Fenyora Follow on

The game

Here's what's in the build right now and where each part is heading. Every clip is from the game.

The world

Every world grows from a seed. The terrain isn't a heightmap, so you get overhangs, caves and proper cliffs, and the biomes blend into each other instead of meeting in hard lines. Rivers run downhill, caves flood, and there are deeper layers under everything if you keep digging.

The horizon is real terrain too, out to about 700 blocks. Nothing is built ahead of time. The world appears as you walk, and the same seed gives everyone the same world.

Read about the world

Biomes

Each one has its own ground, plants, creatures and weather.

  • Meadow

    Where you start. Long grass, flowers you can pick, and the friendliest creatures in the game.

  • Redwood forest

    Huge trunks, deep shade, and a cave bear that hunts the goblins living there.

  • Fairy glades

    Soft light, strange flowers and small, odd things that only live here.

  • Snowfields

    Frost yaks, cloud rams and snow instead of rain.

  • Ice wastes

    High, cold and bright, with glaciers and not much shelter.

  • Mesa

    Stepped red cliffs, orc country, and a camp you'll want to approach carefully.

  • Ocean

    Open water out past the coast, with things living under it.

  • Lava tubes

    Tunnels linking big chambers: a dome, a rift with a rock bridge, a pillared hall, a crater and a stalactite grotto.

  • Volcano

    Black rock, ash and lava pools that spit if you get too close. Where lava meets water it sets into Blackstone.

  • The arena

    A cobblestone colosseum with a village behind it, where the villagers have real jobs.

  • Rookfall Manor

    An old manor with a chess hall, and pieces that don't stay still.

Crafting

Honestly, crafting has had less of my time than some of the other systems so far, so it's still early. It works though: 241 recipes across six benches, a searchable recipe book, a shopping list, and kilns and forges that keep going while you're away.

Where it's heading: you unlock recipes by questing and exploring. Find a new recipe and you also learn the ingredients behind it, and where they come from. So every quest and every new area gives you something new to make, and a reason to go looking for it.

The benches

  • Joiner's bench: the one you start with. Timber, stonework, stairs, roofs, doors and furniture. Most of your first house comes off this.
  • Clamp kiln: fire clay into bricks, tiles and pottery, melt sand into coloured glass, and smelt your first iron.
  • Weaver's frame: wool, silk and fibre into cloth, curtains, bedding and rugs. This is where your farm animals start paying off.
  • Bellows forge: tools, hinges, lanterns and metalwork. Better tools mean faster mining and chopping.
  • Resonance desk: the strange one. It tunes crystals and creature parts into clockwork and enchanted things: a songbird that sings, a clock that tracks the stars, a lantern beetle whose wings open. Later on, it's where weapons get their traits.

Building

  • Break and place right in the world. Pickaxe for stone, axe for wood. In VR, swing for real and break it with your own arm, or just click. Up to you.
  • Walls, floors, stairs, roofs, porches, thatch, bridges and scaffolding.
  • Round doors, coloured windows, sliding screens and cellar hatches.
  • Hearths, ovens, cookpots, sundials, wind chimes and signposts.
  • Cut a window and real sunlight comes through it.

Coming up

  • Recipes unlocked by quests and exploring.
  • Housing: a place that's properly yours, with furniture that does something.
  • Fishing, with different catches in every biome.
  • Farming and pets (more on both further down).
  • More building pieces: window frames, railings, eaves and overhangs.
The VR hands: open, pointing, gripping a pickaxe and holding a block

VR

VR comes first. Your health is ten little hearts around your wrist, so you just glance down to check. No floating HUD. Your bag opens in front of you and you point at what you want.

Play it however you like. Do everything physically, swinging your pickaxe and grabbing blocks with your hands, or use PC style controls in the headset and just click. Mix the two if you want.

The game never moves, turns or shakes your view. Getting hit shows as a soft ring at the edge of your vision and a buzz in the controller.

In now

  • Hands that follow your grip, and real swings.
  • Stick movement, a dash, smooth turning and swimming.
  • Riding, mining, placing and eating all from the same grip.
  • Other players see your hands and head move.

