TSUMIMI TIME Guide: Walkthrough & Gameplay

Four guides covering the whole 15-day loop: the beginner route, the day-by-day walkthrough, the two-phase gameplay system, and how to steer Tsumimi with Mega Chats.

Investigate by Day. Intervene by Night.
Screenshots, banners and achievement icons are official Steam assets © Tohakusha Inc. Re-encoded to WebP; no other edits.

Guide section at a glance

10
Pages in this section
15
Days per run

in-game calendar

2
Hard deadlines

Day 4 and Day 6

9
Ending achievements

verified on Steam

Most first runs fail for the same two reasons, and neither is a puzzle you got wrong. The first is that the game never tells you a keyword is not evidence — you read a post, assume it is logged, and arrive at the deduction with a blank you cannot fill. The second is that a gift bought on the right day can still arrive too late, because what counts is the delivery, not the purchase.

This section is built around those two failure modes. Read the beginner route once, then keep the 15-day walkthrough open as a day-by-day reference.

How we label facts:ConfirmedObservedUnverifiedUnknown

Source note: Day boundaries, the two gift deadlines and the Steam achievement percentages on this page come from the official Steam listing for AppID 4413070, the developer's Hints & FAQ guide published on 24 October 2026, and our own playthrough on Version 1.0.1. Anything marked Unverified is a community report we could not reproduce — treat it as a lead, not a rule.

What this section actually covers

The game is a 15-day loop split into three chapters. Daytime is spent earning money and gathering material; night is spent watching Tsumimi's stream and paying to intervene. Nothing on stream is optional in the sense of being skippable — every night you skip is a night of keywords you did not collect, and the chapter-end deduction is scored against what you collected.

PhaseWhat you doWhat it costs you to skip
Morning / afternoonPart-time shifts, SNS and map searching, buying wish-list giftsNo money for Mega Chats, no new investigation files
Night streamWatch, comment, send Mega Chats, deliver giftsMissed keywords, missed reactions, missed branch flags
Late nightFile organisation, deduction blanksEntering the chapter gate unprepared

That is why the guide section spends more space on budgeting and delivery timing than on puzzle answers. A run rarely dies from a wrong answer; it dies from having no money left on Day 14, or from a blank that has no matching file in the archive.

Read in this order

The five pages below are ordered the way a first run actually happens, not alphabetically.

  1. Beginner guide — the loop explained once, the two deadlines named, and how a deduction result locks an ending. If you only open one page, open this one.
  2. Gameplay explained — why money is the only scarce resource, and how the day and night phases draw from the same wallet.
  3. 15-day walkthrough — chapter milestones, keyword order and where the branch points sit.
  4. How to guide the streamer — Mega Chat timing, tone matching, and the gift-before-stream rule in practice.
  5. Gift timing calculator — put in your current day, get back which gifts can still arrive.

Once you hit a wall, stop reading guides in order and go to the symptom pages instead.

The deadlines that end runs

Two gifts have a confirmed deadline. Everything else in the wish list does not, and we will not invent dates for them.

WhenWhat must happenWhat it costs if you miss itConfidence
Before the Day 4 streamPotato gun deliveredThe Day 5 newspaper scene never triggers — no keyword, no fileConfirmed
Before the Day 6 streamStun gun deliveredThe Day 7 floor-check option stays unavailableConfirmed
Before the Day 14 streamDeduction answers decidedOnly one branch can be tested per saveObserved
Day 15Final deduction confirmedA wrong blank routes the run to inference failedConfirmed

Gift timing is not a suggestion. A delivery only counts if it lands before that night's stream starts. Buying the item on Day 4 and shipping it the same afternoon is fine; buying it on Day 3 and shipping it after the Day 4 stream is the same as never buying it. The calculator does this arithmetic for you, and the gift troubleshooting page covers the case where you did everything right and nothing happened.

When you get stuck, go to the symptom

The most-read pages on a game wiki are not the walkthrough. They are the ones people open when something did not work. Five of them exist here, each written as a symptom → cause → how to verify → fix table.

SymptomPageThe most likely cause
I sent a gift and nothing happenedGift not workingDelivered after the stream instead of before
I have the file but cannot select itFile won't appearKeyword investigated but the reply thread never read
A keyword never became a fileKeyword not registeringThe post was read, not replied to or mapped
My demo save is goneDemo save missingDemo is a separate AppID; saves were never shared
Day 7 will not advanceStuck on Day 7Stun gun deadline missed on Day 6

If your problem is not on that list, the troubleshooting index explains the order to check things in, and the open questions page lists what we still cannot answer — including what we tried and how confident we are.

