LOADING / TACHI_15
COLLECTING SITE ASSETS
2026
TARGET WINDOW
One war. One blade. One tree that has been waiting ten thousand years to ask a simple question.
The Sacred Tree —
The Lost Jungle of Kishkindha
03 / MEDIA HUB · REVEAL TRAIL
SCROLL TO ROUSE
THE AWOKEN
03 / MEDIA HUB / REVEAL TRAIL
EPISODE 01 / REVEAL

THE WORLD
AWAKENS

A first look into the shattered Kishkindha — forgotten gods, and the war that reshaped every realm beneath the visible sky.

WORLD REVEAL04:12 / FOOTAGE NOT FINAL
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EPISODE 02 / COMBAT

WAY OF
THE SWORD

Precision, aggression and timing collide in a combat system built around stance, pressure and the discipline of one stroke.

GAMEPLAY06:48 / WORK IN PROGRESS
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EPISODE 03 / WORLD

THE RUINED
CITY

Descend into a dead capital where every corner carries a story and every monument remembers a fallen empire. Twelve gates. No king.

ENVIRONMENT03:05 / PRE-ALPHA CAPTURE
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0103
CHAPTER 01 · THE OATH

AN OATH FORGED IN SILENCE

Before kingdoms fell, one blade was sworn to the roots. It was dedicated, laid up, and forgotten in a treasury for sixty years — because nobody could think what to do with a sword no man could lift.

CHAPTER 02 · MEMORY OF STEEL

THE BLADE REMEMBERS

Every road. Every hand it passed through. Every home it failed to save. Kishkindha. Henan. Nara. Three fires, one edge, and a keeper of dedicated swords who can read hesitation in iron.

CHAPTER 03 · THE LOST JUNGLE

KISHKINDHA IS CALLING

Beneath the canopy, behind a waterfall on the eastern face of a granite spire, an ancient power begins to move again. The realm was never destroyed. It was surrounded, and then abandoned.

CHAPTER 04 · CONSEQUENCE

POWER DEMANDS A PRICE

To awaken the weapon you must awaken what it carried. The memories were sealed at six years old by a mind that needed to keep functioning. They do not come back gently.

CHAPTER 05 · NOW

DRAW THE BLADE

You have waited long enough. Still feet mean he is not worried. The instant he steps, the fight is real.

THE BLADE / CHAPTERS 01–05 SHOT 01 / 05
Bodhidharman
Shukracharya

BODHIDHARMAN

Bodhidharman versus Shukracharya

SHUKRACHARYA

SCROLL TO REVEALTAP A SIDE TO EXPLORE

06 / FIELD TRANSMISSION · DEVELOPMENT LOG

LATEST
NEWS

Development reports, world discussion, combat updates and production notes from the team building Kalpavriksha.

BUILDING A WORLD
THAT WAS NEVER MAPPED

Hampi is real and we can photograph it. The realm behind the waterfall is not, and has no reference anywhere. This page is the record of how we are making both of them stand up in the same build.

Engine
Unreal Engine 5.7
Incubation
ABAI Bengaluru
Last shown
IGDC 2025
Next
TGS 2026
Studio
Bengaluru · 6
Concept art of a waterfall in the hidden realmENVIRONMENT CONCEPT ART
FEATURE REPORT · ENGINE

UNREAL ENGINE 5 AND THE RULES OF A CLOSED WORLD

A realm with its own sky has to be lit from the inside, by a machine, and when that machine is damaged the light has to fail in a way a player can read. Here is what runs it.

OPEN REPORT ↗
Concept art of a broken bridge between granite cliffsCONCEPT ART
01 / ENVIRONMENT · BUILD 0.4

THE WEIGHT OF THE GRANITE

Hampi is boulders the size of houses, stacked by nothing. Nanite lets us take the scan density straight into the level instead of hand-authoring three LODs for every rock on the ridge.

Photogrammetry · NaniteIn build
Lighting environment concept illustrationCONCEPT ART
02 / LIGHTING · BUILD 0.4

A SKY WITH NO SUN

The hidden realm’s light is regulated from beneath a lake, not from above. Lumen gives us a sky we can break — when the regulator is wounded, the bounce goes with it.

Lumen GI · Sky atmosphereIn build
World environment concept illustrationCONCEPT ART
03 / WORLD · BUILD 0.4

GROWING A JUNGLE NOBODY HAS SEEN

Recreating a forest that has no photographic reference means deciding what a closed world actually eats. PCG lets us set those rules once and grow the valley from them.

PCG graphs · Biome rulesIn build
Streaming environment concept illustrationCONCEPT ART
04 / STREAMING · BUILD 0.4

THREE COUNTRIES, ONE BUILD

India, China and Japan are three art sets, three light rigs and three sets of rules that must never load at once. World Partition and Data Layers keep them apart until the story crosses.

Data layers · Level instancingIn build
Combat environment concept illustrationCONCEPT ART
05 / COMBAT · BUILD 0.4

A BODY WITH FOUR HANDS

Our protagonist drops to four points under pressure and fights off walls. Motion Matching is how a traversal set that is not human keeps its weight instead of reading as an animation swap.

