Torch is a placeable light source. An official alpha crafting screen used Wood and produced two Torches at a time.
All details, sources, and relationships
Type
Light Source
Use
Placed illumination
Material
Wood in alpha UI
Craft result
2 Torches in alpha UI
Crafting preview
The alpha interface labels Torch as a Light Source and describes it as a placeable torch used to illuminate dark areas. Wood appears in the material area, and the visible output is two Torches, although the footage does not establish a final recipe cost.
Placed lighting
Official footage uses placed lights in caves, tunnels, bases, and constructed interiors. That role connects the Torch with underground exploration, the more dangerous night cycle, and player-built spaces where illumination can make terrain and objects easier to read.
Torch and Lantern roles
The Torch is presented as a light placed into the world, while the character-design blog shows a separate Lantern worn at the player's side. The two official examples distinguish stationary illumination for a location from light that remains visible on an equipped character.
Official character-design material shows a work-in-progress lit lantern equipped at the side of the player character.
All details, sources, and relationships
Type
Equipment and light
Position
Character's side
Use
Cave illumination
Wearable light
Official character-design material shows a lit lantern attached at the side of the player character while the character carries other equipment.
Loadout connection
The lantern appears beside many other equipment slots.
A visible part of the character
Pugstorm's redesign makes equipment readable on the small in-game sprite, and the glowing side-mounted Lantern is one of the clearest examples. It adds a visible light source without replacing the weapon or tool held in the character's hands, while also contributing to the silhouette of an equipped loadout.
A Da Vinci-style experimental glider converts speed and height into physics-based flight with lift, drag, and stalls.
All details, sources, and relationships
State
Experimental alpha
Flight
Momentum and lift based
Hovering
Not described
Flight model
The glider calculates lift from angle of attack and includes induced drag, offset chord angles, and aerodynamic stalls. It conserves energy instead of providing free hovering.
Gliding
The movement blog demonstrates gliding around terrain, floating spaces, rising air, and launch forces, and it connects stalls with uncontrolled tumble behavior.
Energy, lift, and stalls
The prototype turns existing height and speed into a route through the air. A useful launch and controlled angle can generate lift, while induced drag reduces energy and an aggressive angle can cause a stall. When control breaks down, the movement system can transition the character into Tumble Mode.
A throwable mushroom-like movement tool that can be charged and released to launch a character into an uncontrolled tumble.
All details, sources, and relationships
State
Experimental alpha
Use
Charged launch
Result
Uncontrolled tumble
How the prototype works
Pugstorm's alpha clip shows a Slingshroom being held, charged, and released. It applies a strong throwing force to the player instead of granting ordinary controlled movement.
Movement
The movement blog presents the Slingshroom alongside the glider, aerial movement, and tumble behavior. It does not publish a final traversal route, combat use, or co-op rule for the item.
Connection to Tumble Mode
A Slingshroom launch deliberately crosses the boundary between controlled movement and physical momentum. The player charges the throw, but the resulting force sends the character into an uncontrolled tumble, making recovery, landing position, nearby terrain, and any follow-up glide part of the same movement experiment.
Ropes are under development as a vertical-navigation option alongside tunnels, checkpoints, and teleportation.
All details, sources, and relationships
Role
Vertical traversal
State
Under development
Development direction
The wishlist update lists ropes among active development areas. The movement blog also names ropes as one vertical-navigation option alongside tunnels, checkpoints, and teleportation.
Vertical traversal role
Ropes are associated with vertical movement in official development material. They fit the same route-building space as dug tunnels, placed terrain, bridges, gliding, and launch tools.
One tool in a vertical network
Pugstorm presents vertical navigation as a combination of local movement and persistent routes. Ropes and tunnels can connect levels of a cave or structure, while checkpoints, teleportation, gusts, launch tools, and gliding address longer or more exposed journeys through KYORA's vertical world.
Physics- and matter-altering wands are a core tool and weapon family intended for terrain manipulation, combat, and ability combinations.
All details, sources, and relationships
Type
Magic tools and weapons
Effects
Alter matter and physics
Beyond a normal weapon
Wands are presented as tools for changing matter and physics as well as fighting. Official material links their effects with terrain, objects, movement, and other wand abilities.
Ability synergies
Official copy encourages combining wand abilities for surprising results within the physical environment.
Terrain, physics, and combat
A wand operates inside the same mutable world as digging and construction. Matter-changing effects can interact with terrain and objects, physics-changing effects can alter movement or forces, and combinations can turn those environmental changes into traversal routes, defensive choices, or attacks.
Wood is an early gathered crafting material associated with trees and Torch crafting in official alpha UI.
All details, sources, and relationships
Type
Material
Early source
Trees
Shown use
Torch crafting
Gathering
Pugstorm uses tree gathering as an example of the opening crafting loop. Official alpha UI also displays Wood as the material associated with crafting a Torch.
Torch crafting connection
The alpha crafting preview places Wood in the material area for Torch and shows two Torches as the output. The footage establishes the named connection between the resource and item without providing a final input quantity.
Place in the opening loop
Trees are one of Pugstorm's examples of resources a new character can gather after starting with very little. Wood then appears in a basic light-source preview, linking surface exploration and gathering to crafting that supports caves, night travel, and early built spaces.
Stone is an early terrain and crafting material identified by name in official alpha footage.
All details, sources, and relationships
Type
Material and terrain
Early source
Rocks
Related building piece
Stone Brick
Gathering
Rock gathering is one of Pugstorm's examples of the opening survival-crafting loop. A targeting label in official alpha footage identifies Stone directly in the world.
Named material connection
The same footage separately labels a placed material Stone Brick. The two names establish natural Stone and a regular constructed brick surface as distinct entries in the alpha material set.
Stone in terraforming and building
Stone sits at the overlap between gathered resource and editable terrain. KYORA's pixel system allows natural material to be cut away and carried, while the official building footage also shows a separate Stone Brick surface inside constructed spaces.
Stone Brick is a building surface named in official KYORA alpha footage and presented as part of the construction interface.
All details, sources, and relationships
Type
Building material
Related material
Stone
Stone Brick in alpha footage
An official development clip labels a constructed surface Stone Brick. Its regular placed pattern is visually distinct from the natural Stone shown in the same alpha material set.
Constructed surface
Stone Brick appears as an orderly player-made material rather than the irregular natural Stone targeted elsewhere in the clip. Its placement inside a built area connects it visually with walls, floors, platforms, and the base-building toolset.
Place in the building set
The same alpha footage names other constructed elements, including Reinforced Door, while showing terrain and movement around a base. The name places Stone Brick in KYORA's published building vocabulary even though the clip is not a final recipe or statistics reference.
Reinforced Door is a constructed object named in official KYORA alpha footage and presented in the building interface.
All details, sources, and relationships
Type
Building object
State
Alpha footage
Reinforced Door in alpha footage
Official alpha footage labels a placed building object Reinforced Door while demonstrating movement and terrain interactions around a constructed base.
A functional building object
The clip establishes a door-shaped object set into a built space and identifies it by name in the alpha interface. It belongs to the same construction vocabulary as walls, rooms, platforms, terrain placement, and the separately labeled Stone Brick material.
Connection to base building
A named door adds an interactive opening to structures that official media already shows with rooms, lights, furniture, crafted surfaces, and terrain walls. Its appearance in a movement demonstration also places built architecture directly inside KYORA's traversal and physics sandbox.