Home / Gameplay Systems KYORA catalogue Gameplay Systems Confirmed and experimental systems covering terraforming, progression, crafting, gear, building, movement, and survival.
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Gameplay Systems Confirmed signature system
Mine, shape, carry, rebuild, and destroy terrain at pixel scale to create routes, bases, defenses, and combat advantages.
Scale Individual pixels
Uses Mining, building, traversal, combat
Available From the start, per development plans Gameplay Systems Confirmed core system
KYORA generates terrain, caves, greenery, resources, creatures, and points of interest while using authored scenes to shape pacing.
World Procedurally generated
Generated layers Terrain, caves, greenery, resources, creatures, POIs
World size Large; finite or infinite not announced Gameplay Systems Confirmed core system
Gather biome resources, open crafting modules, and make gear, tools, building pieces, food, weapons, and armour.
Early resources Trees and rocks are cited examples
Outputs Gear, building, food, tools
Exact recipes Not published Gameplay Systems Confirmed planned progression
Progressively unlocked crafting modules are planned to expand what players can build and make as they explore.
Unlock style Progressive
Purpose Expand crafting options
Module names Not announced Gameplay Systems Confirmed system
Weapons, armour, resources, and other gear can come from crafting, enemies, chests, dungeons, and biome exploration.
Sources Crafting, enemies, chests, dungeons
Loot identity Can reflect enemy or biome
Exact drops Not published Gameplay Systems Confirmed work in progress
Pugstorm links armour with movement speed, maximum health, resistances, defence, sets, and biome-specific loadouts.
Shown attributes Movement speed, max health, resistances, defence
Acquisition Craft, upgrade, chests, dungeons
Final values Not published Gameplay Systems Confirmed work in progress
Pugstorm is developing a redesigned player character with selectable hair, facial hair, eyes, equipment, and other appearance options.
Shown options Hair, facial hair, eye color
Equipment visibility Shown in development art
Final option count Not announced Gameplay Systems Confirmed survival rhythm
Daytime is intended for safer onboarding and exploration, while night introduces greater danger, enemies, and pressure to prepare or defend.
Day Safer exploration and onboarding
Night More dangerous
Exact cycle length Not announced Gameplay Systems Confirmed design direction
KYORA is planned as a sandbox boss rush where exploration, crafting, meals, bases, and gear preparation lead toward biome Heralds.
Structure Sandbox boss rush
Biome bosses Heralds
Story Gentle story and overarching goal Gameplay Systems Confirmed core system
Players can terraform and construct pixel-scale homes, bridges, platforms, defenses, and functional crafting spaces.
Terrain editing Pixel scale
Shown structures Homes, bridges, rooms, doors
Creative tools Planned in some form for Early Access Gameplay Systems Confirmed features
Plant seeds, grow food, and cook recipes, including meals intended to improve player statistics before harder encounters.
Farming Plant seeds
Cooking Recipes and stat-boosting meals
Crop and recipe list Not announced Gameplay Systems Confirmed concept
Matter- and physics-altering wands are planned to interact with terrain, enemies, and one another for creative problem solving.
Role Manipulate matter and physics
Combat Abilities can be combined
Named wands Not announced Gameplay Systems Confirmed core design
Terrain, dynamic objects, gravity, support, movement, and physics-driven tools create multiple ways through traversal, combat, and construction problems.
Terrain Fully destructible
Dynamic play Gravity, support, objects, momentum
Purpose Multiple paths and creative solutions Gameplay Systems Experimental alpha system
Strong physical forces can place a character into an uncontrolled tumble until they recover, turning momentum into both danger and traversal.
State Experimental alpha
Control Input is limited until recovery
Triggers Strong forces and movement objects Gameplay Systems Experimental alpha direction
Official alpha work connects vertical progression with gliding, ropes, tunnels, checkpoints, teleportation, wind, creatures, and throwable launch tools.
Glider Experimental
Flight model Lift, drag, stalls, momentum
Other travel ideas Ropes, tunnels, checkpoints, teleportation No matching records Try fewer words or search the whole wiki.