Fenyora Follow on X

The game, in detail

Fenyora is in alpha. This page says what is in the build today and what is coming next in each area, so nobody has to guess. Every clip is from a development build.

The world

Generation runs as layered passes on the seed: continent shape, erosion, warped ridges, a 3D density field for the terrain itself, cave fields, aquifer noise, climate, biome, surface rules and deposits. Biomes are picked by nearest match in climate space and limited by larger regions, so redwood forest, dry lanes, snowfields and ice wastes meet each other without a hard edge.

The horizon is real terrain too. Far tiles from the same density field reach out about 700 blocks, with fog closing the last stretch. Nothing is generated in advance and nothing is shipped. The world appears where you walk.

In the game now

  • Seven named biomes: redwood forest, meadow, dry lanes, snowfields, ice wastes, and below ground the limestone caverns and crystal depths.
  • Connected lava tubes that climb and dip between chambers in five shapes: terraced domes, rifts crossed by rock bridges, pillared halls, stepped craters and stalactite grottos.
  • A volcano whose lava pools warn in amber and then spit at anyone close enough.
  • A minimap and a full map that fill in as you explore, shared with everyone in your world.
  • Authored sites seeded into the world: the Bloodworks arena and its working settlement, Ember Mesa with Stone Hollow's camp, and Rookfall Manor.
  • A designer authored river with varying width and shore materials, lakes, lava pools, and Blackstone where the two meet.
  • Grass tufts and gold and lilac flowers across the meadows, drawn in their own mesh pass with no collision, harvested for fibre, petals and seeds.
  • Deterministic generation: every tree, deposit and site belongs to its coordinates, so two players on the same seed see the same world.
  • Spawn is safe. The first 256 blocks hold passive life only. Hostiles build up gradually beyond that, big monsters beyond 768 blocks, dragons beyond 1,024.

Building and crafting

You break and place directly into the world, and the world remembers only what you changed. Plants snap fast, stone takes longer and cracks in stages, ice and crystal shatter into shards. Sun comes through the window you cut and lays a beam across the floor you laid.

Crafting is a recipe card, not a memory test. Gather a new material and you learn what it makes, along with every step to get there, down to building the station itself. Six stations cover the chain from raw log to enchanted fixture.

The six stations

  • By hand: bindings, a basic fire and light, a basket, and the first stations.
  • Joiner's bench: timber, masonry assembly, furniture and ordinary fixtures. One comes in your starting pack.
  • Clamp kiln: bricks, tiles, glass, ceramics and the first iron bloom.
  • Weaver's frame: cloth, curtains, bedding and soft furnishings.
  • Bellows forge: hardware, tools and metal fixtures.
  • Resonance desk: magical mechanisms and, later, the traits that modify weapons and fixtures.

Things you can make today

  • Walls, floors, stairs, roof slopes, frames and lattice infill that merge into the terrain like any other block.
  • Porches on forked supports, thatch ridges, rope ladders, bridge spans, scaffold bays.
  • Carved moon doors, coloured leadlight windows, sliding screens, cellar hatches.
  • Hearths, bread ovens, cookpots, kettles, basins, plates and mugs.
  • Sundials, weather vanes, wind chimes, rain chains, waymarker signposts and notice boards.
  • A clockwork songbird, a celestial clock, a skywhale mobile and a lantern beetle with wing cases that open.

In the game now

  • 241 of 300 approved recipes, with a searchable recipe book, pins, batch yields and a shared shopping list.
  • Kiln and forge batches run on heat credits: a log gives four, an ember cake eight, and queues keep working while you are away.
  • Shared and private containers with enforced access, and bank chests that open your own bank from anywhere.
  • One metre blocks, mined and placed up to 20 blocks away on desktop and within reach in VR.
The VR hands: open, pointing, gripping a pickaxe and holding a block

Hands and VR

Quest 3 is the lead platform. Your health is ten small hearts around your off hand wrist, the lowest one on top, so a glance tells you enough and a roll of the wrist tells you the rest. There are no buttons on your wrist and no floating HUD. The satchel opens a metre in front of you, fixed in the world, and you point at what you want.

Comfort rules are firm. The view is never moved, turned or shaken for you. A hit shows as a soft ring at the edge of sight and a short pulse in the controller, with the centre of each eye always clear.

In the game now

  • Articulated hands that follow your grip, with fists when you stow your tools.
  • Stick movement with a dash, smooth turning, physical swings with real speed thresholds, and swimming with rise and dive buttons.
  • Wrist hearts, a world space satchel with skills, character and bank pages, and floating local chat.
  • Riding, mining, placing and eating all work from the same grip, and other players see your hands and head move.

