Puzzle

Nomori

Rotate portals, bend gravity, and throw Slimebuns across a whimsical spirit world. Nomori is a cozy physics puzzle adventure where every surface can become the floor.

PuzzleAdventureIndiePhysics
Nomori key art with Kiko surrounded by spirits and rotating portals
Developer
Enchanted Works
Platforms
Windows
Price
$16.99 USD
Release date
September 23, 2026
Players
Single-player
Game type
Puzzle, Adventure, Indie, Physics
Publisher
Enchanted Works
Updated
September 25, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
September 25, 2026

Update history

  1. Deep dive expanded: season-by-season route, six step-by-step playbooks, achievement routes with current unlock rates, and cross-season physics strategies.

Official game

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Overview

Nomori is a physics puzzle adventure from Enchanted Works that launched September 23, 2026 on Steam for $16.99. You play Kiko, a curious girl spending summer at her grandmother's house who walks into the forest and falls out of reality into Nomori, a spirit world of floating islands that has come apart at the seams. Getting home means reconnecting it, one puzzle island at a time.

The game gives you three tools and asks for everything you have. Portals let you connect any two surfaces. Rotation bends gravity through those portals in any direction you choose. Spirit Powers bend time itself, freezing falling objects mid-air or rewinding the season around you. The result is a puzzle box where the walls are suggestions and the floor is wherever you decide it is. The store description says "make every surface a floor," and unlike most marketing copy, that is a literal mechanical description of the game.

The developer, Cubehamster, spent years running a YouTube channel where he tested community-made Portal 2 chambers before building his own. That background explains Nomori's pacing. Puzzle designers who have watched thousands of players get stuck know exactly where confusion sets in, and the 42 levels in the final game were carved down from a longer list after playtesting killed six levels for not being interesting enough. Nothing here wastes your evening.

Target audience: players who finished Portal 2's workshop and wanted more, fans of cozy puzzle games like A Little to the Left who want real logic under the cuteness, and anyone who enjoyed the gravity experiments of Manifold Garden or Superliminal.

Difficulty: gentle by design. There are no fail states, no death counters, and no timed inputs. The settings menu includes explicit "playable without timed input" options and camera comfort settings. Early islands take two minutes; late-game seasonal chambers will occupy your whole tea break. The difficulty curve is a slope, not a wall.

FactDetail
DeveloperEnchanted Works (Cubehamster)
GenrePhysics puzzle adventure
PlatformsWindows (PC), demo also on Xbox One and Series X|S
ReleaseSeptember 23, 2026
Price$16.99 USD
Achievements10
Levels42
ModesSingle-player
Session length30-60 minutes per island cluster
ControllerFull support, camera comfort options
System requirementsi5-750, 2 GB RAM, Nvidia 460, 3 GB storage

The minimum specs deserve a highlight: a 2009 quad-core CPU and a 2 GB RAM stick run this game. If you have a laptop that struggles with modern releases, Nomori will not struggle back.


Getting Started: The First Two Hours

Your Opening Moves

  1. Play the first island without skipping dialogue. The spirit characters teach portal placement, shifting, and rotation one verb at a time, and later puzzles assume all three verbs are muscle memory. A reviewer who skipped the dialogue spent an hour confused about mechanics the tutorial had already explained. Do not be that player.
  2. Learn the three portal verbs in order: place, shift, rotate. Placement decides where the connection sits. Shifting slides a portal along a surface without breaking the link. Rotation changes which way gravity pulls through the gate. Most early puzzle solutions are just remembering that rotate exists.
  3. Grab a Slimebun and throw it through everything. The blue blob creatures are physics toys, achievement hooks, and puzzle keys at the same time. Throw one through a portal the moment you have two portals up. Watch what happens to its speed and spin. The entire physics vocabulary of the game lives in that one experiment.
  4. Fall off things on purpose. Falling in Nomori is never punished. The "Wrong exit" achievement wants you to fall out of the Crossroads hub, and optional content hides below edges the game never marks. Treat every cliff as an invitation.
  5. Visit Oshosan's teahouse and drink the tea. It hides a 5.5% achievement and some of the best writing in the game. The teahouse is also where the game quietly teaches you that interactive objects react to what you carry: the "Slime stew" achievement (4.9%) wants you to put a Slimebun in the stew pot.
  6. Backtrack after every new Spirit Power. Each seasonal power rewrites old islands. New routes open, old barriers become passable, and optional Kodama rescues only become possible with powers from later seasons. The game tells you this once, early, and never again.