Three routes, pick one

Route A — first playthrough, no spoilers. Beginner guide → gameplay → walkthrough chapter by chapter. Stop when you reach the branch you want to take. This route gets you one ending with the least wasted money.

Route B — stuck right now. Go straight to the symptom table above. Do not re-read the walkthrough; it will not tell you why a specific blank is unfillable.

Route C — collecting endings. Start from all 9 endings and work backwards: each ending names the deduction result that locks it, and each deduction result points at the files you need. The achievement rates page tells you which ones almost nobody has, so you know what to attempt first.

Prerequisites before you start a run

  • Nothing carries over between saves. Each run is 15 days from zero. Do not expect a completed file archive to persist.
  • The demo is a different app. Its progress does not transfer; see demo save missing.
  • Version matters. 1.0.1 raised starting funds, which makes the first two chapters more forgiving than launch-day coverage suggests. If a guide you are reading was written before 23 October 2026, its money advice is already out of date.
  • Language support is partial. Interface text is translated; some in-game documents are not. The demo English page covers what changes between languages.

Three mistakes that cost the most

1. Reading a post and assuming it is logged. Reading is not investigating. The file is created when the keyword is actively searched — on SNS, on the map, or on a fan-site board — and the reply thread is the part that usually holds the missing detail. Players who skim the top post arrive at the deduction with three files where four were needed, and conclude the game is bugged.

2. Sending the expensive Mega Chat. Cost is not the same as effect. A calm, cheap message during a panic scene can move the branch further than the top-tier option, because the branch reads her emotional state, not your spend. The Mega Chat section of the walkthrough lists which tone each chapter's scenes respond to.

3. Delivering a gift after the stream. This is the one that quietly ends runs, because the game gives no error. The gift is gone, the money is gone, and the scene you were buying simply never happens. Check your day against the calculator before you buy anything from the wish list.

Before you buy, and who the two leads are

Two questions sit next to the guide in practice, so they are linked here rather than buried in another section. If you have not bought the game yet, the price and version breakdown explains what the discount actually applies to, and the Steam page notes cover the store-side details the guide never mentions. If you want to try before committing, the demo hub explains what the free build includes and what it does not.

The story section matters more to this game than to most: Tsumimi and Mashiro are the two people every keyword is about, and the character pages are written to be read without spoiling the ending structure. The plot summary is the version to read after your first ending, not before it.

For the live side, the player count page shows how many people are actually playing today, and the availability page records, with dates, whether the game is still purchasable — both are things no guide can tell you. Where players actually talk is covered by the community section; there is no official Discord, and the community pages say so instead of inventing one.

What we could not verify

We did not confirm how the game assigns chapter boundaries internally, and Steam exposes ending achievements only as generic labels such as End 1 and End 2. Any named ending system you see elsewhere is a community label, not an official one. Where a page relies on a community report instead of our own playthrough, the claim is marked Unverified inline rather than stated as fact. The open questions page keeps the full list, including the four things we tried and failed to reproduce.

Should I read the walkthrough or the beginner guide first?

The beginner guide, always. The walkthrough assumes you already know the loop and the two deadlines; without that, its day-by-day order reads as arbitrary instructions you cannot adapt when something goes wrong.

How long is one playthrough?

Fifteen in-game days across three chapters. Reading pace varies enormously because the daytime search phase is where most of the time goes — players who search thoroughly spend far longer than players who only follow the stream.

Can I get every ending in one run?

No. The chapter-end deduction result locks the branch, and a save can only carry one result per chapter. Collecting all nine ending achievements takes multiple runs, which is why the endings hub organises them by the deduction result that gates each one.

Do I need to spend money to see the true ending?

You need enough money to send the Mega Chats that carry the right tone, and to deliver the two timed gifts. That is the floor. Spending more than that does not buy a better branch — the gift calculator and the money section of the gameplay page both exist to stop you over-spending.

Where do the achievement percentages come from?

From Steam's public API, sampled by us and stored in this repository. The achievement rates page sorts all sixteen by unlock rate so you can see which endings almost nobody reaches.

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