KoriaVault

Questions

The uncomfortable ones are at the top, because those are the ones worth knowing before you spend an evening on this.

Does everything I build get deleted?

That is genuinely not decided yet, and an earlier version of this page said it was. The science-fiction game this one replaced ended every server after thirteen weeks and scattered everything; this game has not made that call.

What survives is Marks, collectibles, cosmetics, titles, and a permanent entry in the Archive naming what you did and which Vault you did it in.

Here is the real argument, both ways. A world that ends keeps the front door open — nobody accumulates two years of advantage over somebody who arrived last week, and every fix for that problem in a permanent world (protection timers, catch-up bonuses, server merges) is an apology for a structure that was wrong. But a world that never ends is what this game keeps describing everywhere else: persistent, patient, a holding rather than a session — and an ending takes back the reason a long build was worth starting.

What it turns on is a question the game has not answered by playing yet: is losing everything to a neighbour survivable? If it is, the world can run forever and the door stays open by other means. It has to be settled before armies are built, not after, and it will be written on the register when it is.

If you want a world you can build in for three years, this is honestly not that game, and no amount of playing it will make it that game.

Is it pay-to-win?

No, and the structure is built so that it cannot quietly become so.

There are two currencies. Credits are earned by playing and are destroyed when the Vault closes. Marks are permanent and cross seasons, and they buy appearance, collectibles and titles — never resources, never build time, never an advantage inside a live contest.

That split is the whole answer: the money currency is the one that only buys things that survive the reset, and nothing that survives the reset affects play. A collectible has value because everything else is destroyed.

Can somebody wipe me out while I am asleep?

You can be attacked while offline. That is unavoidable in an asynchronous game and pretending otherwise would be a lie.

What is designed against is waking up with nothing. Losses are partial rather than total, buildings are damaged rather than deleted, and an undefended holding and a defended one are not the same target. An army carries a standing order and a rally point, so a war is lost by having authored the wrong plan — not by having been asleep when it happened.

The other half of the answer is exposure, and it is a property of an object rather than a rule. Holding Seals is what makes you findable, and Seals are what being ahead consists of — so advantage and exposure rise in the same proportion, and the strongest steward in the country is always the easiest one to find. A small quiet holding in its third week is not interesting to anybody, and nothing in the game forces it to become interesting.

How much time does it need?

The design target is twice a day. No daily login streak, no five-minute windows, no timed event you have to be awake for.

Checking in more often should mean a better time, not a structurally stronger position. The one real cost of being away is a Depot that fills and stops gaining — which is deliberate, because a game where logging off for a week is the optimal move has no loop. Nothing decays and nothing is destroyed by absence.

Do I have to fight?

No. The economy is the centre of the game rather than its preamble: a player who never fights should still have a full game, and a player who does fight is spending the output of one they built first. Feeding people, working iron and laying out a holding that does not strangle itself is the game, not the tutorial for it.

Armies are designed and not yet built. When they arrive they come out of that same economy — an armed villager is a villager who is not in the bakery — which is the honest reason war is expensive here: it is paid for in bread.

Is there a client to download?

No. It runs in a browser, on a desktop or a laptop. There is no installer, no launcher and no app.

Phones are not supported yet and are honestly not close. The holding view

Can I play as one of the others?

Not yet. You play the Holding — charter-folk who build in timber, thatch and cut stone. The Deepwrights, the Elder Kin, the Wildfolk and the Hollow Watch are all in the world from the first day as a market, a presence, a neighbour and a danger. That is not missing content: it is what keeps a very large map feeling inhabited while there are still few players on it.

That is not a faction pack being held back. A world with five empty seats is a lobby; a world where somebody else already keeps the old places is a place, and that matters most in the early months when there are few players. The Deepwrights becoming playable is a real intention and it has no date.

Who makes this?

One person, in the open. The Dispatches are the working notes — including the ones about getting things wrong — and State of the Vault is the honest list of what exists today.

That is worth knowing before you invest a season in it, in both directions: the game is small, and it is not going to be quietly shut down by a publisher.

What is inside the Vault?

Not published, and not before somebody opens one.