A downloadable game for Windows and macOS




Thank you for playing the demo! Haiku, the Robot is a 2D Metroidvania set in a land full of adorable-yet-discomforting robots, hidden secrets and evil virus-infected machines.

Please note the following:

  • this is a condensed version of the game.
  • you only have access to one area of the game (the garbage area) and all the currently developed abilities have been squeezed into this one area. 
  • there is currently no map in the demo, however, the final game will have a map available to the player.
  • also, please bear in mind that the whole project is still a work in progress and that's why I'm running a Kickstarter! Thanks!

About the game

Play as Haiku and dash, slash and grapple your way through a world full of different areas waiting to be explored, each filled with different enemies, bosses and surroundings. The game features beautiful and atmospheric 8-bit pixel art. Everything is drawn by hand and animated frame-by-frame to achieve that retro Metroidvania look.

If you like what you see, then please consider supporting me on Kickstarter:


Controls (keyboard)

  • Arrows - Movement
  • Space - Jump/double jump
  • Down - Interact
  • Q - Attack
  • W - Dash (being fixed - demo curse)
  • E - Roll
  • R - Bomb

Controls (Xbox one)

  • Left joystick - Movement
  • A - Jump/double jump
  • Down - Interact
  • X - Attack
  • RT - Dash (being fixed - demo curse)
  • Y - Roll
  • B - Bomb

(PS4 controller support coming soon, but you can try and see if it works, I don't currently own a PS4 controller to test it)

If you like what you see, then please consider supporting me on Kickstarter:


Thank you!

Speedrunner competition!

The competition is simple, who can get through the demo in the fastest time, wins a poster drawn by the talented @HugoH2Pixels! (Hugo has helped me a lot throughout the campaign as well) 

The 3 winners will be announced on October 10th and each will receive a poster!

How can I submit my score?

Once you are happy with your score, please submit your name and time to this form: https://forms.gle/fSaGM6t1a8SzadKe8 (multiple submissions are allowed!)

  •  Important: Please attach a screenshot so I can verify the score.
  •  Important: Your email address will be hidden. I only collect it in case I need to contact you later about the prize.

The Leaderboard can be found here - (Scores will be updated daily until the end of the campaign).

Good luck and have fun!

One small note: in order to reset the run, you need to press 'Escape' to quit the game and then reset the demo again. Sorry, I tried implementing a better solution but it broke a bunch of things :(

Updated 1 day ago
Published 16 days ago
StatusIn development
PlatformsWindows, macOS
Release date 16 days ago
AuthorMister Morris
Made withUnity, Aseprite
Tags2D, Action-Adventure, Metroidvania, Pixel Art, Retro, Robots, Singleplayer, Speedrun


WindowsAlphaBuild0.8.zip 78 MB
MacAlphaBuild0.8.zip 77 MB
WindowsSpeedrunnerBuild0.2.zip 78 MB
MacSpeedrunnerBuild0.2.zip 77 MB

Development log


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Hey, just played through the Mac version. Really great stuff here! Visuals are consistent throughout. I played on a controller and the controls were intuitive and spot-on. I never felt cheated if I got hit. I knew it was my fault. The atmosphere of the game is great as well, the color-palette is very unique and attractive. 

The one thing I was provide feedback on is the sound-design. Most of it is perfect. Perfect. But there are a few sounds that don't seem to fit, like when Haiku lands. It doesn't fit the rest of his SFX. I also feel that hitting/destroying enemies could have a punchier SFX. 

This is why we release demos, feedback! Of course, you should be really proud. It's going to be a great final game, and I wish you all the success possible. Thanks for making that MAC version work!

Great Platformer! It is in my Top 5 of this week!

Check my video! 

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Really great stuff here!  I love the feel of the roll, and it being a bit faster than not rolling is going to make this a blast to speedrun.  Some feedback:

Xbox 360 controller is also working just fine.

The checkpoint (health station) is just bit far from the boss, but that's probably a matter of preference / difficulty tuning.

The jump+roll maneuver that's needed to get out of a couple of spots is a bit tough to pull off with the default control mapping of A+Y without either also hitting X, which takes you out of the roll, or hitting B, which wastes your bomb.  I'd probably put roll or bomb on a trigger or bumper button to avoid this.  I assume that eventually the controls will be remappable so this won't be an issue, but I'd still consider changing the defaults.  Of course, another possibility is that level design in the final game would make this maneuver completely optional, granting access to sequence breaks or secret areas or something.

There is a strange inconsistency to double jumping out of a roll mid-air.  What I think is happening is that if you jump out of a roll mid-air, you can double jump with a specific timing just before the peak of your first jump.  Double-jumping from ground works at any point in the arc of the first jump.  I like this maneuver and hope you don't consider it a bug :)

The main menu is not controllable via controller.

The 'feedback' link from the main menu is a broken link.


Any chance for a native Linux version as well? Considering that it’s in Unity and already runs on both Windows and MacOS it shouldn’t need more work than simply exporting it accordingly.