First-Session Priorities

PriorityWhy It Matters
Finish the tutorial island completelyEvery later mechanic chains off tutorial verbs
Ride one SlimebunSurfing is movement tech, not a gag; an achievement (14.7%) is built on it
Find your first optional KodamaBacktracking routes radiate from the Crossroads
Rotate every portal you placeRotation is where the skill ceiling lives
Check the sky at duskDay/night switching hides secrets and one achievement

Beginner Mistakes to Avoid

MistakeWhy It HurtsFix
Treating portals as two-point doorsRotation changes gravity direction; ignoring it makes chambers feel impossibleRotate every placed portal once before solving
Skipping spirit dialoguePuzzle hints live in conversation, and one achievement needs a teahouse visitRead every spirit scene
Leaving Slimebuns behindThey are tools, not mascots; most optional content needs oneCarry a Slimebun whenever the game allows it
Rushing to the final islandThree achievements need post-game backtracking with all powersKeep a save before the last island
Missing the Crossroads edgesFalling out is an achievement, and the hub hides more than it showsJump off everything once
Importing a demo saveThe demo does not transfer progressStart fresh and plan for 8-12 hours

Core Mechanics Explained

Portal Placement, Shifting, and Rotation

Every portal has two properties that matter: the surface it sits on and the direction it faces. A portal on the floor drops you through. The same portal rotated ninety degrees turns that floor into a wall cannon. The demo's patch history shows the team reworked character blobshadows specifically so platforming through rotated space stays readable, which means the game gives you a guarantee: your shadow always shows the surface you will land on. When a chamber confuses you, look down first.

Shifting is the underrated verb. Sliding a portal along a curved wall changes the exit angle continuously, and several late chambers are tuned so the correct shift position is a few centimeters from the obvious one. If a throw keeps missing, move the exit portal before you change your throw.

The Physics of Momentum

Objects keep their speed and spin through portals. This single rule generates most of the game's solutions. Three consequences matter in practice:

  1. Long falls are accelerators. A Slimebun dropped down a deep shaft arrives fast enough to shatter barriers that resist gentle throws. When a barrier will not break, do not throw harder. Throw deeper: route the bun through a vertical portal pair first to build speed, then into the target.
  2. Spin survives the trip. A bun thrown with rotation arrives rotating, which matters for targets that need to be struck at an angle or for the "Feeling dizzy?" achievement that wants a Slimebun rotated on every axis.
  3. Kiko is also an object. Your own body keeps momentum through gates. Walk in slowly and you tip out gently. Sprint in and you launch. Late-game "stand on the ceiling" chambers are all about controlling your own entry speed.

Split Gravity

Stand half in a gate and the game splits your weight across two gravity wells. This is the mechanic behind the late-game chambers where Kiko stands sideways on nothing. It is also the mechanic behind "Now you're thinking without portals" (4.2%), an achievement asking you to finish an island with zero portal walks. It exists because by mid-game your brain will route every problem through a gate, and the achievement is a reminder that the game trusts you to move like a normal person sometimes.

Spirit Powers: Time and Season

Time control pauses or slows moving objects mid-flight. The signature application is the freeze staircase: freeze a falling Slimebun at head height, freeze a second one a step higher, and walk up. Any puzzle with a bottomless shaft and three or more buns available is secretly a staircase puzzle. Time control lasts long enough to build four steps.

Each of the four seasonal domains adds its own twist:

SeasonDomain MechanicWhat It Changes
SpringGrowing vines that hold objects in placeLiving anchors for throws and climbs
SummerMovable light sourcesLight-activated switches and shadow puzzles
AutumnWind currentsHorizontal momentum for Slimebun flights
WinterFreezing surfaces slipperyFriction becomes a variable you manipulate

Cross-season physics is the hidden depth. Winter slipperiness breaks several autumn puzzles when applied backwards: freeze a wind current's landing pad and objects slide past obstacles they were never meant to pass. The achievement list never mentions cross-season combinations because the developer saved them as discoveries. When you unlock a new season, replay one old island from the previous season before moving on. The game rewards the habit.

Slimebuns Are Multi-Tools

The little blue blobs stack into steps, shatter barriers at speed, ride wind currents, and dissolve inside Twilight Objects. They keep spin through portals. They are the object the achievement list orbits: five of the ten achievements involve doing something unusual with a Slimebun. The design philosophy is legible: Nomori wants you picking things up and finding out.

The Crossroads Hub

The Crossroads connects all four seasonal domains and acts as the puzzle box at the center of the game. Kodama spirits you rescue on islands can be brought back here, and the hub visibly transforms as you restore it. It is also where the rarest achievements live: "Kodama friend" (0.6% at time of writing) requires bringing every Kodama to the Crossroads, which demands a full rescue chain across all four seasons plus backtracking.

