
YesterMorrow
A handcrafted pixel platformer from a Slovak indie studio that earns its charm in the quiet moments - though its central time-travel trick never quite lives up to the beautiful world it decorates.
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About YesterMorrow
I have a soft spot for the small studio that quietly ships something genuinely lovely without anyone paying much attention, and YesterMorrow from Bitmap Galaxy slots neatly into that category. The premise is simple: you play as Yui, a young woman whose world has been swallowed by perpetual darkness after shadow creatures overran her village. Her power is the ability to hop between two timelines at designated altar points - the peaceful, sun-drenched past and the ruined, monster-haunted present. The contrast between those two versions of the same space, a gorgeous temple reduced to rubble, a tranquil forest path now choked with shadow creatures, is where the game does its best visual storytelling. The art direction is the first thing that grabs you and it holds on. The environments are richly coloured, the character animations carry small personality details, and the soundtrack shifts register gracefully between calm exploration and tense combat sections. The world spans four distinct islands - Forest, Desert, Ice, and Clockwork - each with its own palette and atmosphere, and the game generally knows how to pace the transition between them. Yui's moveset expands as you clear temples and defeat bosses: double-jump, dash, bombs. These abilities unlock backtrack opportunities in a light Metroidvania style, though the game never leans hard into that structure. There is also a collectible lore system for players who want to dig deeper into the world's mythology, and the map holds hidden rooms worth hunting. And yes, you can pet the animals. That detail is not incidental. Where YesterMorrow runs into trouble is the gap between its concept and its execution. The time-travel mechanic feels underused as an actual puzzle device. Switching timelines to remove a boulder or reroute water is satisfying in early sections, but the complexity of those puzzles rarely grows. The map system is also genuinely unhelpful - it fills in as you explore but gives almost no actionable navigation information, and getting turned around between temples is a real friction point. Some late-game platforming sections also ditch the otherwise generous checkpoint system and push you back to the start of a segment, which stings given that wall-climbing and rope traversal can feel a bit imprecise. The boss fights, though, are legitimately good: large, strategy-driven encounters with distinct attack patterns, and a couple of them escalate into obstacle-course set pieces that demand mastery of everything you have learned. Those moments are the game at its peak. On PC specifically, the technical experience is considerably cleaner than what Switch players dealt with at launch, where frame-rate issues were severe. This is not a game trying to be Celeste or Hollow Knight. It is unhurried, moderately difficult, and built for players who want a complete, well-intentioned platforming adventure rather than a punishing one. The story is thin - light versus dark, family rescue, world salvation - but the world itself has enough visual warmth that it carries the emotional weight the writing sometimes fails to. Completionists will find enough hidden rooms and lore entries to extend the runtime meaningfully past a casual run-through. For players who are tired of indie platformers that require reflex surgeons, this one genuinely offers breathing room. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- DX9 (shader model 3.0) capabilities
- Processor
- SSE2 instruction set support
Reviews & Ratings
Game Info
- Developer
- Bitmap Galaxy
- Publisher
- Blowfish Studios
- Release Date
- Nov 5, 2020
