
Explore a beautiful origami world as Hiro, a fan-wielding master of the art of ‘folding’. Embark on a mystical journey to save your fragile home from deadly digital invaders. Take on animal forms to traverse the landscape, solve puzzles, overcome enemies, and save the realm.
Modeled estimate, not a reported figure. How we estimate →
Hirogami is a 3D action platformer inspired by the ancient Japanese art of origami (paper folding). Everything you encounter has been crafted to convey the physical, often fragile, natural world of paper, amidst a story interwoven with threads of wistful intrigue.

Discover new forms to traverse the world, solve puzzles, and best your foes. Roll through obstacles and enemies alike as a hardy Armadillo, traverse the treetops and pound pests as a mighty Ape, and leap to previously unreachable heights as a formidable Frog.

A powerful force of digital creatures - the Blight - is invading the world, defiling the delicate natural balance that has held sway for an age. As Hiro, an enigmatic performer (and master of the art of folding) from Shishiki village, it falls to you to cleanse the mind-warped inhabitants of this world, and to bring peace back to the land.

Explore every nook and cranny and discover all the world’s hidden secrets. Unfold into a sheet of paper to ride fiery updrafts, or to slide under deadly traps. Or become a paper plane to traverse dangerous chasms.

This origami world is a fragile place, and you’ll need your wits about you to protect it. Wield Hiro’s paper fan to blow away the Blight, or pound, pummel, or poison them using your litany of papery powers.

Bask in a soundscape composed using traditional Japanese instruments and styles - specially crafted to evoke the variety of themes, characters and settings of Hirogami.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 44reviews | 80% | — | $15.3K |
| $19.99 | 87ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was drawn in by the art style and am usually a fan of 3D platformers, especially ones that allow me to turn my brain off. Hirogami falls a bit flat in a few areas, most importantly the stiff mechanics and physics. There were a handful of situations where long animation sequences or button hold sequences didn't leave room to avoid attacks in the letter levels and the final boss. The jump height for some of the folds felt intentionally short leading to edge slips a lot. Three camera angles were a nice cinematic touch but in many cases a combination of the camera position and the ability to move in 3D caused mis-jumps or running into boundaries while moving through sequences that require you to move quickly through a section. To give credit, the various folks mechanics are well balanced and the platforming puzzles require each of them equally, which was nice and kept the level progression interesting. The levels are incredibly linear with very little in the way of exploration. I was able to finish all 18 levels in 4.5 hours, so it's a very short experience from level to level but it didn't feel too short. I don't want to knock it too hard because it was a perfectly playable game, but hard to recommend given the myriad of other 3D platformers you could spend your money on
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| $19.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏有很多关卡都是穿过一段危机四伏的道路,在尽头找到一个箱子,里面装着进入下一区域所需的10个卷轴,然后再回去“开门”进入下一区域。 问题就出在这里。既然你有10个这么多的卷轴,那你为什么不分散在路上,而是一股脑全部放在一起?这让我觉得你在偷懒,设计的很烂,让我反感。 推进所需的全部道具都放在同一个箱子里,你觉得有意义吗?找1个卷轴和找10个卷轴有区别吗?开箱子这个操作有意义吗?简直就是脱裤子放屁,莫名其妙。 既然是过关所必须要开的箱子,那为什么还要算进关卡目标里,一个必定会达成的条件做成目标有意义吗? 想象一下超级马里奥全程都没有一个金币,而在终点旗脚下放着一个箱子,打开箱子里面放着99个金币,这感觉就像吃屎一样,毫无乐趣。 而且拿完卷轴还需要再穿过这段危机四伏的道路原路返回去,这是一个很糟糕的设计,很多高难度平台跳跃游戏在一段挑战的终点都会设置一条直达起点的捷径。
小怪哪怕擦一下边都会掉血,太容易破无伤了,想刷全成就的话会非常折磨。但游戏总体还行
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Players by region
Where this game's players are, estimated from review languages.
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