Full notes
Full KYORA update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Maps
Hello to all 500,000+ of you - wow!
This was such a lovely way to start 2026. Huge thank you to everyone who has hit the wishlist button, each of you has helped ensure KYORA finds its community! It’s really encouraging to see so many of you excited about what we are building. Cheers!
As a little thank you, we wanted to share a little teaser and insight into where we’re at!
So, what have we been up to?
With early access still a way down the road, we wanted to share a peek at where we’re at right now. Last year was all about nailing down our vision - lots of building systems, experimenting with prototypes, testing, tweaking, removing and replacing, and creating new dev tools to make this whole thing a lot easier going forward. It’s been difficult but incredibly rewarding.
Here’s a taste of what we’ve tackled so far (in no particular order!):
- The core systemsimproved player feel and movement, object and world manipulation, underlying systems for gear and equipment, and lots, lots more!
Refined player introduction and progression
Full player character redesign and interaction overhaul
Weapons, armour, and all sorts of resources to gather
Some tricky bits like ropes, terraforming, and precise pixel placement
Creating different biomes, building a variety of microdungeons and weaving it all together
Bosses (shhh super secret)
Plus lots lots more we’ll share in due time
KYORA is ambitious, and we still have a lot to do before we can let players get stuck in. We’ve been using the first biome as a testing ground for a while and now we’re in the process of nailing everything down and refining.
Once that’s complete, we’ll be expanding the game with more biomes, bosses, enemies, weapons, craftables, and all sorts of goodies before we hit Early Access.
More details and tidbits to be revealed in future dev blogs ⛏ Until next time!
Pugstorm & Chucklefish
Source
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