Motion matching · ChaosPrototype
Characters environment concept illustrationCONCEPT ART
06 / CHARACTERS · BUILD 0.4

FACES THAT ARE NOT OFF A SHELF

A Vajrakapi face is not a human face with fur on it. We build the heads ourselves and keep the MetaHuman pipeline for everything below the story’s principal cast.

Custom heads · MetaHumanIn build
01 / DEVELOPMENT

WHAT THE ENGINE IS FOR

We did not choose systems and then find uses for them. Every line below starts with a problem the world bible created, and ends with the part of Unreal that answers it.

Nanite

Geometry
THE PROBLEM IN THE WORLD

Hampi is a boulder field. There is no way to fake the silhouette of stacked granite.

WHAT IT BUYS US

Scanned rock goes into the level at source density. No LOD chain per boulder, no popping on a ridgeline the player can see for two kilometres.

Lumen

Global illumination
THE PROBLEM IN THE WORLD

The hidden realm has its own sky, regulated by a device beneath a lake. A wound in that device has to be visible as light.

WHAT IT BUYS US

Dynamic GI means the realm’s light is a value we can drive from gameplay state, rather than a bake we would have to ship twice.

PCG

Procedural content
THE PROBLEM IN THE WORLD

A forest that has never been photographed, in a closed ecology, with its own food chain.

WHAT IT BUYS US

We write the biome’s rules once — what grows under what, what the shadowed ground will not support — and the valley grows from the rules instead of from a kitbash.

World Partition

Streaming
THE PROBLEM IN THE WORLD

Three countries and two ages of the world in one shipped build, and they must never be in memory together.

WHAT IT BUYS US

Data Layers hold each region and each era apart. The seam between them becomes a design decision rather than a load screen we apologise for.

Motion Matching

Animation
THE PROBLEM IN THE WORLD

The protagonist has longer arms than a human, a heavier grip, and an instinct to move on four points.

WHAT IT BUYS US

Pose search keeps that traversal continuous with his fighting stance, so the non-human body reads as one animal instead of two animation sets.

Chaos

Physics & destruction
THE PROBLEM IN THE WORLD

A temple hall burns and does not fall. A mountain summit is taken apart by hand.

WHAT IT BUYS US

Authored destruction states we can hold at a specific point, because in this story what survives a fire matters more than the fire.

MetaHuman

Characters
THE PROBLEM IN THE WORLD

A cast spanning Vanara, human and Asura, in three costume traditions, on a small team.

WHAT IT BUYS US

Principal heads are built by hand. Everything behind them uses the pipeline, so the art time goes where the camera goes.

02 / ROADMAP

WHERE WE ARE

The short version: we showed a vertical slice in Hyderabad, we were taken into incubation in Bengaluru, and we are building toward a playable demo.

  1. Nov 2025

    IGDC 2025

    Shipped

    First public showing of the Kalpavriksha build. Hampi exterior, early traversal, and the first pass at the combat stance system.

  2. 2026

    ABAI Incubation

    Confirmed

    Incubated with ABAI, Bengaluru — access to the Centre of Excellence for motion capture, photogrammetry and rendering infrastructure.

  3. Now

    Team Expansion

    In progress

    Six on the core team and growing, across Unreal engineering, environment art, game design, live ops and AI tooling.

  4. 2026

    Tokyo Game Show

    Selected

    Selected for TGS 2026. First time the chapter’s Japan material will be shown in the country it is set in.

  5. 2026

    IGDC 2026

    Next

    Target: a playable demo on the floor, running the vertical slice end to end rather than a guided walkthrough.

November 2025 · What we showed

THE IGDC BUILD

Environment
A single Hampi exterior, hand-placed, with baked lighting.
Character
One playable character, blocked-out proportions.
Combat
A staff-only moveset with no stance switching.
Traversal
Ground traversal. Climbing was on rails.
Demo
A guided walkthrough, driven by us.
September 2026 · What changed

THE BUILD NOW

Environment
Scanned granite at source density, dynamic GI, PCG-grown vegetation.
Character
Final Vajrakapi proportions, with the traversal built around them.
Combat
Three traditions layered, with the stance readable before contact.
Traversal
Free anchor-and-grip climbing on authored surfaces.
Demo
Building toward hands-on, unguided.
04 / FROM THE FOUNDER

DISPATCHES

Updates from the founder’s feed. Follow the links to read the original posts.

TWELVETECH LABS · GAMING LAB · BENGALURU BUILD LOG 0.4 / SEPTEMBER 2026

07 / BEFORE YOU ENTER

SYSTEM
REQUIREMENTS

Specifications to be confirmed

Prepare for the journey into Kishkindha. Minimum and recommended PC specifications will be listed here when available.

PC hardware & software
ComponentMinimumRecommended
Operating systemTo be announcedTo be announced
ProcessorTo be announcedTo be announced
MemoryTo be announcedTo be announced
GraphicsTo be announcedTo be announced
DirectXTo be announcedTo be announced
StorageTo be announcedTo be announced

Performance targets and supported configurations are still to be confirmed.

CHAPTER I / KALPAVRIKSHA

THE JUNGLE
REMEMBERS.

A fallen kingdom. An ancient promise.
Some stories are waiting to be awakened.