We promised to deliver answers to your questions from the AMA in text, including some questions we didn’t get time to address in the stream! We got so many questions, often about the same topics, so we’ve combined questions where the answers would be the same.
If you want even more information about our plans, you’ll need to be a little patient, but we’ll have a roadmap to you all soon, which will detail our plans for the future of The Legend of Khiimori. Keep your eyes out, we’ll be posting it on Steam, Reddit, Discord and our Social Media, so it should be hard to miss!
We’d like to thank you all for your questions, and your feedback, including the negatives - your feedback really does shape the game, and it couldn’t be more important to us. We’d also like to take this moment to accept that our communication around this update could have been better, and that’s something we’ll strive to improve for you all going forward.
Now, without further ado, here’s the questions and answers:
Questions Answers
How does the corruption mechanic connect to Mongolian mythology? Are there plans to expand on Mongolian Mythology even further within the game? The game seems to have shifted in tone.
The spirit world was not myth or metaphor, it was tangible and literal, and as much a part of their reality as the grass, the trees, and the animals around them. Daily life was woven through with ritual: hunting, traveling, securing land and home, and communing with the afterlife were inseparable from survival itself. The Mongols sought to appease and respect the spirits, to keep them content, and in doing so, to ward off misfortune.
Our interpretation of the Curse, or Savdag-un Khor, draws from that worldview. In our creative vision, the Curse serves as a metaphor for a force working against the unity of the Mongolian people - a threat as real and consequential to them as any physical enemy.
This isn't a new addition bolted onto the game late in development. Cursed elements have always existed alongside Ovoos, spirits, and the sacred zones surrounding them; the Curse is simply an extension of a system we'd already built. Mechanically, it deepens the experience by introducing new challenges, more deliberate route planning, and environmental hindrances that make traversing the world feel richer and more consequential.
The visual representation is still a work in progress, but we're close, and we look forward to sharing it soon.
Will Corruption be a major part of the story, or will it play more of a minor role?
Can players finish the story with corruption turned off, or is it mandatory?
We don’t want to reveal too much yet, but the Curse has to feature in the story. The Curse is our dramatic interpretation of an aspect of the spirit world angered by humanity's failure to respect it - the cursed lands are a result of that.
Our focus remains on 13th-century Mongolia, the courier, and their journey, but we also want to encapsulate the mysticism, legends, and stories that come along with it. The main story of the is being designed as a complete experience in which its main systems, including the Curse, have a role.
In a separate mode, you'll be able to tailor how much the cursed lands impact your gameplay. Essentially, every feature in the game is part of the story.
What's the plan for corruption going forward? Currently, players find the corrupted areas cause cargo to degrade super quickly and overall clashes a bit with courier deliveries and with the ability to breed horses.
The Curse is closely tied to the courier’s role. As you build, strengthen, and maintain the yam network, they will gain ways to hold the cursed lands at bay and protect the connections they have created. With the next upcoming items, you will be given something that protects your cargo against multiple environmental challenges.
Breeding horses will continue to be a way to gain additional advantages for traversing the game's more challenging areas, such as cold-resistant traits.
Like mud, water, cold and the heat - the curse is another aspect of the landscape you have to learn to overcome as a rider. There are loads of items you can craft or buy that help you combat it, letting you temporarily clear a path through so you can move without your cargo taking damage. Something the upcoming cargo-protection equipment will also help with. These are craftable upgrades that essentially line your saddlebags with bear skin to protect your cargo from the cold, for example.
You don't have to deal with it head-on, though. As with every other part of the courier's journey. Still, a crucial part of the game loop is that you prepare for these journeys, bringing the right equipment to face whatever's waiting on the road. The cursed lands are just one of those challenges, and you'll have tools to suppress it, clear it, or push straight through it. Use the right arrows, powder pouches, or warding totems, and you can pass through unhindered with your cargo intact. We’ll keep adjusting item costs, duration, inventory pressure, and damage so the system supports the core delivery loop.
Would it be possible to add a slider to further control the spread rate of corruption?
Yes. Difficulty settings are one way we have given and plan to continue to give players more control, and we’re investigating how much additional customization we can offer without creating settings that could break progression or save files. This is particularly true for the sandbox mode of the game, where you can tailor it to your liking.
The Curse currently spreads while you sleep, the more you sleep, the more spread you'll notice. We're still balancing this to find the right sweet spot across all our difficulty settings, and we're even considering an option where it doesn't spread during sleep at all.
We won't offer that same freedom within the story itself. It's important to us that the story stays coherent and complete, representing everything we want to convey about Mongolia in Legend of Khiimori without cherry-picking elements out just because they might be difficult. We believe that's the right approach. But if you want an easier experience with less combat, you'll be able to turn the difficulty settings to a lower level, it just won’t remove the curse from the game entirely.
