
Yukumo is a young girl traversing the world in her beloved airship. Upon arriving at a certain town, her airship breaks down. She decides to explore the town to search for parts for repair; however, the town has fallen silent, with no trace of its inhabitants...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If this were a $2-3 game then maybe I'd give it a thumbs up. But base price $20?! historical low $6? This is basically a Unity student project. Extremely rough. Everything feels like placeholder. The movement you unlock feels not good. The air dash is laughable and you can't even really utilize it until you have the double jump to pair with it. And even if you manage to make a perfect jump early, more often than not it's fruitless because some collectables aren't even spawned in until later in the game. All of the platforming and puzzles feel off and simple. For a 3D platformer collectathon, I'd say pass. Unless you're legitimately out of ones to play then wait for sale.
Finished playing Tasomachi, took me about 6.6 hours. Got all the achievements because it was fairly easy enough. It's an indie platformer that I think I'd label a bit more as a like... an environment tourer...? It's by nocras, a JP artist people might recognize, but they tend to do environmental and this aesthetic of art a lot and it feels like exploring a 3D version of their art. The platformer is pretty interesting, even mostly fun. There are some issues with how the jump styles interact but I ended up finding something that felt like a Mario 64 long jump so it was pretty fun. Enjoyed it overall but it's also the second platformer I've played in the past month where I've 100%'d the entire game but had to grind currency after to buy like menial collectible stuff afterwards. The first being Donkey Kong Bananza. The music being by ujico* was also pleasant to listen to as I played.
実績コンプ達成し8時間程度でクリア。 何と言うか、味のしないゲームでした。 世界観、目的、設定、キャラクター、あらゆる要素が薄味すぎる。 ドキュメントで世界観を語ってはいるんですが、少しすぎるし中身が全然わからない。 よくわからない主人公がよくわからない世界に来て、 ハリボテの世界をぶらぶらするだけ。 オリエンタルな世界観と、自販機とかカーブミラーみたいな文明アイテムも ただアセット置いただけみたいなミスマッチ感がすごい。 景観がいいと言っても他の要素ができてないと別に利点になりえないと思います。 定価は内容に対して間違いなく高すぎる、セール価格でも個人的にはあまりオススメできないかも。 収集物とかコンプしても、キャラのセリフが変わらなかったり、何もゲームからご褒美がないのが嫌でした。 褒めの一言だけでもあれば結構気持ちがよくなるんだなという気づきを得られました。 [spoiler]あとツボ壊さないといけないのはめっちゃ嫌でした。可哀想でしかないだろ。[/spoiler]
TASOMACHI: Behind the Twilight is a calm, atmospheric 3D platformer that places its emphasis on exploration, mood, and gentle progression rather than challenge or narrative complexity. Developed by Orbital Express and published by PLAYISM, the game introduces players to the role of Yukumo, a young airship pilot whose journey is unexpectedly halted when her craft breaks down over a mysterious town wrapped in perpetual twilight. With the townsfolk gone and the world seemingly frozen in time, the game invites players to wander through quiet streets, ancient structures, and fog-covered landscapes in search of a way to restore both the land and Yukumo’s means of escape. From the very beginning, TASOMACHI establishes a distinctive tone through its visual and audio presentation. The environments are richly detailed and strongly influenced by East Asian architectural motifs, blending stone pathways, tiled rooftops, and lantern-lit structures with soft lighting and drifting mist. The art direction prioritizes atmosphere over realism, creating spaces that feel dreamlike and contemplative. This mood is reinforced by an ambient soundtrack that favors gentle melodies and subdued instrumentation, encouraging players to slow down and absorb their surroundings rather than rush toward objectives. Gameplay revolves around classic platforming fundamentals. Yukumo can run, jump, double-jump, and perform air dashes, allowing her to navigate vertical spaces and reach hidden areas. Rather than combat, the primary focus is movement and spatial awareness. The world is filled with collectible items known as Sources of Earth, which serve as both progression markers and rewards for exploration. Collecting enough of these items allows players to unlock new areas, restore sections of the environment, and upgrade the airship, tying the act of exploration directly into the game’s sense of advancement. Scattered throughout the world are shrine-like challenge areas that offer more structured platforming sequences. These segments test timing and control more directly than the open exploration zones, providing moments of focused gameplay that contrast with the otherwise relaxed pace. However, even these challenges remain forgiving, with generous checkpoints and minimal penalties for failure. The design philosophy consistently favors accessibility and comfort, ensuring that players are rarely frustrated or punished for experimentation. Narrative elements in TASOMACHI are