Kins and your character

You are a traveller of one of 19 kins. Human, elf, orc and oni sit alongside dryads and folk of bear, beetle, cow, deer, fox, frog, harpy, owl, moth, sheep, spore, stone, scale and sea. Ears, crests, hair, cheek fur and tails are built from thin curved cards, so a foxkin's tail is bushy and a mothfolk's antennae are fine rather than everything being a box.

The character page in your satchel sets kin, skin, eye and hair colours and proportions, and shows the result turning in front of you. Nobody is taller or shorter for their choice, and everyone fits the same doorways.

In the game now

  • 19 kins, each in its own data file, with three colour rows shared across all of them.
  • Three outfits (traveller, ranger, wanderer) with jacket panels, shoulder guards, boot cuffs, hair and a backpack that animate with the body.
  • Five equipment slots, each with trail and reinforced pieces that also count as armour: 2 percent less creature damage per point, up to 40 percent.
  • Other players see your kin, outfit and equipment, in headsets and on desktops alike.

Inhabitants

Every creature is one species with three colour variants, built from cuboid parts on one small shared atlas, under 480 triangles. Farm animals exist, but each is a fantasy creature first: a moss grown cow, a ram of cloud, a goat with crystal in its coat.

Each species has a personality. Friendly ones settle, nap and stretch on a schedule tied to the world clock, and the nocturnal ones wake at dusk. Sleeping eyes close. Companions rest when you stop and follow when you move. Hostiles fight in authored sequences, commit to their strikes and can miss.

