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Multiworlds

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Multiworlds screenshot 1
Multiworlds Early Access Gameplay Trailer 2 trailerWatch trailer on Steam ↗

Multiworlds

FMF Games · Published by FMF Games · Official site ↗

Last updated 9 Oct 2026

A world torn apart by one mistake, help pull it back into one. A 2D puzzle game where you control multiple player remnants in parallel, jump between dimensions and avoid obstacles to put back the world together.

Free to PlayComing SoonDJCTQ l

Free

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Indie, Simulation, Strategy, Early Access, Casual · More free games

In Multiworlds, guide multiple player remnants through 2D challenges, jumping between dimensions to overcome obstacles and reunite the torn-apart world. A unique blend of simulation and early access strategy awaits.

About this game

You made one mistake, of touching the untouchable A magical artifact that was buried deep in the depths.

The world tore into multiple worlds, in each timeline, running parallel, but with minor differences. Now strive to fix the world, merging them back into one.

Control the player in multiple worlds, all working parallel. Collect World Pieces of the original world which are scattered around the parallel worlds, and help put back the original world.

Jump into different Dimensions of each world to avoid obstacles blocking your path. Collect the world pieces to protect your original world.

Game Mechanics:

Play multiple player remnants at the same time, in parallel.

Use W/A/S/D or left/right/up/down to queue all player remnants to move together.

Use Q/E to move the player remnants to Light Dimension and Dark Dimension respectively.

Use F to Flip all player remnants to the opposite dimension they're already in.

Set up a move sequence, then simulate.

Collect all the World Pieces to stitch the fragment.

You can interact with items like walls/spikes/collectibles of the same Dimension as a Player Remnant.

Die on interacting with Spikes on the same dimension as the player remnant.

If you're in the Dark Dimension, jump into the Light Dimension, If you're in the Light Dimension, jump into the Dark Dimension. Hit the world edge (wall), and the player stops walking.

You start a level by queuing up actions using the W/A/S/D/Q/E/F buttons, and then hit the Simulate button to simulate the sequence. If you have collected all the World Pieces in the level, you will have stitched the fragment in the timeline, and you move on to the next fragment. Else? Fragment Reset. So strategize well, before you start the simulation. You can stop the simulation manually as well, but you still lose those points ;)

Look out for portals, you can use them strategically to jump through, and your walk continues. You can only use portals that are in the same Dimension as the player.

Which portal connects to which portal? The shape of the portal identifies that.

Use switches in the same Dimension to unlock the locks for certain World Pieces, or Obstacles.

8 Worlds maximum at a time, currently distinguished by colour, can you solve fragments that hard, without dying?

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Dual-core 2.0 GHz
  • Memory: 2 GB RAM
  • Graphics: Intel HD 4000 / NVIDIA GeForce 600 series or equivalent
  • Storage: 500 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 11
  • Processor: Intel i5 or better (or AMD equivalent)
  • Memory: 2 GB RAM
  • Graphics: NVIDIA GeForce 600 series or equivalent
  • Storage: 1 GB available space

Supported Languages

English, Japanese

Latest news

  • AnnouncementsOfficial

    Multiworlds v0.8.0

    NewKey rebinding: Remap your controls from the new Controls tab in Settings.Hotkey hints: On-screen buttons now show the key bound to them, and switch to gamepad icons when you play with a controller. Now the buttons are active by default and can be disabled from settings.Controller vibration: Get those cool haptic feedback feels on deaths, world piece pickups, layer flips and changes, entering portals and level clears.Timelines zoom in and out of the timeline view.Death rewind: When any of the player remnant dies, or you have an unsuccessful run, you get to see the remnants' un-simulate with a cool rewind animation.Death visuals: A hologram effect on remnants, an old-film effect on the reset screen, and a new sprite for the fallen player.Fastest Move Sequence is now tracked. (More to come on this soon ːcupupːːcupheadːːcupupː)Sound: Added audio across the game, including button sounds.Demo: The end-of-demo screen now opens the Steam wishlist page right in the Steam overlay.ImprovedMove sequence: Clearer arrow icons, color coded.Move sequence: A scrollable list for long runsMove sequence: Death causes the rest of the sequence turns red. Easier planning now, you know what's green and what's red.Fragments now animate into view, you don't just snap into the fragments.New world background art and a new default cursor.The red world is slightly lighter so black spikes are easier to see.Better font support for translated text.The language dropdown in Settings is now sized correctly."QA" in the credits is now "Special Thanks".FixedShow Movement Buttons, Full Screen, VSync and Borderless settings now always match what the Settings screen shows.Rapidly clicking or pressing hotkeys on lobby and popup buttons no longer triggers them multiple times.Main menu buttons are now positioned correctly and no longer disappear after the existing saved game is replaced with a new save.
    Read full article on Community Announcements (FMF Games.Shraa1)
  • Patch NotesOfficial

    Polish and Bug Fixes

    Bug Fixes:Steamworks updateFixed issue with one of the fragments being not solvable.Fixed worlds overlapping in one of the fragments making it insolvable.Fixed switches' link trails being too big and confusing.Fixed incorrect movement speed of the player.Polish:Added fade effect for triggering switches. Updated switch images.Updated lock to be green so as to keep other elements visible behind it. Updated locked image as well.Portals look portal like now.Added flame background to World Pieces. Each Dimension has a different colored flame to indicate easily, which World Piece it is.Improved spikes with cool flame-like effect as well. Atleast the dark dimension for now ːsteamhappyːFixed long sequences causing font size changes. Now the font size no longer resizes, it's going to be...Other Additions:For a no-keyboard setup, movement can now be queued using buttons rather than keyboards. You can find it in settings.
    Read full article on Community Announcements (FMF Games.Shraa1)
  • Patch NotesOfficial

    Art update & Bug Fixes

    Let's be honest, the game looked dull and it had no depth before. With minimalism still the core behind the game's art, find yourself engaging more with improved art. There are other fixes too, but mainly, the game looks better now.If you still need to know about what the fixes are:In-level walls now correctly interact with the player.Death and collecting the last World Piece no longer occurs at the same time. Death occurs first.Demo builds will not hold actual game-data, and vice versa.Fixed not all collectibles being collected in certain scenarios.Fixed collision issues after a Fragment reset.Added a setting to show buttons for player movement simulation queue.Optimizations (these are too technical, won't go into that here).Demo and Release Timelines are now correctly packed into the relevant builds. Fear not, this is not the last of the art updates you'll see.
    Read full article on Community Announcements (FMF Games.Shraa1)
  • AnnouncementsOfficial

    Improved Demo now available

    Dive into the demo to see what the original game will be like. With levels having upto 4 worlds in some fragments, you'll get a glimpse of how tough things can be, and how much worse it may get from there 😉
    Read full article on Community Announcements (FMF Games.Shraa1)

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