A co-op platformer where the only thing harder than the climb is your friendship. We swapped the controls. We're sorry.
One friendship. Probably less by the end.
Quotes were pulled from outlets that may or may not exist. Sourcing is not our strength.
Shipped yesterday. Probably. Read it before someone blames you.
Adapted from relationship counselling literature, by people who have never climbed.
Try: "Why would you do that?" That's a great one. So is crying. Crying is also curiosity.
For example: "I think you killed us on purpose." Notice the ownership. Healing begins here.
We took a six-month break. We are stronger for it. We also moved apartments.
Provisionally. Subject to performance review at the next checkpoint.
Transcribed from a real conversation. Names changed because they would not consent.
From a real planning meeting. Pencil and condiments were involved.
Dramatized reenactments of real-feeling falls. Pretend you would have done better.
Three questions. Be honest. The results are statistically rigged but emotionally accurate.
Forty seconds. One verdict. The verdict is also the wishlist button.
Looks like Steam. Clicks like Steam. Wishlists like Steam. The real one is one click away.
Submissions appear below. Anonymous. We don't fact-check, we marvel.
MoveMe is the first game from Ayamuro Studios, an independent game studio founded by Chen Baraker, Founder & CEO.