Your character

The goal is simple: be whoever you want to be. There are 19 kins so far: human, elf, orc, oni, dryad, bearfolk, beetlefolk, cowfolk, deerfolk, foxkin, frogfolk, harpyfolk, owlfolk, mothfolk, sheepfolk, sporefolk, stonefolk, scalekin and merfolk. Each has its own ears, tails, horns or antennae, and you can change your colours, eyes and hair.

Clothing is the part I've spent the least time on so far. There are three outfits and some armour pieces right now. Proper customisable clothing is coming.

In now

  • 19 kins with their own looks.
  • Skin, eye and hair colours.
  • Traveller, ranger and wanderer outfits, and five armour slots.
  • Other players see your kin and gear.

Creatures

Every creature is a fantasy one first, even the farm animals: a mossy cow, a cloud ram, a goat with crystal in its coat. They all have their own habits. Friendly ones nap and wander on the day clock, night ones wake at dusk, and companions follow you around.

Tap any picture to flick through them all.

  • Bellhorn

    Friendly / Rideable

    Tall long-legged grazer, moss back, antlers hung with chiming bell-fruit; slow stately walk

    Shake the antlers to drop bell-fruit

  • Bloomrunner

    Friendly

  • Bogwisp

    Friendly

  • Budling

    Friendly

  • Candlehorn

    Friendly

  • Chimefinch

    Friendly

  • Cloudram

    Friendly

  • Cockatrice

    Friendly

  • Dashcrest

    Friendly / Rideable

  • Dreambaku

    Friendly

  • Driftwhale

    Friendly

  • Frostyak

    Friendly / Rideable

  • Gemdome

    Friendly / Rideable

  • Gildgoose

    Friendly

  • Glimmergoat

    Friendly / Rideable

  • Glimmermoth

    Friendly

    Fat fluffy moth, lantern abdomen, broad patterned wings; flutters in loose loops

    Hold still and it lands on your open hand

  • Gobrider

    Friendly / Companion

  • Hearthling

    Friendly / Companion

  • Hootling

    Friendly

  • Hornsinger

    Friendly / Rideable

  • Kettlekin

    Friendly

  • Kitsuna

    Friendly / Companion

    Slim spirit fox with three floating flame-tip tails; trots, pounces

    Offer food and it follows you and scares hostiles

  • Lanternkoi

    Friendly

  • Lanterntail

    Friendly / Companion

  • Leafwarden

    Friendly

  • Loamsnout

    Friendly / Rideable

  • Menhir

    Friendly

  • Moonkirin

    Friendly / Rideable

  • Mossmoo

    Friendly

  • Nimbus

    Friendly / Rideable / Companion

  • Oakheart

    Friendly

  • Orbling

    Friendly

  • Pagecrane

    Friendly

  • Pawtrader

    Friendly

  • Petalfae

    Friendly

  • Pilferkin

    Friendly

  • Plumeclaw

    Friendly

  • Puffkin

    Friendly

    Round cloud of fluff on stubby legs, leaf tail; bounces, and floats down slowly when it jumps

