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World

A world unlike any other awaits.

From green valleys to arid plains, from glacial passes to fog-drowned marshes. Every biome has its own rules, its own dangers and its own gifts.

Biomes

Six lands, six laws

Forest
Starting region

Forest

Rich game, endless timber — and eyes waiting behind the leaves.

Mountain
High risk

Mountain

Thin air, hard stone. The ore at the summit is worth the climb.

Desert
Scarcity

Desert

Scorching by day, freezing by night. Water is worth more than gold.

Coast
Trade route

Coast

Fish, salt, and the first rafts headed past the horizon.

Marsh
Mystery

Marsh

Toxic mist, vanishing paths and long-forgotten altars.

Snow
Survival test

Snow

Here, silence is a warning. Do not let the fire die.

The cycle

The sun rises, the world changes

Time in KÖK is not a background effect. You track in the cool of the morning, seek shade at noon, and gather around the fire when night falls.

Dawn

Tracks are fresh and animals come to drink. The best hour to hunt.

Noon

Heat climbs; water drains faster and stamina drops.

Dusk

The tribe returns, resources are shared, construction speeds up.

Night

Vision narrows and predators hunt. Fire is your only friend.

Weather

The sky picks a side

Four seasons and a fifth surprise. Storms tear down tents, snow closes roads, fog wipes away tracks.

Rain

Tracks wash away, fire weakens, water stores fill.

Storm

Structures take damage and sea routes shut down.

Fog

Sight collapses — perfect for an ambush.

Snow

Movement slows and body temperature turns critical.

The sky picks a side

Life Learns From Nature