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ненавижу 33 левел
this is yet another umihara Kawase game , if i had to list the pros , it would go like this ; - it has a music player - it has a gallery - its 3d (still sidescroller) - it has less difficulty for those who are trying to get further , because you just have to click the level you want to play and you can , without having to complete every other level before ,every time. - harder levels for those looking for a challenge - it has walkthrough tips if you ever feel stuck - it can run on a potato , pretty much like the other games in the series. Now , onto thew cons , this might just be me , but - ive noticed it is significantly harder to do diagonal hooks in this game , half the time i try itll be a sideways or top hook, probably requiring me to hold the dpad for it to work. Overall , this is a solid game if you like a good exploration sidescroller with parkour and physics. challenging game. 8.2/10
Really great game and one of the best platformers out there! I feel like this is the best Umihara Kawase game to start out with, the levels aren't that hard (except for the crab boss which made me so mad..) and it's nice being able to replay levels infinitely without being sent all the way back to the beginning. It's the most accessible Umihara Kawase game, and in my opinion the best one!
本作から海腹川背シリーズをプレイしましたが、すごく簡単なステージとすごく難しいステージが多くて難易度のバランスが悪いです 最初の10時間耐えられれば面白くなってきます
El mejor juego que he jugado en mi viada, me encanta el sistema de fisicas y los graficos 3D low-poly, aun que la curva de dificultad es elevada se vuelve satisfactorio pasar las demas rutas, es el peak de la trilogia. además le pusieron unas gomotas a Kawase.
Sayonara Umihara Kawase es un refinado simulador físico de plataformas y puzles espaciales donde el desplazamiento se confía por entero al dominio técnico de un gancho elástico. Alejándose de los convencionalismos de diseño guiado del género, la obra de Studio Saizensen se desmarca como una de las experiencias de precisión más profundas, exigentes y mecánicamente puras de la distribución digital. 📁 LA TRAMA Y AMBIENTACIÓN: METÁFORAS EN EL PLANO ONÍRICO El juego adopta un enfoque de minimalismo narrativo absoluto, desprovisto de cinemáticas o textos explicativos. Encarnamos a Umihara Kawase, una chef de sushi itinerante de 20 años que navega por una geografía surrealista de bloques suspendidos, objetos cotidianos gigantescos de la cultura japonesa de finales del siglo XX y bipedestaciones de fauna marina. Subtextualmente, el entorno funciona como un lienzo psicológico donde los salmones andantes o cangrejos gigantes actúan como proyecciones de su mente para frenar su transición hacia la madurez. Este tono marcadamente onírico y nostálgico sirve de pretexto estético para estructurar una progresión que bifurca el mapamundi hacia cinco finales independientes. 🕹️ LA JUGABILIDAD: LA FÍSICA VECTORIAL COMO ESCUDO La dinámica requiere avanzar desde el punto de inicio hasta una puerta de salida utilizando una caña de pescar elástica cuyo anzuelo se proyecta en ocho direcciones. Toda la jugabilidad se rige bajo una simulación estricta que responde de forma matemática a los principios de la Ley de Hooke. El hilo simula propiedades de tensión y elongación reales; estirar el cable genera una fuerza restauradora proporcional que el jugador debe calcular intuitivamente para almacenar energía potencial y catapultar al avatar en trayectorias parabólicas extremas de alta velocidad. La versión ampliada "+" reestructura la franquicia al introducir un mapamundi de 60 escenarios y 70 puertas de salida interconectadas. Para mitigar un diseño de niveles implacable que roza el estilo kaizo —destacando la masoquista Fase 33 repleta de pinchos o el caótico jefe final del Cangrejo en la Fase 46—, el título integra personajes secundarios que funcionan como un selector orgánico de dificultad: Kawase infantil y Emiko habilitan puntos de control intermedios, mientras que Noko Yokoyama permite ralentizar el tiempo para calcular los ángulos de tiro. Una vez completado una ruta, el modo Survival Challenge recupera la exigencia arcade original de la saga con vidas limitadas. 📺 APARTADO VISUAL Y SONORO: EL COMPENSADOR DE FRUSTRACIÓN El apartado visual muestra un modelado 3D estilizado de estética anime diseñado por Toshinobu Kondo. Las fases destacan por una legibilidad impecable de las plataformas y permiten desplegar pantallas de telemetría con registros de inputs y temporizadores de fotogramas en tiempo real. No obstante, el port de PC realizado por Natsume sufre de una preocupante falta de pulido técnico: carece de menús de configuración para la resolución nativa de los monitores, impone de forma rígida marcos negros de visualización y arrastra un molesto bug que hace que el cursor de menús se salte las casillas de dos en dos. Como gran acierto, añade soporte gratuito de Realidad Virtual vía OpenVR con modos de visualización estilo diorama interactivo. El diseño acústico, orquestado por Atsuhiro Motoyama, Shinji Tachikawa y Masahito Nakano (SuperSweep), nos regala una banda sonora alegre y burbujeante de pop de sintetizador de los noventa y jazz ligero. Estas melodías relajantes operan de forma terapéutica para amortiguar el impacto psicológico del fracaso constante y evitar que el usuario abandone ante la muerte por un solo impacto. Equipar trajes retro altera dinámicamente las partituras hacia los arreglos de los juegos de Super Famicom y PlayStation. ⏳ DURACIÓN Y EXIGENCIA Superar una ruta básica requiere aproximadamente 2 horas y 15 minutos, explorar las puertas alternativas para abrir el mapa asciende a las 7-8 horas, y exprimir el 100% capturando las 45 mochilas rosas ocultas reclama unas 19 horas de ejecución técnica perfecta. Como valor añadido de preservación histórica, las ediciones avanzadas integran de forma nativa e íntegra el videojuego original completo de 16 bits de 1994, Umihara Kawase. 🎯 VEREDICTO FINAL: 8.5 / 10 (MUY RECOMENDADO) Sayonara Umihara Kawase es una obra de arte mecánica e inercial que no realiza concesiones al jugador casual. Al rebelarse contra el control guiado o magnético contemporáneo para exigir inputs limpios y precisión de píxel en el péndulo, Studio Saizensen entrega un plataformas tridimensional plano formidable. Se ve penalizado por la tosquedad del port de Windows y un desplazamiento terrestre tosco, pero la consistencia de sus físicas y su brillante arquitectura no lineal lo coronan como un hito de culto imprescindible para speedrunners. #sayonaraumiharakawase #studiosaizensen #platformer #physics #precisionplatformer #hookeslaw #openvr #komodo #steamdeck #indiegames #gamingreview2026
I hate crabs, I hate oranges great game, goes pretty cheap on sale
In Sayonara Umihara Kawase, there are no lives/game overs, so to compensate for a general loss in difficulty, they made the stages WAY harder. You can try as many times as you like to complete a troublesome stage, free of the stress of potentially losing progress like you would in the original Umihara Kawase, or Umihara Kawase Shun, but the stages are so much harder that I couldn't possibly recommend this game to the average person. If you have played other Umihara Kawase games, I highly recommend this one, but if you haven't, just know that I spent four hours on one stage right before I wrote this. I finally beat it, but I think I'm traumatized.
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