    Pat it and it puffs up; it can be sheared of fluff

  • Rillsprite

    Friendly

  • Sandskipper

    Friendly

  • Scalewing

    Friendly

  • Shardback

    Friendly / Rideable

  • Silkgrub

    Friendly

  • Skymanta

    Friendly / Rideable

  • Slime

    Friendly / Companion

  • Starmole

    Friendly

  • Starneck

    Friendly

  • Stoutbeard

    Friendly / Companion

  • Stumpling

    Friendly

    Walking tree stump on root legs with a leafy crown; waddles

    Water it or pat it and it plants a sapling nearby

  • Checkknight

    Hostile

  • Coilcrawler

    Hostile

  • Cragjaw

    Hostile

    Ambush brute: lunges and snaps twice

    Ambush charge when you walk past

  • Crowntyrant

    Hostile

  • Cyclops

    Hostile

  • Deepgrasp

    Hostile

  • Dunemaw

    Hostile

  • Flarewraith

    Hostile

  • Frillspitter

    Hostile

  • Galeharpy

    Hostile

  • Gargoyle

    Hostile

  • Gobscout

    Hostile

  • Gorgemaw

    Hostile

  • Gourdling

    Hostile

  • Grimoire

    Hostile

  • Hexling

    Hostile

  • Hobgoblin

    Hostile

    Pack skirmishers: the leader in front, the rest hold posts and take your back

    Rushes in, cackles, winds up and clubs

  • Hornbeetle

    Hostile

  • Hornblade

    Hostile

  • Lancetoad

    Hostile

  • Maelshark

    Hostile

  • Manawyrm

    Hostile

  • Marshscale

    Hostile

  • Mimic

    Hostile

  • Plateback

    Hostile

  • Prismhead

    Hostile

  • Puffcap

    Hostile

  • Rustknight

    Hostile

  • Snapvine

    Hostile

    Rooted: wide whip then two snaps

    Snaps at anything that walks into reach

  • Sparkraptor

    Hostile

  • Stormpuff

    Hostile

  • Thornling

    Hostile

  • Thundermane

    Hostile

  • Tickstinger

    Hostile

  • Tidesail

    Hostile

  • Troll

    Hostile

    Three metre stone-hided brute, mossy hump with a sapling, log club; lumbers

    Opens with a roar that slows you, then mixes a plain smash, a wide sweep, an overhead slam on the spot you stood in, and a rock thrown after you if you keep away; spins all the way round if you run rings round it, answers a hit with a quick counter, and shuffles round you between blows

  • Umbral

    Hostile

The older pigs, frogs, wyrmlings and shellbacks are still around too, and the mesa has its own boars, scorpions and orcs.

The arena and its village from above

Combat and the arena

Tap for a light hit, hold for a heavy one. Swords are best on soft things, axes on trolls and stone. Monsters path through the actual terrain, so a wall you build changes how they get to you.

The arena is where you learn to fight. Different monsters come through it, and each one teaches you something: the troll winds up one huge smash, the rustknight hides behind a shield you have to get around, the mimic fakes you out. Figure them out there, and you'll be ready for them out in the world.

In now

  • Fists, swords and axes. Heavy hits stagger.
  • Shortbow, crossbow and blowpipe.
  • Fire, frost and arcane magic.
  • No blood. Creatures break into little blocks of their own colours.
  • If you go down, you wake up at camp with your backpack.

Bosses

Every biome gets its own boss that roams it. The cave bear is the first: it hunts goblins through the redwoods, pounces when one trips, and eats it. Hit it hard enough and it drops its lunch.

They're meant to be a real step up, for later in the game or deeper into the biome. They won't come looking for you when you're just starting out. You'll have to go looking for them.

You never stop growing

There's no level cap and no end point. The further you go from spawn, the harder it gets and the better the rewards get. You can always head a bit further out.

Skills

  • Seven skills that level as you use them: mining, woodcutting, digging, swords, axes, unarmed and riding.
  • Lucky rolls, double hauls and shiny finds in green, blue and purple.
  • Powers like a burst of triple speed mining, chopping or digging.
  • Breaking a block you placed yourself gives nothing, so there's no cheesing it.

Zones

Out past the early areas, the land starts asking for a minimum skill. You can wander out and try to fight whatever lives there, but you won't be able to dig the dirt if it wants level 100 digging and you're level 10. The early zones never do this.

It's only there to stop people jumping from level 1 to 1,000 by walking out, walling in a big monster and farming it. Everywhere else, you're free.

Weapons that grow with you

Some weapons gain XP as you use them. Basic gear stays basic, but you can give your favourite weapon a soul and keep levelling it, putting your resources into that one weapon instead of swapping every time something new drops.

Or don't. Pick up the new drop and see what you get, or craft something new. It's up to you.

Taming and calming stones

Coming up. Bosses will drop calming stones. Use them on a hostile creature and it turns friendly. Tougher creatures will need more stones. Once it's calm, you can keep it as a pet or put it to work on your farm.

