Gameplay Systems
Procedural World Generation
KYORA generates terrain, caves, greenery, resources, creatures, and points of interest while using authored scenes to shape pacing.
Confirmed core system
- World
- Procedurally generated
- Generated layers
- Terrain, caves, greenery, resources, creatures, POIs
- World size
- Large; finite or infinite not announced
Generated content
Pugstorm's world-generation work covers the broad terrain shape, underground caves, plants, resources, creature placement, and points of interest. The goal is not pure randomness: authored scenes and challenges help create recognizable moments.
Pacing goals
The team describes a rhythm of Ambience, Adventure, and Action. Quiet landscape, exploration, platforming, discoveries, hazards, and fights are arranged so a world does not feel uniformly busy or empty.
Unanswered world questions
No source confirms whether worlds are infinite, how seeds work, how many biomes ship in Early Access, or whether major updates require new worlds.