  • Bellhorn

    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

    Bloomrunner

    Friendly

  • Bogwisp

    Bogwisp

    Friendly

  • Budling

    Budling

    Friendly

  • Candlehorn

    Candlehorn

    Friendly

  • Chimefinch

    Chimefinch

    Friendly

  • Cloudram

    Cloudram

    Friendly

  • Cockatrice

    Cockatrice

    Friendly

  • Dashcrest

    Dashcrest

    Friendly / Rideable

  • Dreambaku

    Dreambaku

    Friendly

  • Driftwhale

    Driftwhale

    Friendly

  • Frostyak

    Frostyak

    Friendly / Rideable

  • Gemdome

    Gemdome

    Friendly / Rideable

  • Gildgoose

    Gildgoose

    Friendly

  • Glimmergoat

    Glimmergoat

    Friendly / Rideable

  • Glimmermoth

    Glimmermoth

    Friendly

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

    Hold still and it lands on your open hand

  • Gobrider

    Gobrider

    Friendly / Companion

  • Hearthling

    Hearthling

    Friendly / Companion

  • Hootling

    Hootling

    Friendly

  • Hornsinger

    Hornsinger

    Friendly / Rideable

  • Kettlekin

    Kettlekin

    Friendly

  • Kitsuna

    Kitsuna

    Friendly / Companion

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

    Offer food and it follows you and scares hostiles

  • Lanternkoi

    Lanternkoi

    Friendly

  • Lanterntail

    Lanterntail

    Friendly / Companion

  • Leafwarden

    Leafwarden

    Friendly

  • Loamsnout

    Loamsnout

    Friendly / Rideable

  • Menhir

    Menhir

    Friendly

  • Moonkirin

    Moonkirin

    Friendly / Rideable

  • Mossmoo

    Mossmoo

    Friendly

  • Nimbus

    Nimbus

    Friendly / Rideable / Companion

  • Oakheart

    Oakheart

    Friendly

  • Orbling

    Orbling

    Friendly

  • Pagecrane

    Pagecrane

    Friendly

  • Pawtrader

    Pawtrader

    Friendly

  • Petalfae

    Petalfae

    Friendly

  • Pilferkin

    Pilferkin

    Friendly

  • Plumeclaw

    Plumeclaw

    Friendly

  • Puffkin

    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

    Rillsprite

    Friendly

  • Sandskipper

    Sandskipper

    Friendly

  • Scalewing

    Scalewing

    Friendly

  • Shardback

    Shardback

    Friendly / Rideable

  • Silkgrub

    Silkgrub

    Friendly

  • Skymanta

    Skymanta

    Friendly / Rideable

  • Slime

    Slime

    Friendly / Companion

  • Starmole

    Starmole

    Friendly

  • Starneck

    Starneck

    Friendly

  • Stoutbeard

    Stoutbeard

    Friendly / Companion

  • Stumpling

    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

    Checkknight

    Hostile

  • Coilcrawler

    Coilcrawler

    Hostile

  • Cragjaw

    Cragjaw

    Hostile

    Ambush brute: lunges and snaps twice

    Ambush charge when you walk past

  • Crowntyrant

    Crowntyrant

    Hostile

  • Cyclops

    Cyclops

    Hostile

  • Deepgrasp

    Deepgrasp

    Hostile

  • Dunemaw

    Dunemaw

    Hostile

  • Flarewraith

    Flarewraith

    Hostile

  • Frillspitter

    Frillspitter

    Hostile

  • Galeharpy

    Galeharpy

    Hostile

  • Gargoyle

    Gargoyle

    Hostile

  • Gobscout

    Gobscout

    Hostile

  • Gorgemaw

    Gorgemaw

    Hostile

  • Gourdling

    Gourdling

    Hostile

  • Grimoire

    Grimoire

    Hostile

  • Hexling

    Hexling

    Hostile

  • Hobgoblin

    Hobgoblin

    Hostile

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

    Rushes in, cackles, winds up and clubs

  • Hornbeetle

    Hornbeetle

    Hostile

  • Hornblade

    Hornblade

    Hostile

  • Lancetoad

    Lancetoad

    Hostile

  • Maelshark

    Maelshark

    Hostile

  • Manawyrm

    Manawyrm

    Hostile

  • Marshscale

    Marshscale

    Hostile

  • Mimic

    Mimic

    Hostile

  • Plateback

    Plateback

    Hostile

  • Prismhead

    Prismhead

    Hostile

  • Puffcap

    Puffcap

    Hostile

  • Rustknight

    Rustknight

    Hostile

  • Snapvine

    Snapvine

    Hostile

    Rooted: wide whip then two snaps

    Snaps at anything that walks into reach

  • Sparkraptor

    Sparkraptor

    Hostile

  • Stormpuff

    Stormpuff

    Hostile

  • Thornling

    Thornling

    Hostile

  • Thundermane

    Thundermane

    Hostile

  • Tickstinger

    Tickstinger

    Hostile

  • Tidesail

    Tidesail

    Hostile

  • Troll

    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

    Umbral

    Hostile

The pigs, pond frogs, wyrmlings and shellbacks that came before this roster are still here too, and Ember Mesa has its own boars, scorpions and seven named orcs.

Combat

Tap for a light attack, hold and release for a heavy one. Damage comes in three kinds: blunt from fists and tools, piercing from swords, hacking from axes. A sword kills a pig or a moth fastest. A troll, cragjaw or gargoyle wants an axe. Armour runs from soft hide to stone and changes the answer.

Hostiles chase along real routes through the terrain, sized to their bodies, and a wall you build changes their path at once. Each species has a rhythm: the troll's huge telegraphed smash, the rustknight's shield you have to circle, the mimic's false snap you must not swing at.

In the game now

  • Fists, sword and woodcutting axe, plus improvised tools. Heavy hits stagger ordinary creatures for a moment.
  • Ranged weapons: a shortbow that draws for longer shots, an armour piercing crossbow and a rapid blowpipe.
  • Magic in three schools: fire bursts, frost slows, arcane hits hard when held. Spells draw on mana, swings on stamina.
  • Kills burst into 64 small cuboids sampled from the creature's own colours. Hits chip. There is no blood.
  • Directional hit feedback, sound and haptics, a short impact pause, and no camera motion in the headset.
  • Hostiles grow stronger with distance from spawn, 10 percent health and 6 percent damage per 256 blocks, with no ceiling.
  • Defeat sends you back to camp with your backpack.

Skills and progression

Seven skills level as you do the thing: mining, woodcutting, digging, swords, axes, unarmed and riding. Levels never cap. Each gain rolls between 40 percent and the full value for what you gathered or killed, and a top roll floats up in a special colour. Experience from a kill arrives as up to eight glowing motes that fly from the body to you.

Passives and powers

  • Bounty doubles a haul on a lucky roll, more often as you level.
  • Shiny finds in green, blue and purple. Blue opens at level 10, purple at 25.
  • Quarry Rush, Timber Rush, Burrow Rush: ready the tool in the hand that holds it and the next strike starts a burst of triple speed.
  • Piercing Flurry, Hacking Frenzy, Stone Fists: the same idea for swords, axes and fists, at 1.6, 1.6 and 1.8 times damage.
  • Powers last three seconds plus a tenth per level, up to 30, with a three minute cooldown.

Fair play rules

  • A block you placed pays nothing when you break it again. No experience, no bounty, no finds.
  • Riding pays for ground covered, every 24 metres, so a journey levels and fidgeting does not.
  • Your power level is the sum of your skills, shown at the top of the skills page.
  • Skills save per player on the server, so they follow you between sessions on the same world.

Riding

Hold a saddle, reach for the creature you are looking at, and you are up. Your own movement drives it with that creature's handling: a frostyak lumbers and rolls, a dashcrest darts and floats down from a jump. Everyone sees you in the saddle. Climb down and the saddle comes back to your hand.