Day, Night, and the Fourteen Switches

"A fortnight in Nomori" (0.6%) asks you to switch between day and night fourteen times. Several islands rearrange between phases, and secrets hide on the dark side of maps you thought you knew. If a chamber feels complete, flip the light before leaving. Fourteen flips arrive faster than you expect once the habit forms, and the achievement tends to unlock itself during a thorough completion run.


Progression Strategy: A Season-by-Season Route

The game never states an order, but the intended flow is spring, summer, autumn, winter, with the Crossroads deepening between seasons. A clean route through the whole game looks like this:

  1. Spring (islands 1-10ish). Learn placement and rotation. Collect your first Kodama. Ride a Slimebun down the longest slope you find. Do not skip the teahouse.
  2. First backtrack, spring islands. Before entering summer, walk the spring islands again with the portal verbs now natural. Chambers you solved by luck resolve into understanding, and one or two optional Kodama routes open here.
  3. Summer. Light mechanics enter. The infinite mirror moment lives in this stretch, where a misaligned portal pair shows you a corridor of yourselves. Play with it; one optional puzzle hides behind the mirrors.
  4. Autumn. Wind turns every throw into a trajectory problem. This is where the momentum ledger from the physics section starts paying rent: bun through vertical gate pair, then into wind, then to target.
  5. Autumn backtrack with time control. Freeze-staircase solutions appear in earlier islands now. The "Now you're thinking without portals" achievement is best attempted on a simple spring island where movement alone genuinely suffices.
  6. Winter. Slipperiness inverts your intuition. Approach every surface check slower. The final seasonal chambers combine all four mechanics, and nothing in winter is solvable without fluent rotation.
  7. Pre-final save, then finish. Keep one save before the last island. Three achievements require post-game backtracking with every power, and you want to roll credits without locking yourself out of a tidy completion.

The 10 Achievements and How to Get Them

Unlock rates come from Steam community stats in the first days after launch. Even the most common is under 15%, which tells you how early most players still are.

AchievementRequirementUnlock %Route
Slimebun surferBreak a barrier while riding a Slimebun14.7%Find any barrier adjacent to a slope with a rideable bun; momentum does the work
Leaving on my own termsGo sideways into a Gate9.2%Enter any story gate from an angle instead of straight on
Wrong exitFall out of the Crossroads6.7%Jump off the hub's outer edge; falling is free
Tea partyDrink tea at Oshosan's teahouse5.5%Story-adjacent; hard to miss if you talk to everyone
Slime stewPut a Slimebun in the stew4.9%Carry a bun to the teahouse and interact with the pot
Now you're thinking without portalsComplete an island with no portal walks4.2%Pick a simple spring island; route it on foot only
Feeling dizzy?Rotate a Slimebun on every axis2.4%Portal-chain a bun through gates facing different directions in one flight
Kodama friendBring all Kodama to the Crossroads0.6%Full rescue chain; requires cross-season backtracking
Reality checkDissolve a Slimebun inside a Twilight Object0.6%Late-game object interaction; keep buns with you in twilight zones
A fortnight in NomoriSwitch between day and night 14 times0.6%Flip the light on every island visit; unlocks passively

The 100% Route

A clean completion run fits inside 15 hours:

  1. Play seasons one and two normally, grabbing every bun interaction you see.
  2. On entering autumn, return to every spring island hunting Kodama with time control active.
  3. On entering winter, do the same for summer and autumn islands.
  4. Before the final island, bank one save.
  5. Roll credits, then sweep: fortnight switches, dizzy bun, reality check, and the full Kodama delivery to the Crossroads.

Step-by-Step Strategy Playbooks

Playbook 1: Breaking an Unbreakable Barrier

  1. Identify the barrier and check for a portal-acceptable surface above a deep drop nearby.
  2. Place portal A at the bottom of the drop, portal B facing the barrier.
  3. Carry or lure a Slimebun to the top of the drop.
  4. Drop the bun into portal A so it falls through and exits B at high speed.
  5. If the barrier survives, add a second vertical gate pair in the chain to compound the acceleration.

Playbook 2: The Freeze Staircase

  1. Find a shaft with a high ledge and at least three Slimebuns available.
  2. Stand at the shaft edge and drop the first bun; freeze it at head height with time control.
  3. Drop the second bun; freeze it one step higher.
  4. Repeat for the third and fourth steps.
  5. Climb, then release the time hold only after you are on the ledge. Releasing early drops you with the stairs.