Why were combat elements added after the Early Access release, and will combat be avoidable in the finished game?
Not as part of the Story experience, but you will be able to tailor the game to your interests to spend as much time with the elements that suit your playstyle in a different mode of the game. You can then decide at will if you want those additional challenges and the rewards it gives or stick to other aspects of the game.
We're very much making this a game where players can tune the experience to their own liking - including a peaceful setting that removes the need for any combat actions entirely.
In terms of the game's vision, your main character is not a warrior. But 13th-century Mongolians were legendary for horse archery, and hunting was, and still is today, a fundamental part of daily life on the steppe. That image of the Mongolian horseman with eagle and bow is central to what we're expressing in the game.
Archery has always been primarily for hunting, supporting the survival side of the game - defending yourself against predators and gathering resources from animals. It's something we're extending and broadening in some really exciting ways as development continues.
Using what you already have at your disposal to push back the more aggressive aspects of the curse fits naturally into that existing skill set, alongside crafting and resource gathering. It's not a separate system that bolts on; it follows quite naturally from the course of the game: The bow and your pouches are among the tools you'll use to push back the Curse.
Would it be possible to make corrupted wolves and bears be non-hostile on the "forgiving" corruption difficulty setting, so it still feels cozy, but still be able to interact with the corruption feature overall?
Yes, that's exactly what our peaceful setting is designed for. If combat isn't your thing, you can turn that on, and it removes the need for any animal related combat actions entirely, including fights with corrupted wolves and bears.
Will there be an option to allow us to defeat the corruption permanently? Ideally, with a way to "summon" it back so we can still farm the materials when we want to?
No, but we have plans to reduce it significantly after the story arc, though the details for that are not decided yet. The difficulty settings will affect them in both modes.
It's a force within the world, an intrinsic part of our interpretation of the Mongolian worldview, and an ongoing challenge for the courier, in the same way as those other environmental aspects.
You can hold it at bay by building and securing the yam network. Your fundamental purpose is to extend that network, bringing scattered people together, and in doing so, create protection against the encroaching curse. We've got systems lined up to support this. The system will get a better name, at the moment we are calling them agents. They let you spread your influence across the network, intrinsically protecting the land from the curse. On top of that, currently in the game you can unlock more powerful shamanic recipes which let you increase the duration and area of effect of the tools you already have to suppress the curse.
This is the kind of struggle we want players to feel, in a metaphorical sense. We can't fit everything 13th-century Mongolians had to contend with into the game - that would take forever; however, we can create an antagonist that represents the forces trying to disrupt what they were building: infrastructure, unity, a network connecting scattered peoples. Having the curse present as a system at all times is our way of making that conflict real.
Will toggles for corruption and the player's needs still exist at full release?
Absolutely. The freedom of players to choose their play style outside of the story is something that we believe that they should have. The exact range of settings will continue to evolve as we balance and test the game.
The game started as a historically themed Mongolian horse delivery adventure game centering around horses. The current game is an action game with magical fighting and horses are more just a vehicle than a companion. What caused this seemingly massive shift from semi-realistic struggles (wildlife, hunger, weather) to such a magical ''corruption''? Do you think your current game delivers on what the Kickstarter framed it as, or do you think the game took on a life of its own and strayed the set path? Respect the team, and best of luck with the stream!
The courier journey, horses and 13th-century Mongolia remain at the heart of the game. An expression of the spirit world has always been part of the vision of the game, not as a fantasy element but as an artistic representation of how 13th century Mongolians saw the real world.
The cursed lands add ingredients of challenge and intensity to the full recipe of the game. It creates dynamic change in the world which strengthens our other systems, and it will feature in some aspects of the upcoming narrative. We understand that their current presentation made the shift feel larger for some people than we had intended it to. That is useful feedback for us, and we’ll continue to the systems balance, context and integration. And we have enabled options to tune or remove the feature as you want to.
Looking back, we should have signaled this direction earlier, so that core game mechanics like the curse would have been part of Khiimori's development, rather than coming as a surprise. We admit communication issues have occurred, we should have been more transparent, and we will improve from now on.
All the missing Kickstarter stretch goals are all planned in our internal roadmap, and they will be delivered with the next patches until the final release. We keep our promises, and you'll see them reflected on the new roadmap as well.
Why do I need to find stuff for the corruption in areas that haven't been developed yet?
The area outside the boundary isn't really supported, but the systemic nature of the curse means it may spread. In an upcoming content drop, we're expanding the gameplay area, so this will get fixed.
With the need of so many items to deal with the corruption and weather, will we see specialized pouches and the addition of a hotbar? Using one button to scroll through everything can be a problem atm.
