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Watch trailer on Steam ↗No-Hi
MTM Games · Published by MTM Games
Last updated 28 Sept 2026
No-Hi is a parkour platformer, combo your moves to get fast and cut your way with momentum! Explore the map the way you want, never being lost. Face unique bosses with gracious movements. Sinergize itens to make your own gameplay style.
Adventure, Indie · More free games
Discover endless exploration and creative combos in No-Hi. Navigate through a dynamic parkour environment, face challenging bosses, and customize your playstyle with various items.
About this game
No-Hi is a parkour platformer!
Chain jumps, dashes, and uppercuts into unbroken combos — momentum is your only limit.
Explore the map your way without ever getting lost.
Face unique bosses with graceful movements.
Synergize items to create your own gameplay style.
Combo your moves to gain speed and carve your path with momentum!
Take control of this semi-god who has lost her power, and rise to the challenge!
Combo jumps, dashes, shots, dives, uppercuts, and more! Perform them in any order you like, gain velocity, and finish the game fast. Or calculate your moves with precision.

Run in any direction! No more worries about where you're going! The map adapts to your movement and takes you where you need to be!
Bosses with beautiful moves, combined with insane attack sequences! Are you able to defeat these unique personalities of No-Hi?
Adapt the game to your style. Prefer a slower pace? No problem. Want to dive upwards instead of down? You can! Use the items to make the game suit you! Create amazing combinations and maybe even break the game!







Challenge yourself! Try the free Demo today, and wishlist No-Hi now!
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7
- Processor: Intel I3 5 gen.
- Memory: 4096 MB RAM
- Graphics: No need.
- Storage: 4096 MB available space
Recommended
- OS: Windows 11
- Processor: Intel I5 7 gen.
- Memory: 8192 MB RAM
- Graphics: Any 2.2 hz
- DirectX: Version 12
- Storage: 8192 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Pre Event Update
Patch Notes - V0.78.0Out now for Linux and macOS.- Environment - Breakable scenery objects.Lighting, focus and framing system for dialogues.Rabbit City scenery added to all 23 stages.New NPC Larry from Rabbit City.River Forest scenery reviewed and updated.Added pre-boss dialogues.New Battle track for Rabbit!- Mechanics -Platforms with only one active side (player passes through the others).Platforms that fall after you stand on them for a while.Bosses now counter-attack when they take too many hits from the same ability, and go right back to the ability afterwards.Bosses can now fly.Bosses can now have Stances, which change their attacks and patterns.Boss AI now also predicts Slide, Shoot, Uppercut and the rest of the moves (even Slip, Corner grabs and more, since it's the same system shared with the Preview one used for stage creation).New projectiles that home, bounce, and modularity to create new ones.Bosses can now create multiple projectiles in multiple ways (before it only had 2 options, follow a path or go towards the player, and it was limited to 1 per ability).New ground with spike behaviour to reduce lag in stages with very large spike sections.Player uppercut now damages bosses.- Review -Over 400 lines of dead code removed.Resolution is now detected correctly when the game starts.Camera anchors now have a concrete queue.Removed the pause during healing.Another 45 general minor bugs fixed (map, inventory, chests, music, signs, respawn, etc...)Updated to Unity 6000.5 - The old version was throwing instability warnings.World generation refined to result in fewer infinite loops.Cooldowns of the abilities that aren't in use for now (progression gating) now follow the same pattern as the ones already adjusted. (The test panel unlocks all of them).- UX -Minimap reworked, now with colors per area, filling and leaking, and rendering only the accessible parts of the stage.Opening story added when you launch the game.Inventory UI updated.Added achievements, they wor...Read full article on Community Announcements (Bordin)Patch NotesOfficial
Patch Notes - V0.75.2
New Content Achievements: 13 new achievements added! Defeat bosses, complete speedruns, discover secrets, and more. A notification pops up on screen whenever you unlock one. Item Sets: Items now belong to themed collections. Complete a set to earn a special achievement! Comic Book Intro: A comic-style story recaps the events leading up to the adventure every time you launch the game. Hold any button to skip. Breakable Objects: Branches, bamboo, and small scenery objects can now be cut with your slash or destroyed with projectiles. Secret Passages: Some walls hide hidden paths. Explore carefully! One-Way Platforms: New platforms that you can pass through from below and land on from above. New Item: Dragon's Breath added to the item pool. Improvements Minimap: Now shows only the playable terrain, without the outer borders. Cleaner and easier to read. Camera: Better respects the boundaries of each area. Dialogues now automatically adjust zoom to frame both the NPC and the player. Area Backgrounds: Each area now has its own parallax background, making every environment feel more unique. Loading Screen: Updated the little fox animation with the latest artwork and adjusted size. Asset Organization: Scenery prefabs and sprites have been reorganized internally for better maintainability. Bug Fixes Death music kept playing after reviving. Slide visual effect flickered during quick transitions. Player could respawn on top of spikes after dying. Attack sound played when interacting with NPCs. Pause menu didn't open when pressing ESC in certain situations. Player movement speed was reduced after canceling a slash near NPCs or doors. Error when opening dialogue with old save data. Settings could cause an error when launching the game for the first time. Gradient visual effects (Rainbow, Nature, etc.) flickered on dialogue text. Lobby progress didn't save correctly between sessions. Already-opened chests could cause unexpected behavior when revisiting rooms. 17 internal warnings ...Read full article on Community Announcements (Bordin)Patch NotesOfficial
