KYORAGameDB Wiki
Pre-release databaseNo public demo. Early Access date and price are not announced.Release status
KYORA catalogue

Gameplay Systems

Confirmed and experimental systems covering terraforming, progression, crafting, gear, building, movement, and survival.

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Gameplay SystemsConfirmed signature system

Pixel Terraforming

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 SystemsConfirmed core system

Procedural World Generation

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 SystemsConfirmed core system

Crafting

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 SystemsConfirmed planned progression

Crafting Modules

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 SystemsConfirmed system

Loot and Equipment

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 SystemsConfirmed work in progress

Armour Stats and Loadouts

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 SystemsConfirmed work in progress

Character Customization

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 SystemsConfirmed survival rhythm

Day and Night Cycle

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 SystemsConfirmed design direction

Boss Progression

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 SystemsConfirmed core system

Base Building

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 SystemsConfirmed features

Farming and Cooking

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 SystemsConfirmed concept

Wand Abilities and Synergies

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 SystemsConfirmed core design

World Manipulation and Physics

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 SystemsExperimental alpha system

Tumble Mode

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 SystemsExperimental alpha direction

Gliding and Airspace

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
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