We are constantly looking for ways to improve the game's user interface and user experience. We'll definitely come up with a way to improve the ammunition selection.
Are you planning to balance the corruption, like the amount of items needed to fight it? They take up so much room in the saddle bags, it leaves no room for cargo.
Yes! The Early Access phase and our Beta channel are used to get the vital player feedback and data that we need to balance the game. It's an always ongoing process for us.
Is there still a need for screaming arrows? Currently I am using cleansing powder arrows and I wouldn't want to carry multiple arrow types
Although they've been pushed into the background a bit by the new arrows, we want to improve their functionality rather than remove them.
I'm an overall fan of the new mechanic, but I am really looking forward to using adjustable settings to slow the spread as it's too fast now. During the early access, can corruption zones past the yellow construction warning be turned off?
We'll definitely dig into this one! Traversing beyond the verified area of the map isn't really supported territory. Systemic games, in particular, can sometimes lead to unexpected results.
Good news: a map expansion is coming down the line that will push that construction border back and open up even more of the world for you.
You mentioned that as you progress the community helps against the corruption, are there plans to like, have a city upgrade as you connect this community? Would be cool to see the main village improve as you help connect Mongolia.
That is a cool ideas, and something like that is already being considered. We can’t wait to share more details once we have them!
Was there a reason to add corruption already to the game and not later?
It's a major feature and connects significantly to other features of the game's pace, economy, and balance. We need as much time and feedback as possible to get the tuning right.
Why is there an option to turn corruption off, if it's important for the story?
The Early Access version of The Legend of Khiimori doesn't include the story yet. Once the story is in, there will always be a version of the game, which is the sandbox mode, where you can adjust features individually to fit your preferred playstyle. In the story mode you won’t be able to turn off the feature, but you will still be able to adjust it.
Questions Answers
Given the mixed reactions to the latest updates, how do we plan to align the community's expectations with your creative vision?
We are still available on all social channels. We have weekly internal reports about what you bring up and look at how they influence what we plan on doing.
We're using the early access campaign to introduce new features according to our new roadmap which will be released in September. We've got a plan, but we're also influenced by the feedback we get from our community.
We have a creative vision that we want to express, and we intend to further refine and optimize it based on the audience's reactions. That's the nature of how we're using early access, introducing these features for our audience to help us turn the game into something great. That's something we've done from the beginning, and we think the improvements we've made during early access demonstrate how successful that's been. There's more exciting stuff coming too, new aspects of the game that we think everyone will be as excited about as we are.
The community really matters to us, and being transparent with them is a big part of that. Join our Discord to interact directly with the team and let us know about your experience.
What are the plans moving forward to be more transparent with the community about upcoming releases? Are you going to post a new roadmap?
Yes. We plan to publish a new roadmap in September covering the major features and milestones we can currently commit to through full release. As development continues, we’ll provide updates if priorities or timing change.
When will the game come to other platforms?
We're currently targeting the full release of The Legend of Khiimori, including console versions, for Fall 2027. Keep an eye on a roadmap incoming in the next few weeks about all our plans, including console releases.
Why so long for the console release? Why does PC get the game so much earlier than other platforms?
The PC version is still in active development through Early Access. Bringing the game to consoles requires additional development, optimization, certification, and testing. Doing that simultaneously would divide resources and could slow progress on the core game, so we’re focusing on completing and stabilizing the PC version before the console launch.
Would it be possible to implement a more streamlined method for players to submit reports, feedback, and suggestions for Legend of Khiimori?
We have built the in-game issue reporter that delivers bugs and feedback directly into our database, and the dedicated discord channels and steam discussion pages are continuously scanned by our community team to bring things to our attention.
Can we get a small sneak peek at what's in the works?
Yes. The upcoming roadmap will provide the clearest look at the features and updates currently in development. We’ll also continue sharing focused previews through development posts, videos and social channels.
Questions Answers
What happened to the Kickstarter stretch goals like falcons, Mongolian horse racing?
These features are planned and will be delivered as promised. You will see these on the upcoming roadmap as well.
All the missing Kickstarter stretch goals are all planned in our internal roadmap, and they will be delivered with the next patches until the final release. We keep our promises, and you'll see them reflected on the new roadmap as well.
How important is cultural authenticity in the game design and how will you continue to weave it into the game?
It's always been our approach to be sympathetic and respectful toward Mongolian culture while not ever aiming to be 100% historically accurate. We're working with Mongolian advisers who help steer us along the path between entertainment and education for different aspects in the game. After all, the Legend of Khiimori is still a game, and we allow ourselves a degree of creative leeway there. At the same time, authenticity has to serve the vision we're creating; we use it for artistic reasons, while leaving room to interpret and express our own take on how the world would have looked through the eyes of a 13th-century Mongolian yam courier.