Patch Notes 0.74.3
v0.74.1 — Dialogue System — Visual Overhaul + Bug Fixes Dialogue System Persona transitions replaced with smooth slide + fade animations. Personas now auto-adjust to match each character's resolution and sprite. Player character is now locked in idle pose while a dialogue is open. Map is hidden during active dialogues. Dialogue text font size slightly reduced. Effects & Ability Fixes Color and effect indices in text with spaces are now calculated correctly. Fixed player X velocity cutoff (was checking the wrong axis). Dive modifier now uses the correct knockback value. Fixed descriptions on Dash, Dive, Jump, Shoot, and Walk modifiers. v0.74.2 — Dialogue System — Behavior & Saving Dialogues Player choices now persist across sessions. Skipping a dialogue allows you to return later and make any pending choices. Exhausted dialogues no longer reopen when revisiting a character. Amy's persona now subtly appears on the opposite side when an NPC speaks first. Personas now align correctly to the bottom of the dialogue box. The choice box now only opens after the full line of text has finished displaying. Bug Fixes Hint keys now show the correct icon based on the active controller. Fixed a freeze on the last effect of Bento's dialogue. v0.74.3 — Dialogue System — Final Polish Personas No more "teleporting" when the speaker changes — personas now slide smoothly between positions. Input is blocked while the choice box is opening or closing, preventing arrow navigation bugs. Animation easing refined for more natural-feeling movement. Slimmer characters slide less when stepping back, keeping them close to the dialogue box. Text Effects New Stamp effect: letters "drop" in one by one as if being stamped onto the screen. Text effects now appear in sync with each letter as it is revealed. Gradient color effects now loop smoothly with no hard cuts. Gradient speed recalibrated for all characters. The Breath (size) effect now appears immediately instead of taking time to kick in. Choice...Read full article on Community Announcements (Bordin)Patch NotesOfficial
Patch Notes – V0.74.0
🔊 V0.73.7Audio and Sound EffectsCreated and added Brunt’s sound effects.Added modularity to sound references, allowing long sounds to be stopped before they finish.Adjusted Hare’s Hurricane sound.Player jump sound now has a defined duration.Added effects to the player's shooting sound.Adjusted the pitch of Dash audio tracks for better consistency.Added modular variations to the player's sounds.🔊 V0.73.8Audio System and OptimizationsAdded compatibility with multiple bosses for the movement "Draw Attribute," allowing boss sounds to be organized within a single reference.Adjusted Hare’s teleport and attack sounds.Added footstep sounds for the Hare.Recreated sound instances (references disappeared after being modified).Removed manual serialization of boss movements in audio and implemented an Odin-based system.🔊 V0.73.9New Sounds and ImprovementsSlide sound now plays when performed from a corner grab.Added idle sounds for collectibles (one for each currently available).Added object reflection sound.Added dash preparation sound.Added a landing sound that varies according to fall speed.Slightly adjusted collectible sounds.Updated the door opening sound.Updated the stone-breaking sound.Replaced the death music.Added a cannon sound when firing bullets.Added an explosion sound when a projectile hits a wall. (The duck may explode unintentionally.)🔊 V0.74.0General Audio ImprovementsThe listener is now attached to the player instead of the camera, improving spatial audio.New SoundsCorner GrabChest BreakJellyfishNautilus (Breakable Spike)Pass BushSwap Card Select (Item Selection)Select ItemPopup Idle and CollectRead full article on Community Announcements (Bordin)Patch NotesOfficial
V0.73.6
V0.73.2Added visual feedback for the weight system in the inventory.Improved item selection text.Added new items.V0.73.3Fixed item image issues.Rebalanced Double Jump Boots: jump force reduction changed from 30% → 8%.Fixed an issue where the pause menu would not open due to missing data serialization.Created 2 out of 5 (estimated) post-Brunt tutorial stages.Equipping/unequipping items from the inventory now correctly applies modifiers.Added costs to item selection (visual polish still in progress).V0.73.4Added two new post-Brunt tutorial stages.Reordered areas to ensure the tutorial appears correctly.Fixed items that could cause bugs (generally due to missing modifier descriptions).Fixed a bug where the boss could cancel its death animation, becoming immortal.Made the tutorial door modular so it can be used across all linear areas.Added tutorial signs to the "TutorialSlide" area.ItemsOdium MaskJump Force: 0.625 → 0.575Hurry BootsJump Force: -8% → -9%V0.73.5Pressing ESC no longer closes the item selection (which could trap the player in a special stage).Merged duplicate functions triggered by the ESC key.Fixed missing player landing VFX.Music now resets correctly upon death.Prevented player animations from triggering after death.Added slide VFX.Removed most debug elements from the game.V0.73.6Added a sound system for bosses.Added temporary sounds for the Hare (testing purposes).Replaced the hint collectible sprite.Implemented a system that provides one hint per lobby (allowing multiple hints per stage within the same object).Added a test hint object to the lobby.Fixed an issue where progress was not being saved.StagesRF_19Fixed the "Brick" spike that was not breaking.Juggling BallsFixed an issue where the environment overlapped in front of the ball.UpcomingSFX reviewRead full article on Community Announcements (Bordin)