Playbook 3: Landing on a Rotated Surface

  1. Place the exit portal on the target surface (wall or ceiling).
  2. Place the entry portal on the floor a few steps back.
  3. Walk into the entry portal at normal speed; do not sprint.
  4. As you exit, hold backward to tip out gently onto the rotated surface.
  5. If you launch instead, shift the exit portal slightly along the surface and retry; the angle change changes everything.

Playbook 4: Riding the Wind (Autumn Chains)

  1. Locate the wind current and the direction it flows.
  2. Throw a Slimebun into the current and watch its arc to map the path.
  3. Place an entry portal where the bun starts and an exit where you want the arc to end.
  4. Send the bun through the entry portal so it exits into the wind stream.
  5. Adjust the exit rotation so gravity bends the arc into the target. Two or three micro-adjustments usually close the gap.

Playbook 5: Winter Friction Reversal

  1. On any autumn island with a sliding target, note where the object stops short.
  2. Apply winter's freeze to the landing surface so it becomes slippery.
  3. Re-run the throw; the object now slides past the old stopping point.
  4. If it overshoots, freeze only half the surface to create a brake zone.
  5. This same logic opens three optional Kodama routes hidden behind "too far to slide" gaps in autumn.

Playbook 6: The Kodama Sweep

  1. After each new Spirit Power, open the map and list every island with an unreachable-looking recess.
  2. Route one island per session; fatigue kills backtracking discipline.
  3. Bring a Slimebun everywhere; several Kodama recesses need a thrown object to trigger.
  4. Deliver every rescued Kodama to the Crossroads immediately so the counter never stalls.
  5. Save the twilight-zone islands for last, after "Reality check" conditions are reachable.

Advanced Tips

  • Your shadow is the answer key. It always renders the surface you will land on. Confusion is a lighting problem more often than a logic problem.
  • Shifting beats re-placing. Sliding an exit portal along a curved wall fine-tunes exit angles continuously. Redo placement only when the surface itself is wrong.
  • Throw deeper, not harder. Speed comes from drop height through chained vertical portals, never from the throw animation itself.
  • Kiko's entry speed is a dial. Walk for gentle exits, sprint for launches. Half the "impossible" chambers are solved by slowing down at the gate.
  • Flip the light on every island. Day/night rearrangement hides more secrets than any other single system, and the fortnight achievement rides along free.
  • Cross-season physics is the real endgame. Every old island is a new island after a new season. Winter slipperiness, in particular, rewrites autumn solutions.
  • The 42-level structure respects sequence breaks. The dev team actively patched against story sequence breaks but left movement tech untouched. Surfing, staircases, and tip-outs are all intended.

FAQ

How long is Nomori? Eight to twelve hours for the story. A full completion with Kodama chains and every achievement lands around 15 hours.

Is there a demo? Yes, and it shipped on Xbox One and Xbox Series X|S alongside PC. Demo progress does not transfer to the full game.

Does Nomori have controller support? Full controller support, including DualShock and DualSense layouts, camera comfort options, and a "playable without timed input" setting.

Is Nomori related to Portal? No official connection. The developer built his reputation testing Portal-style puzzles on video, and the game nods at that heritage with an achievement literally named "Now you're thinking without portals."

Are there difficulty settings? No traditional modes. Puzzles scale naturally, there are no fail states, and accessibility options cover timed inputs.

Does it run on Steam Deck? It is Windows-only at launch with tiny system requirements, and community reports so far describe smooth Proton play. No official verification yet.

How many levels are there? 42. Six additional levels were cut during development for not being interesting enough, which tells you something about the ones that survived.

Is Nomori kid-friendly? Yes. Cozy art, gentle writing, and no violence beyond tossing cute blob creatures at walls.

Can you rotate gravity without portals? Only through Spirit Powers earned in the back half. Early gravity changes always route through gates.

What are the system requirements? Windows 7 or newer, Core i5-750, 2 GB RAM, Nvidia 460, 3 GB storage. This runs on hardware older than some of its players.


Verdict

Nomori is the rare first release that already understands pacing, because years of watching puzzle players get stuck taught its developer exactly where the confusion lives. Buy it for a cozy weekend of physics head-scratchers that never raise their voice. Skip it if you need combat, pressure, or a hundred-hour systems game; the spirit world is gentle and proud of it.

The tip worth the price of admission: throw everything through every portal at least once. The achievement list was designed around players who experiment, and fewer than one player in a hundred has finished that experiment so far.


Last reviewed by Game How To Editorial. We play each game, verify facts against official sources, and update guides when game mechanics change.

Screenshots

Kiko placing a portal to redirect gravity across floating islandsA spirit world scene with colorful characters and physics objectsKiko throwing a Slimebun through a portal puzzle