KYORA DEVELOPMENT BLOG #01

Hey everyone, Fredrik here (or Prantare, whichever you prefer!). Welcome to the first-ever KYORA dev blog. In these quarterly updates, we will pull back the curtain just a bit, sharing glimpses of what we are building behind the scenes. And whether you are joining us from Core Keeper, Starbound, another game ;), or just stumbled upon us by chance, we are really glad you are here.

First off: wow. The response to our teaser trailer at The Game Awards completely floored us. Seriously — thank you. It gave us an enormous boost to kick off 2025.

That energy? We are pouring it straight into KYORA — which is all about creativity, adventure, and freedom. And under the hood, we are building tech that runs deeper than you might expect.

So, what’s special about our pixels?

KYORA is built around pixels — tiny, interactive units of terrain you can directly shape and manipulate with pixel-level precision. You can use them to build whatever you imagine, dig your way out of trouble, or blow them up just to see what happens. (We won’t judge. We have blown up more than our fair share.)

Want to carve twisting tunnels, create secret hideaways, or sculpt abstract art after a few “happy accidents”? Go right ahead. The world is huge, and you can tear down a section of land, carry it somewhere new, and rebuild however and wherever you like. Or, if you prefer, leave it messy; imperfection can be beautiful. (Though, yes, we do have some cool tools to tidy things up. Maybe flamethrowers. But that’s a story for another day.)

How do we send all this data in multiplayer without breaking the game?

Now, multiplayer presents a unique challenge. Sending data for every pixel change to every player would crash the internet (and our sanity). So, tempting as it was, we didn’t do that. Instead, the clients only get sent certain changes to the world and generate everything else themselves. When you dig, build, or explode things, we only send the essential bits of information and your client generates most of the changes locally. Plus, everything’s delta encoded and compressed, keeping your bandwidth happy.

Can we see a bunch of explosions?

We thought you’d never ask!

To wrap things up: Thanks for supporting our scrappy, happy indie adventure! We are excited to share more updates throughout this year and beyond, as we work toward Early Access — unless, of course, we accidentally blow up reality itself first. (In which case, updates may be slightly delayed.) And if you have got questions, ideas, or a strong opinion on the best way to rearrange landscapes via controlled (or not-so-controlled) explosions? Drop a comment or join our official KYORA Discord — we would love to hear from you.

Talk soon.

/Prantare