I loved it but I also hated it... I was hyped but I was also annoyed by it.. 

I love the design, the soundtracks, the gameplay itself is so frickin' good! I don't know what  to say to be honest. but all I know is that, this is an excellent 2d platforming game! 

Is it going to be more skins in the game appart from the original and the kick starter one?

Hey! Apart from the original, the green Kickstarter skin will be the only alternative skin in the game.



Congrats!! The demo was amazing! I love the bossfight and the little secrets that were in everywhere, i am going to contribute in the kickstarter :).

I liked it! I was able to skip the boss and finish the demo without beating it, I don't know if that was intented.
I really enjoyed the player movement/ feel how did you get it to feel like that?

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The game is pretty great, the inspiration from hollow knight and other metroidvanias is notorious but not too much giving it it's own identity, but i still have a couple of complains and things to say. Many of this things may be already added but i'm using as reference the demo, first there's no pause button which really bothers me, there's no way to change controls and i don't quite like using the arrows to move, there's also what i suppose is a bug where the walking animation doesn't stop inmediately when you stop moving which seems off, and the lack of parallax is kinda wierd but that's just a nitpick. I think those are my biggest problems, the game is really promising and i wish you the best of lucks!

I saw a couple updates for this game on the feed. What's new? Any logs about the updates would be nice.


Thank you! I didn't realize you got updates, so I made a short devlog for you with all the fixes and improvements :D

Great game, especially since I am a big fan of Hollow Knight. My only problem with this game is that it is possible to get soft locked in one of the later rooms. 

Did you roll in into the soft locked area? If so, you should be able to jump and then roll out. If this is not the place then please post a screenshot so I can get a better idea of which area you are referring to. Thanks!

Thanks for the advice! Guess I’m just not skilled enough to beat the environment :)

good luck guys!


I played through the whole demo and these are my issues with the game so far divided into two categories (necessary fixes and opinions) :

Necessary Fixes

1. There are really noticeable frame-rate dips and I assume this will be fixed but I'll comment it anyway.

2. Enemies can go into the teleportation pipe which makes it almost impossible to retrieve rewards for killing enemies. You should make it so that they just bounce off of them as if they were walls.

3. There is an invisible block in one part of the level that should be removed.

4. You shouldn't be able to heal while rolling. It should change your character into stand-up mode if you enter the checkpoint while rolling.

5. Some enemies (specifically the bolt I noticed) got stuck on ledges and walls.

6. There should be a pause button (there might be one already but every time I tried to click escape it closed the game tab down).

7. I know the carrot NPC already talked about it but there should definitely be a map.


1. There should definitely be better background music like in Hollow Knight. The stuff you have now is sort of just ambiance and I think it would be a lot better if you had music to accompany it or replace it altogether.

2. The bomb circle should still be pixelated when it is refreshing. It looks pixel art but then it gets chopped into minuscule pieces like a normal circle which doesn't look right.

3. When you hold down both arrow keys at the same time his sprite should stay still instead of running or rolling in place.

4. You should be able to change your key bindings among other common settings in video games.

5. The bosses should have names, and if you're okay with it, I think that having health bars would be really good as well.

These are all of the main problems I noticed with the game, but overall, it's really fun and I can't wait to get it! Thank you for making this game and I really hope that even if you don't hit your fundraising goal that you still decide to complete the game.



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Nice Demo!

I liked the environment and sound design.

mechanics felt good and combat was nice, although I feel the bomb timer took a bit too long to refresh. 

I personally would've liked more of an indicator on when an enemy was struck, maybe I missed it in the sword animation or maybe the sound was just too quiet for me to hear, but I did find myself guessing  "did I hit that thing or not" a bit too often for my liking.  

finally I'd like to bring your attention to this skip I discovered: by jumping and rolling in midair from the platform on the right in the image you can make it to this ledge (I think this is caused by the extra speed the roll gives you even in midair? which is a cool mechanic! but probably not as intended)

which results in me completely missing the boss fight the first time around and unlocking the double jump early. 

Overall I really enjoyed playing through it and can't wait to see how the game evolves over time. goodluck and all the best with the kickstarter!

This is a really fun demo, and I'm glad I found the KS for this project on time to back. This looks very promising.I do wonder if the gray foreground isn't overshadowing the colored backgrounds too much (making it a bit samey. Basing the other colors off the trailer and KS page), but overall it looks nice and plays well!

Awesome demo, but there are many glitches: for one, the hammer enemy is very glitched, as it can get stuck on the edge of a platform or in a wall. I can also talk to npcs while jumping, leaving me in midair while talking to them. The boss hurts you in its death animation, so... That was bad. Finally, this isn't really a glitch, but I think the healing could be timed, instead of waiting for an enemy to randomly drop health. Other than that, great demo, and I hope the rest of development goes well!

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It's a fun and cool game to play. I really love the rolling ability, and the first boss fight was great, took me seven tries to defeat the boss. The map of the game feels intuitive as I kind of know where I should go next. Good game.