It's a later game thing, and it gives you a reason to head back to places you've already cleared and look at the monsters there in a new way.

Riding

If it looks like you can ride it, you probably can. That's the rule I'm building to. I don't want to stop anyone riding their pet around, so I'm just going to let you.

Hold a saddle, reach for a creature and you're on. Every mount handles differently and has its own perk. The goblins worked this out before you did: gobriders are a goblin on a dashcrest, and you have to deal with both.

On the ground

  • Frostyak: extra bag space while you ride.
  • Loamsnout: digs for you.
  • Moonkirin: hostiles leave you be.
  • Hornsinger: a warning call sends nearby hostiles backing off.
  • Shardback: half damage.
  • Gemdome: twice the shiny finds.
  • Bellhorn: picks up seeds and petals as it walks.
  • Glimmergoat: climbs walls.
  • Dashcrest: you hit harder.

Up high

  • Skymanta: glides, and you float down if you step off.
  • Nimbus: hovers, and heals you as you ride.
  • Canopy monkey: climbs trunks and runs across the treetops.

Coming up

  • Goblin rider races: race the gobriders and everyone else on the server to the finish, across a jumping course with speed ups and slow downs. A party game, just for fun.
  • More mounts. If it's got room on its back, I'll try.
  • Riding the creatures you've tamed.
  • A riding power.

Food and farming

Nine creatures give you stuff when you touch them: milk, wool, eggs, silk, wax, truffles and crystal. They turn and nod, there's a little puff, and it grows back later. Shellbacks even grow a little garden on their shells.

Three meals so far: slimecube bento, cloudram dumplings and grilled frost yak. Hold the dish in one hand and eat with the other. Anyone nearby can watch you eat, crumbs and all.

A courtyard at night lit by fixtures that cast their own shadows

Weather and light

Water and lava flow, spread and fall. Weather changes every few minutes and everyone on the server gets the same sky. Rain turns to snow in the cold and goes quiet when you're under a roof. Storms come with lightning and thunder.

Light comes from the blocks, so sun only gets in through real gaps and a window throws a proper shaft. At night you'll want a fire going.

Playing together

Every world runs on a server, so a friend in a headset and a friend on a PC can build the same house. Claim land, share chests, chat. The arena village already has 19 villagers going about their day.

Server owners can already roll back edits and kick troublemakers. Coming up: anti cheat, and more tools for difficult players, like limiting what new joiners can do and a waitlist. It's always cat and mouse, and I won't pretend any tool stops everyone. But server owners will get real control.

Servers and mods

Most of the game lives in plain data files, not code: creatures, kins, recipes, biomes. That's how one person can add a creature in an afternoon, and it's why modding can be there from day one.

From day one

  • Mod support.
  • Host your own server.
  • An official server alongside them.

Claims

The server decides how land works. It can mark out a city and let players claim plots inside it, or let people claim anywhere. How much you can claim is a setting: in game money, playtime, whatever the owner picks. If it's just you and a friend, turn it all off and claim everywhere. Just play.

Towns

Coming up: a government system for towns, with ranks like king, queen and mayor. The official server will use it. On your own server it'll be there if you want it and never forced on you.

The engine

Fenyora runs on my own engine, written from scratch for this game. No off the shelf engine underneath it.

Why bother

A world of this size, generated as you walk into it, asks for things a general purpose engine won't give you. Owning the whole thing means I can fix anything, and nothing gets in the way.

Built for the world

Terrain, lighting, water and the creatures are all written around voxels, so they can be fast in ways a bolted on approach can't.

Speed is the point

The engine is measured on every change. Slow frames are a bug, the same as a crash.

The data stays open

Creatures, kins, recipes and biomes are still plain files, so modding works the same way it always would.

Platforms

PC and VR first. That's the launch I'm focused on. After that, I want it on as many platforms as I can. The Quest download is about 60 MB right now and I'm keeping it under 100, aiming for 90 Hz on the headset.