intentionally understated. The story provides a basic motivation—repair the airship and uncover what happened to the town—but offers few explicit explanations. Environmental storytelling and brief textual hints suggest a deeper history involving the vanished inhabitants and the mysterious fog, but much of the lore is left open to interpretation. This approach can be appealing for players who enjoy drawing their own conclusions, though it may feel unsatisfying to those seeking a more concrete or emotionally driven storyline. While the world is visually striking, the mechanical execution shows some rough edges. Movement can feel floaty at times, and camera behavior occasionally makes precise platforming more difficult than intended. These issues rarely derail the experience, but they do highlight a lack of polish that becomes more noticeable during tighter platforming sequences. Similarly, the overall gameplay loop remains consistent throughout, which can lead to a sense of repetition once the novelty of exploration begins to fade. TASOMACHI’s greatest strength lies in its pacing and atmosphere. There are no enemies to fight and no time pressures to manage, making the experience feel more like a meditative journey than a traditional game. Falling from heights simply returns the player to a nearby point, reinforcing the idea that progress comes through patience and curiosity rather than mastery. This design choice makes the game accessible to a wide audience, including players who may be less experienced with platformers. In the end, TASOMACHI: Behind the Twilight is a game that succeeds by knowing its intentions. It is not designed to challenge reflexes or deliver a dense narrative, but to provide a tranquil space for exploration and quiet discovery. For players drawn to atmospheric worlds, gentle platforming, and a sense of calm escapism, it offers a memorable and soothing experience. Those looking for deeper mechanics or a more defined story may find it limited, but within its chosen scope, TASOMACHI delivers a distinctive and thoughtfully realized journey through a world caught between light and shadow. Rating: 7/10
I really wanted to like this game so much more, aesthetically it fit my personal tastes to a T and I was looking forward to giving it a shot for a while; but unfortunately for me it fell pretty short of what I was hoping to get out of the game. I'll try to start off with the best thing I can say about the game; I think most people can agree that aesthetically, the game looks gorgeous. There's some small problems with draw distance that can hinder some of the views, but its minor enough that I'm willing to overlook it. I liked the soundtrack as well, it wasn't mind blowing or anything but it fit the cozy quaint vibes of the game very well and helped set the atmosphere. However, it falls short in almost every other regard in my opinion. I think the main character feels very clunky to control; this might change as you unlock more upgrades (I've heard about double jumps and airdashes and whatnot), but I don't think that excuses how it feels to move around and navigate early game before you have access to those things. I think most of the platforming challenges also underdeliver in terms of their difficulty; not that I'm expecting anything extremely hard, but I never found myself having to think that much about how to progress in an area since pretty much every challenge was going in a straight line. Also, despite the game looking very pretty, I do think a lot of the animations feel pretty stiff and rigid, which takes me out of the atmosphere. Overall, I don't think this is a game I can personally recommend; if its on a deep sale then maybe its worth giving an honest shot, I hope other people can find more enjoyment out of it than I did.
nocras先生のアートが気になっていたので買ってみましたが面白かったです。 レビューは賛否両論だったので少し不安でしたが、個人的にはマリオサンシャインやマリオオデッセイのようなアクションゲームが好きならば十分楽しめると思います。 ストーリーやキャラの掛け合いなどはほぼ無いので、アクションゲームが苦手な人には非推奨です。 BGMが心地良く敵や残機や体力などの概念もないので寝る前にまったり気楽に遊ぶのに向いていると思います。 街並みも綺麗なのでフォトモードを使って景色を眺めたりできるのも良かったです。ただ、エモート使用時や着席時にフォトモードを使用できないのが勿体ないなと思いました。 ネズ族というアイルーのような住民がいるのですが彼らが可愛くてこれも癒されます。 操作説明以外の説明がほとんどないですが、誘導があるため見れば分かるようになっています。 アクションの内容はコンプするまで全て含めてもそこまで難しいことは要求されませんでした。 個人的には一か所だけ、終盤の60個目標が大変で4トライほどしました。 10時間ほどですべてコンプできました。 他の方のレビューでもありましたがコンプしても特に何もないのは少し残念でしたが、個人製作?らしいのでこんなものかなと思います。
Какая-то женщина-рубль ищет закладки по всей заброшенной деревне полной любителей подиков, ещё и с котами разговаривает. Лучше бы читала книжки по самообразованию и учила гимн России, а пока ставлю 0/10.
たそがれくそげー
只能夠特價時候買的遊戲 是一個簡單跳跳樂遊戲
おすすめしないわけがない!進めば進むほど新しい能力とギミックが解除されすでに探索済みのエリアに新しい視点をもたらす探索型パルクールアクションゲー。標識とか信号機の配置にさえ目をつぶればフォトモードであなたも没入感が味わえるだろう。
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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