And Yet It Moves is a puzzle-platformer, set in a unique world, made of ripped paper. Within the paper-collage you can jump, run and last but certainly not least: rotate the world. Learn how to apply the physical consequences of rotation to master the many tricky situations you may encounter.
User reviews: Mixed (886 reviews) - 68% of the 886 user reviews for this game are positive.
Release Date: Apr 2, 2009

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PC Gamer UK (9/10)
There are plenty of eye-catching games, and there are some games that genuinely innovate. This indie project manages to do the impossible and combine the two. Full Review

IGN (8.4/10)
...And Yet It Moves is one of the most addictive and refreshing games I've played this year. Full Review

Citizen Game (4/5)
What could have been a one-off gimmick is expanded upon in unexpected and wonderful directions making And Yet It Moves a spellbinding indy diversion that is familiar, yet entirely unique. Full Review

About This Game

And Yet It Moves is a puzzle-platformer, set in a unique world, made of ripped paper. Within the paper-collage you can jump, run and last but certainly not least: rotate the world. Learn how to apply the physical consequences of rotation to master the many tricky situations you may encounter.

You can play a race against the clock on different levels, too, competing against previous clocked times. Your run will be recorded, as a "Ghost" which can be submitted, along with your time, to the global high scores online. You can download other users' Ghosts to compete with friends and strangers around the world and see who found the fastest route.

Following the acclaim of the previously awarded prototype for And Yet It Moves, we present the full version, containing three exciting and beautiful environments and lots of new challenges.

  • Advanced platforming: Not only can you jump and run, but you can rotate the world in 90 degree intervals, as well.
  • 17 levels with a unique look & feel: Mind-bending puzzles set in an extraordinary paper collage world, with three different environments, enriched and brought to life with handmade sounds and music.
  • Speed Run mode: You can compete against the clock or previously recorded Ghost Runs on each level, with marathon runs throughout the entire environment.
  • Online high scores and shareable Ghost Runs:Go for the high score by challenging your friends or complete strangers and polish your skills of rotation.

System Requirements

Mac OS X
    • Operating System: Microsoft® Windows® XP / Vista
    • Processor: Dual Core 1.6 Ghz or higher, Single Core 2.0 Ghz or higher
    • Memory: XP: 512 MB RAM, Vista: 1 GB RAM; (you might need more RAM if you have an integrated graphics card)
    • Hard Disk Space: 60 MB
    • Video Card: Intel® gma950 or higher; any non integrated card with 128 MB and openGL 1.2 support
    • OS: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later
    • Processor: G4/G5/Intel based: Dual Core 1.6 Ghz or higher, Single Core 2.0 Ghz or higher
    • Memory: 1 GB RAM
    • Graphics: Intel® gma950 or higher; any non integrated card with 128 MB or better
    • Hard Drive: 60 MB
    • Other Requirements:
Helpful customer reviews
3 of 4 people (75%) found this review helpful
0.3 hrs on record
Posted: January 28
Game mechanics are simple but well crafted, everything works as it should and technically this game isn't bad. Just kind of boring with bad music. You should pass this game, nothing unique for a sub mediocre game, since everything is more or less the same and without story/motivation and music, you won't have fun for too long. Would be okay for a phone game.
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1 of 1 people (100%) found this review helpful
0.8 hrs on record
Posted: November 21, 2015
To me this is a casual game. As others have pointed out the higher achievements and games modes were an afterthought and not many people would delve into these. Thus the game does feel a bit short. I prefer to play this with a controller as it feels more natural for a platformer style game (I didn't play much Jazz Jackrabbit or Commander Keen back in the day) and the trigger buttons are perfect for the rotation mechanic. The puzzles aren't too hard and are all the visual style puzzles that don’t require an explanation. The momentum mechanic is difficult to get used to as it's very easy to pick up too much speed and not be able to land without breaking apart but it is a nice change from the standard "your character can only jump an x distance before dying". I recommend this game as a casual game to relax with for a short sitting as that's how I feel it was meant to be played.
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1 of 1 people (100%) found this review helpful
3.3 hrs on record
Posted: December 13, 2015
You travel down a hallway with no obvious exit. There is an opening above you, but you can’t jump high enough to reach it. What to do? Easy. Rotate the world around you.