This game is great, it's an interesting thing to play, great job.

It doesn't open on Mac OS Catalina 10.15.4


Hey! I just uploaded a new version, could you try refreshing the page and downloading it again? Please let me know how it goes, thanks :D

It works! Thank you for the update :)

Wow, this demo is amazing! The gameplay so far feels really nice and I can't wait to see how the full game would play =D

The level design feels pretty nice and I didn't really find myself getting lost (aside from a few times where I found myself looking for where I had to go next). The enemy designs look really great and the idea of the little mechanical enemies works really well in the world

The boss fight, despite some slight issues, is pretty fun and unique. The sound effect for it are a tad loud, and I feel like it wasn't as quickly understandable that you can jump over it

I think it's worth mentioning (though the level layout is likely to change) that it's possible to actually get the double jump before defeating the boss. In the room right before you get the roll ability, you can roll to give yourself enough speed to reach the area on the left, which can let you get it early


Heey loved the game!!

Will you make a Linux version?


I really loved it! Someone else already mentioned it, but key config would be nice! 

The music during the first boss fight may be a little too loud (I didn't notice while playing, due to all of the stress) I realized while editing my gameplay. Maybe some of the footage from my video can help you get in the mind of a player!

I am blown away, and can't wait for more


Thanks dude! I really liked the video! :D

Yeeeeea... I decided not to bother with key config because I tried to cut scope for the demo and focus on polish. Now I see that it was a bit of a double-edged sword. Because of the level of polish, people now expect these little (but important) things to be implemented as well haha

Thanks for playing and thank you for recording it! I appreciate it!


The worst part about this demo is that it's a demo. Really loved the gameplay, and I really want more. 

I will say though, dying to the boss was frustrating, as you have to walk through enemy-infested tunnels to get to him, so I rarely went into the fight with full HP. 

That said, I think the lack of mappable controls is what made the boss so hard in the first place, as I was still getting used to the odd control scheme mid-fight.

The game looks great tho, and the movement is tight. Very excited for the full release!


Sweet demo! The "Feedback" button goes to a 404, so I'll give some quick thoughts here.

I see potential in this game such as upgrading the combat, using the roll/dash to access areas and gaining "mastery" of the game.

The game has a nice difficulty so far. I wouldn't mind challenging sections using the fore-mentioned techniques either.

Props for putting in "Under Construction" areas and making sure the demo was "fenced off".

Grey characters on a grey background sounds like it may cause visibility problems but I think it's okay so far.

The boss had me wondering 3 things: 
Why I couldn't roll under it (but I eventually figured out you could jump high enough and the cables wouldn't hurt you)
Whether or not slicing it is what kills it in the end as it seemed to die after a time limit
Why the heal pod wasn't next door to it.

Mostly positive thoughts on this one. I'm gonna give the Kickstarter a look. All the best!


Thanks for playing! I've noticed from watching playthroughs that a lot of people seem to think that you can roll under the boss and rightfully so!

For the final game, I had planned for the player to pick up the roll later on in the game so I hadn't even considered it. Releasing the demo and watching playthroughs has given me a ton of feedback that I can't wait to implement :D

So thanks for writing, I appreciate it!

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Please note: ESC hard quits the game.


Also wanted to open the pause menu and that happened :D


Sorry! I will fix this next week! Haha


do u have any idea about an android version?
i think its will really great thot <3


For those trying to play on a Mac, you may get a "This application can not be opened" error. You can resolve this by:

  1. Moving the app to Applications
  2. Opening terminal and going to the folder ($ cd Applications/MacAlphaBuild0.7.app/Contents/MacOS)
  3. Making Haiku executable ($ chmod +x Haiku)

Once this is done, right-click and select Open and it should work.


Thank you! I will try to investigate on my end as well to see if I can help fix the issue. So far testing on my Mac seems to work fine, so it makes me sad to see that it doesn't work so well for others :(


Works fine here on OSX Sierra. Cool game. Good luck with the kickstarter!


Have you registered yourself as an Apple Developer and added your apple dev info on the Unity Project Settings?
That's usually one of the reasons for the error that is popping up!


I will have a look at that tonight! Thank you!


What a legend, This worked for me!


Hey, I'm trying to get it to run on my iMac (Catalina 10.15.6). When I open the Terminal, I copy and pasted point #2, pressed enter, then did the same for point #3. It doesn't work. Can you explain how to use the terminal to a dummy like me? Thanks!


Send me a DM on Twitter and I can help you out (same as username). You may need to prepend a / before Applications (i.e. cd /Applications/..., since I noticed that there are two Applications folders on my mac.


Make sure you're not trying to open the application; you want to see the application contents, go on Mac OS and then execute with the right clic the file that was created with your commands!

Hey, I also update the file with a fix, so if you download it again, it should work now!

Awesome. On vacation now but I'll definitely give it a shot when I get back. Thanks!


is possible change arrows in WASD ?


Not quite yet! But I will definitely add different mapping schemes in the final game - pinky promise!