And Yet It Moves is set in a heavily stylized world with many of the background elements having the look of ripped paper, including the player's character which also appears to be a rough pencil line-drawing on white paper. As with most platform games, the player's character can move left and right and can jump; however the central concept of the game is that the player can also spin the entire world either 90 or 180 degrees around their character as they move; the character retains its momentum relative to his frame of reference. For example, the player can cause the character to step off a cliff and then spin the world 90 degrees; the character would continue to drop straight down but now in a direction 90 degrees offset from before, possibly landing safely on what was previously the cliff wall. In this way the player overcomes the many puzzles they encounter during play. The player must be careful to have the character fall from too high a distance onto a flat surface (though they may survive if they land on a steep drop to slow down the fall), is hit by certain creatures or objects, or falls off into black voids at the edges of the world. Should these occur, the character reappears at the last checkpoint they passed. The game features 17 levels, spanning multiple worlds, and a time run mode is also available. There are multiple unlockable Steam achievements.
The name itself is an English translation of Galileo Galilei's famous (but apocryphal) remark E pur si muove!
A demo is available of the game on Steam and on the official homepage.
In April 2009 the developers confirmed via the official And Yet It Moves forums that a Wii version of the game was being worked on. It's North America release is on August 23, 2010 and for the PAL region on August 27, 2010.
The WiiWare version differs from the Microsoft Windows/Mac OS X version in that the rotation mechanic is no longer restricted to 90 degree intervals, and the game features three more levels.
The game is normally controlled with the Wii Remote held sideways. The D-Pad and 2 button control running and jumping. Holding the 1 button freezes gameplay. While the 1 button is held, tilting the Wii Remote causes the world to rotate. If the Nunchuk is attached, running and jumping are controlled using the Nunchuk, and rotation is controlled by holding the A button and either rotating the Wii Remote or dragging the world like a pinwheel (using the Wii Remote as a pointer), depending on the configuration. If the Classic Controller or Nunchuk is used, the level can be rotated by pressing the shoulder buttons or the D-Pad on the Wii Remote.