THE WORLD
AWAKENS
A first look into the shattered Kishkindha — forgotten gods, and the war that reshaped every realm beneath the visible sky.
A first look into the shattered Kishkindha — forgotten gods, and the war that reshaped every realm beneath the visible sky.
Precision, aggression and timing collide in a combat system built around stance, pressure and the discipline of one stroke.
Descend into a dead capital where every corner carries a story and every monument remembers a fallen empire. Twelve gates. No king.
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.
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.
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.
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.
You have waited long enough. Still feet mean he is not worried. The instant he steps, the fight is real.


SCROLL TO REVEALTAP A SIDE TO EXPLORE
The archive is organised like a production art bible. Scroll each rail sideways; open any plate for the development notes, the lore it is drawn from, and its function in play.
Development reports, world discussion, combat updates and production notes from the team building Kalpavriksha.
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.
ENVIRONMENT CONCEPT ARTA 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 ARTHampi 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.
CONCEPT ARTThe 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.
CONCEPT ARTRecreating 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.
CONCEPT ARTIndia, 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.
CONCEPT ARTOur 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.
CONCEPT ARTA 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.
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.
Hampi is a boulder field. There is no way to fake the silhouette of stacked granite.
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.
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.
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.
A forest that has never been photographed, in a closed ecology, with its own food chain.
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.
Three countries and two ages of the world in one shipped build, and they must never be in memory together.
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.
The protagonist has longer arms than a human, a heavier grip, and an instinct to move on four points.
Pose search keeps that traversal continuous with his fighting stance, so the non-human body reads as one animal instead of two animation sets.
A temple hall burns and does not fall. A mountain summit is taken apart by hand.
Authored destruction states we can hold at a specific point, because in this story what survives a fire matters more than the fire.
A cast spanning Vanara, human and Asura, in three costume traditions, on a small team.
Principal heads are built by hand. Everything behind them uses the pipeline, so the art time goes where the camera goes.
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.
First public showing of the Kalpavriksha build. Hampi exterior, early traversal, and the first pass at the combat stance system.
Incubated with ABAI, Bengaluru — access to the Centre of Excellence for motion capture, photogrammetry and rendering infrastructure.
Six on the core team and growing, across Unreal engineering, environment art, game design, live ops and AI tooling.
Selected for TGS 2026. First time the chapter’s Japan material will be shown in the country it is set in.
Target: a playable demo on the floor, running the vertical slice end to end rather than a guided walkthrough.
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
Prepare for the journey into Kishkindha. Minimum and recommended PC specifications will be listed here when available.
| Component | Minimum | Recommended |
|---|---|---|
| Operating system | To be announced | To be announced |
| Processor | To be announced | To be announced |
| Memory | To be announced | To be announced |
| Graphics | To be announced | To be announced |
| DirectX | To be announced | To be announced |
| Storage | To be announced | To be announced |
Performance targets and supported configurations are still to be confirmed.
CHAPTER I / KALPAVRIKSHA
A fallen kingdom. An ancient promise.
Some stories are waiting to be awakened.