Compare Torii prices across 50+ stores and find the best deal. Developed by Moswig. Published by Moswig. Released on 11/17/2022. Available on PC. Genres: Indie.

A two-hour grief poem built by one person in Argentina, Torii asks you to carry your baggage rather than drop it, and the ask lands harder than most games ten times its size.

I keep a mental shelf for games made by a single person that somehow feel larger than their filesize. Torii sits on that shelf, right between the ones that made me pause the game and stare at the ceiling for a minute. Joaquin Castro, working alone under the Moswig name, built a third-person adventure-puzzle about a masked girl named Ipa searching surreal, semi-open dreamscapes for her lost sister Lulu. That sentence does not prepare you for what the game actually feels like to play. The visual language is the first thing that grabs you. Flat-shaded low-poly geometry is bathed in mint greens, pale lavenders, and warm orange hues that shift as you move between zones. There is no minimap, no objective marker pulsing at the edge of your screen. You navigate by landmarks: a distant lighthouse, a floating whale overhead. The disorientation is entirely on purpose. The world is called Astrum's Kingdom, and you move through it collecting memory cards, each one illustrated by hand and paired with a short poem. The story is told in fragments, deliberately oblique. Some players will find that poetic. Others will find it frustrating. Both reactions are honest. The core loop cycles between open exploration and a mode called Astral, where the normal rules suspend and you hunt small creatures called Hums. Catching a Hum means reading its patrol path, crouching into a bush, and waiting for it to drift close enough to grab. Early Hums are forgiving. Later ones cluster and share overlapping fields of vision, and the patience required starts to feel thematically apt given what Ipa is carrying. There are also environmental puzzles built around pressure points, switches, and sequencing that lean on a dream-logic internal consistency. The puzzles are modest but they do not feel arbitrary. Ipa's companion, the floating backpack named Moswig, is one of the quieter metaphors I have seen in an indie game: grief reimagined not as a burden to shed but as a partner to learn from. The v2.0 update reworked the dialogue so Moswig no longer interrupts momentum, a meaningful revision that makes the relationship feel more natural. Honesty about the rough edges matters here. The original 2022 PC launch had real performance problems and controls that felt loose, and early Steam reception reflected that. The "End of the Beginning" update in September 2024 addressed most of it with a graphical pass, new puzzles, and rebalanced stamina mechanics. Two difficulty modes, Normal and Effort, give players a way to calibrate how much resistance the traversal provides. There are still moments where the camera fights you and a puzzle's logic takes an extra beat to click. None of it broke my experience, but I would rather flag it than pretend otherwise. The game runs around two to three hours for a first playthrough, with collectible memory cards and two distinct endings pulling completionists back for a second pass. Adrano Martino's soundtrack deserves its own sentence. Primarily piano, minimalist, deeply melancholic during exploration, it shifts into something more electronic and urgent whenever the Astral opens up. It is the kind of score that keeps playing in your head on the walk to work the next day. This is a game about loss that chose to whisper rather than shout, and the music honours that choice at every beat. Kai, Scout Team

Torii
Indie

Torii

Nov 17, 2022Moswig
GamerScout Says

A two-hour grief poem built by one person in Argentina, Torii asks you to carry your baggage rather than drop it, and the ask lands harder than most games ten times its size.

PC
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Screenshots & Media

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About Torii

I keep a mental shelf for games made by a single person that somehow feel larger than their filesize. Torii sits on that shelf, right between the ones that made me pause the game and stare at the ceiling for a minute. Joaquin Castro, working alone under the Moswig name, built a third-person adventure-puzzle about a masked girl named Ipa searching surreal, semi-open dreamscapes for her lost sister Lulu. That sentence does not prepare you for what the game actually feels like to play. The visual language is the first thing that grabs you. Flat-shaded low-poly geometry is bathed in mint greens, pale lavenders, and warm orange hues that shift as you move between zones. There is no minimap, no objective marker pulsing at the edge of your screen. You navigate by landmarks: a distant lighthouse, a floating whale overhead. The disorientation is entirely on purpose. The world is called Astrum's Kingdom, and you move through it collecting memory cards, each one illustrated by hand and paired with a short poem. The story is told in fragments, deliberately oblique. Some players will find that poetic. Others will find it frustrating. Both reactions are honest. The core loop cycles between open exploration and a mode called Astral, where the normal rules suspend and you hunt small creatures called Hums. Catching a Hum means reading its patrol path, crouching into a bush, and waiting for it to drift close enough to grab. Early Hums are forgiving. Later ones cluster and share overlapping fields of vision, and the patience required starts to feel thematically apt given what Ipa is carrying. There are also environmental puzzles built around pressure points, switches, and sequencing that lean on a dream-logic internal consistency. The puzzles are modest but they do not feel arbitrary. Ipa's companion, the floating backpack named Moswig, is one of the quieter metaphors I have seen in an indie game: grief reimagined not as a burden to shed but as a partner to learn from. The v2.0 update reworked the dialogue so Moswig no longer interrupts momentum, a meaningful revision that makes the relationship feel more natural. Honesty about the rough edges matters here. The original 2022 PC launch had real performance problems and controls that felt loose, and early Steam reception reflected that. The "End of the Beginning" update in September 2024 addressed most of it with a graphical pass, new puzzles, and rebalanced stamina mechanics. Two difficulty modes, Normal and Effort, give players a way to calibrate how much resistance the traversal provides. There are still moments where the camera fights you and a puzzle's logic takes an extra beat to click. None of it broke my experience, but I would rather flag it than pretend otherwise. The game runs around two to three hours for a first playthrough, with collectible memory cards and two distinct endings pulling completionists back for a second pass. Adrano Martino's soundtrack deserves its own sentence. Primarily piano, minimalist, deeply melancholic during exploration, it shifts into something more electronic and urgent whenever the Astral opens up. It is the kind of score that keeps playing in your head on the walk to work the next day. This is a game about loss that chose to whisper rather than shout, and the music honours that choice at every beat. Kai, Scout Team

Tags

singleplayerachievementstier:indieGrief NarrativeAstral ModeHum StealthMemory CollectiblesLow-Poly ArtDual EndingsSolo DeveloperAtmospheric PuzzlerDreamscape Exploration

System Requirements

Minimum

OS
Windows 10 - 64 bits
Memory
8 GB RAM
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 960 3gb or Radeon RX 560
Processor
Intel Core i5-3570k - AMD fx 6300

Recommended

OS
Windows 10 - 64 bits
Memory
16 GB RAM
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 1060 6gb or Radeon RX 580
Processor
AMD Ryzen 5 2400g - Intel Core i5 8400

Reviews & Ratings

No ratings available

Game Info

Developer
Moswig
Publisher
Moswig
Release Date
Nov 17, 2022

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