And Yet It Moves is a smart little platformer with unique papercraft graphics. There is no story to speak of, simply a set of gorgeous and inventive levels to jump, fall, and rotate through.

Your little hand-drawn guy is pretty fragile and weak, as far as games go. He can only be moving so fast before impact with the ground or an object will break him, causing the scraps of paper he’s made of to go flying off in different directions. He also cannot jump very high, at least until you rotate the world and shift gravity 90 degrees.

Simply solve the environmental puzzles to move on in each level. There are no collectables to chase down, no secret rooms to find. This is platforming in a pure, unadulterated sense. The game does offer challenges to its limited level list through limiting you to not walking, or to a limited number of rotations, or time trials. These are all enjoyable enough but not necessary to really enjoy the game. You have to beat every level to unlock those modes anyway.

The beautifully simple graphics are a real pleasure. The ripped paper edges on everything lend a sense of imagination to this game, like you’re watching someone daydream in middle school art class. The music and sound effects are subtle and quiet, and they don’t try to give this game emotional impact or tension it doesn’t need. This is a game about exploration and experimentation, not conquest or drama. Everything about its presentation reflects that.

The game can be unforgiving at times, as it can be a little difficult to tell when you are accelerating too much and have no hope to survive a fall. Luckily checkpoints are pretty evenly spaced. You will find yourself repeating somewhat simple sections of the level to reach the actual challenging puzzles though. But I’m really searching to find these minor quibbles.

And Yet It Moves is a great little “artsy” game. Go play it if you want a unique, though simple, platforming experience.
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2 of 3 people (67%) found this review helpful
8.7 hrs on record
Posted: January 3
A unique game that tries new things, and I like that. It's not trying to perfect a pre-existing genre or formula but is experimenting with new ideas. Great art direction, nice gameplay, and ambient sound design.
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86 of 112 people (77%) found this review helpful
19.2 hrs on record
Posted: January 19, 2014
World-altering platformers are almost a dime a dozen these days, but when this game was released it received praise for being quirky and innovative.

Even now it's difficult to argue against that, the game has a habit of pulling a something new and somewhat interesting mechanic out of the hat every time you start feeling like you're getting used to it.

On the other hand, and probably far more important, the game is not fun to play. The growth of mechanics become boring - or even frustrating - sometimes before you've finished seeing them for the first time.

It feels very much like a university game design project, made to demonstrate a combination of physics and creative obstacles. That might be because it is a university game design project. I'm not sure.

The game certainly had a lot of potential to be fun. Indeed for the latter half of the main game I was having fun, wondering what would happen next. But the game commits four cardinal sins each of which could ruin any game.

Firstly, some of the mechanics are almost unplayable. The flint rocks and the spring-reeds are particularly worthy of note as elements that bring a sense of dread every time they appear.

Secondly, the collision detection is unreliable at best. Sometimes you can survive a surprisingly long fall or getting crushed by rocks, at other times you can die from a much smaller rock touching you with barely any movement.

Third, some of the additional challenges and achievements are terribly thought out.

The game has three bonus stages that are on a par with I Wanna Be The Guy for difficulty. There's an achievement for beating those, which makes sense. There are also achievements for beating 5 levels with limited rotations, or in a certain time, or without dying too much. Those make sense too.

What doesn't make sense is the achievement for beating ALL levels - including those unreasonably hard ones - with limited rotations, in a certain time, and without dying too much. And further still, the one for doing all that with the fewest rotations possible, a ridiculously low time and without dying AT ALL.

There are also three speedrun achievements, the latter two of which rely almost entirely on getting lucky with the placement of randomised projectiles. Replaying the same twenty minutes over and over until it works right is not fun.

The last sin the game commits is adding content badly. Following its PC release a Wii version was made, which allowed for dynamic world rotation instead of the 90-degree locked turns in the PC version. The additional bonus levels and challenges were then retrofitted into the PC version, but the smooth rotation was not even though many of them were designed for it. This makes the PC version much harder than it should be for much of the content.

I need to emphasize that finding the challenges unreasonable is not the whining of a bad player. I'd accept such a claim for middling no-death runs in Super Meat Boy, but these so-called challenges are just not viable for anyone. Experienced players unanimously conclude that including the bonus levels within the challenge modes when they were all added was either an oversight or a mistake.
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