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MIKU is a game that should not exist in a perfect world
But the world is not perfect
So here we are
I suggest you forget you ever came across this game and move on with your life.
Still here?
Guess you really like painful experiences huh?
You think it's worth your time knowing more of this game?
Well. If you absolutely must want to know....
PREFACE
MIKU is a B-game inspired by Getting Over It with Bennett Foddy. A small, experimental project born from a heartbreak and pieced together over a few months, a project that might make you wish I had gone to therapy instead. It plays with the idea of what a second-person perspective platformer could feel like, leaning into a punishing climber experience wrapped in personal commentary on the struggle of getting over someone.
Call it a getting over them simulator, if you will.
ENTER THE MIND OF A BROKEN MAN
You’re climbing, but you’re not alone.
There’s someone you carry. Not in your arms, but in your head, in your heart, and tied to every move you make, even if they’re no longer there.
They slow you down, trip you up, hold you back and yet somehow… you can’t imagine climbing without them.
MIKU: May I Keep Up? is a physics-based platformer about love, loss, and the weight we drag with us long after we have lost someone close to us. You climb not through places, but through memories. Memories that slip, drag, and collapse beneath your feet. Even the smallest mistake can pull you all the way back to the start, back to the bittersweet memories.
Armed with nothing but your will, you’ll face impossible obstacles, frequent falls, and the quiet truth that moving forward doesn’t mean leaving them behind. You stumble, you slip, you curse the physics, but you climb anyway.
Because somewhere at the top, maybe you’ll remember who you are, not just who you lost.
GAMEPLAY
Ever wondered what a second person perspective game would feel like?
Or what a 'strand-type' game (arigatou Kojima san) could look like?
MIKU lets you experience both!
Two characters, one struggle - Every step you take, you drag a memory with you. No, you can’t leave them behind. Yes, it’s intentional.
One perspective, two lives - You experience everything through a single character’s eyes. The camera never shifts, even when you switch control between characters.
Quirky, asymmetrical controls - Both characters move differently, with their own quirks and limits. Mastering both and learning how to move together is the only way forward.
Physics-based frustration with emotional damage DLC - Every move is a struggle, every inch is earned. Every slip is personal.
THERE IS A VOICE IN YOUR HEAD - That’s me, unfortunately.
Inescapable tether – Pull both characters toward each other at will, closing the distance, for better or worse.
Rewind, Regret, Repeat - Control time at will (in moderation).