Every mount has one perk of its own. The goblins have already worked it out: gobriders come as a pair, goblin on top and dashcrest bird underneath, each with its own health.

On the ground

  • Frostyak: a pack animal. Its saddlebags open three more satchel pages while you ride, and keep what they hold.
  • Loamsnout: digs soil, stone and crystal for you, better as your mining level rises.
  • Moonkirin: hostiles leave you be.
  • Hornsinger: a warning call sends nearby hostiles backing off.
  • Shardback: half damage.
  • Gemdome: twice the shiny finds.
  • Bellhorn: browses seeds and petals into your satchel as it walks.
  • Glimmergoat: hold jump against a wall to climb it.
  • Dashcrest: your blows land half again as hard.

In the air

  • Skymanta: a glider that never stops. Step off mid air and you drift down gently.
  • Nimbus: hovers, and heals you as you ride.

Next

  • If a creature has room on its back, I will try to make it rideable. The candlehorn is next, once its saddle sits on its stepped back.
  • Taming, so a wild mount is earned rather than issued with a saddle.
  • A riding power.

Farm animals and food

Nine species give produce when you touch them. The animal turns to you and nods, a puff in the produce's colour rises, and the produce shrinks away and regrows. Cockatrices and gildgeese lay eggs on the ground while you are near. Shellbacks grow a garden on their shell that you can pluck.

Meals are held in one hand and eaten from the other, portion by portion, and other players see every bite. Recovery comes after five seconds without being hit, one health a second.

Who gives what

  • Mossmoo: milk. Cloudram: wool. Frostyak: fur and milk.
  • Cockatrice: eggs and feathers. Gildgoose: gold quill tips and eggs.
  • Candlehorn: wax. Silkgrub: silk. Loamsnout: truffles. Glimmergoat: milk and crystal.

On the menu

  • A jelly bento of slimecubes, a bowl of cloudram dumplings, a platter of grilled frostyak bites. Four, six and eight health.

Next

  • Planting the seeds you already gather, in raised beds, with crops that grow over real days.
  • Cooking at the bread oven and hearth you can already build, with recipes that use the produce above.
  • The village's own farming cycle opened up to players: grain to flour to bread to a meal on the rest house table.
A courtyard at night lit by fixtures that cast their own shadows

Water, weather, fire and light

Water and lava flow from one native solver: seven cells from a source on flat ground, farther when falling, with sloped surfaces at the edges and vertical bodies in a waterfall. Where they meet, lava hardens to Blackstone. Swim at the surface or dive, and the world goes teal and soft below.

Weather fronts change every four minutes and blend over 35 seconds, shared by everyone on the server. Rain becomes snow in the cold and stays away from the dry lanes. Shelter quiets the rain. Storms flash and, a moment later, thunder.

Light is worked out from the grid: crisp sun shadows, darker ground under cover, and sun beams that only appear through real openings, so a window throws a shaft and a canopy does not glow. Fires are six curved flame volumes and nine rising embers on one shared asset, lighting the room through a single shadowed light.

The Bloodworks arena and settlement from above

Playing together

A server owns every world. It checks each edit for range, line of sight, occupancy and rate, and every hit for contact, so what you see is what happened. Headset, desktop and phone clients share the same worlds.

The arena settlement shows where this goes: 19 residents, nine of them with real jobs, real chests and a 20 minute workday. Torga harvests grain, Bram stores it, Fenn mills it, Nera bakes it, Pell carries the bread, Rell serves the meal. You can hear them talk about it in local chat and open their chests to see the stock.

In the game now

  • Claims from bedrock to sky with per player build rights. Admin areas. Ranks, titles and chat badges.
  • World edit tools for hosts, an edit journal and rollback, strikes and automatic kicks for abuse.
  • Text chat in all, game, social and local tabs, with local capped at 96 metres.
  • Tested with eight clients at once on a home network. Servers accept up to 32.
A sheet of item icons rendered from the game's own models

Made of data

Almost everything that gives the game its character lives in plain files rather than code. Creatures are three spreadsheets: numbers, behaviour and drops. Each kin is one file. Mounts are a row in a table. The world generator is a graph in a JSON file, biomes are templates, recipes are a catalogue, music is a playlist, and the day and weather have their own settings. Most of it reloads while the game is running.

I built it this way so that one person can add a creature in an afternoon. It also means modding is a matter of opening the door rather than building a new house. That door is on the plan.

Platforms and download size

Meta Quest 3 standalone is the lead platform and the reason for every rule in the engine. macOS and Windows builds run the same worlds for shared tests, and an Android phone build with touch controls exists for the same reason. There is no iPhone build. Every package is checked against a 100 MB limit on each build. The current Quest download is about 60 MB, most of it engine. 90 Hz on the headset is the target I design for and test towards.