We take the real-life reference with respect and adapt it into the medium of games in the way we feel benefits the experience most, which includes finding visual concept for the spiritual themes we want to portray. The yam network itself spanned thousands of way stations across tens of thousands of square miles. However, we want the game systems to be authentic where authenticity serves fun. When we need to iterate on mystical or spiritual elements to improve gameplay, we draw our inspiration directly from real Mongolian habits, beliefs, and rituals, as well as what we believe will be the most enjoyable from a gameplay perspective. We believe it's very important to tend to the needs of our existing playerbase, but also satisfy the new players that joined over the weeks with focus on more survival and adventure genres, which still follows our vision we had from the beginning.
The real life of a yam crew was almost certainly a tough one, and we're drawing the entertainment value out of that authenticity as much as we can. At the same time, we constantly check ourselves - is this going too far, is this insulting, is this breaking some taboo? That's where our advisers come in, and they've been vital in the delivery of everything we've created, including the cursed lands
Will we be able to customize the main character's hairstyles, face paint, and clothes?
Yes, customization options will be added in a future update for The Legend of Khiimori. You can find this feature on our next roadmap, which we’ll be releasing in September.
Are we planning to add more fauna to the open world?
100%! The environment team is constantly working on the open world, and you've probably already seen it expanding. If you head back into areas you've visited before, like the mountains or the desert, you'll notice that the environment is changing with each update.
There's also our Kickstarter promise called the "Expanse of Mongolia", all those currently "empty and barren" areas will get real gameplay attached to them. That means more NPCs will be implemented there, general new interactions, and quests that lead you out to explore those regions properly.
So yes, this is something we'll keep working on continuously throughout development.
Will dual-horse riding (historically common for couriers) be added?
And with that is horse leading coming to the game?
Yes, this is what we want to implement. We've already had a lot of people asking about moving horses between stables, and this will definitely be one of the ways you'll be able to transport horses from one stable to another.
Will new features like bandits and rival couriers be added later?
We never planned, and also don't want to fight against humans in The Legend of Khiimori. The soul of the game is about uniting people, your fight is for survival in a world that's challenging, threatening, and potentially dangerous, where the elements and the spirits are the real test of your skills and abilities.
We've tried to keep everything necessary for survival rooted in nature and the world around you, which is why there are no plans to fight against humans at this point. It wouldn't fit the ethos of the game. Instead, the cursed lands serve as the antagonist, and that's where the more intense, action-oriented moments come from.
Will you introduce more life when we travel? I don't really enjoy traveling across the map. I'd like to see birds, insects jumping out of the way of my horse, more rabbits – even ones you can't hunt – in short, more life!
Yes! Coming in the next content drop and more over time.
Do you consider introducing saiga antelopes as wild animals?
We have more wildlife planned, and the next update adds gazelles. Saiga antelopes are not confirmed at this stage, but they are a species we can consider as the roster expands.
Will there be a feature where a running mount is possible? Similar to that of horizon zero dawn.
This is something that's currently under consideration on our end. We don't have anything set in stone just yet, but it's on our radar and being actively looked into as a possibility for the future
Will we have Dschingis Khan in the game?
Our game takes place after his reign, but the Yam Network itself is part of Genghis Khan’s legacy.
Will there be items or skins – such as clothes or saddles – that we can equip to change our appearance? It would be nice to have to hunt certain special animals to get the materials needed to craft them.
Yes, the customization features are coming soon with the next content updates in the future! Keep an eye out for the roadmap.
Will there be a journal mechanic in the game that tells you information about each horse breeds, each location, and where to find certain horses etc.? Currently the "Help" or "Tip" sections of the game isn't exactly helpful and leaves me looking to social media for answers that are either outdated either by an update or time.
We are considering adding a manual map marker feature, which would help you personally track discoveries you make while exploring the steppe.
Any plans to overhaul animal AI, wildlife spawning, and hunting?
Yes. The next content update, the Wildlife Update, adds fishing, the Animal Ledger, and new wildlife, including gazelles, sheep, and donkeys. It also includes improvements to the wider wildlife experience, with more work planned beyond this update. We’ll share the full details through upcoming videos and development posts.
Will there be other NPC couriers? And will more NPCs be added to the game?
Yes, that is what we plan to implement in the future. With the Kickstarter Stretch goal “the Expanse of Mongolia,” we will be adding more gameplay to areas of the world that currently don't have one, like more NPC’s.
Would it be possible to consider build mode for limited space area? It would be awesome if we could place stables, pastures, tents and others anywhere we wanted.
We've got some early ideas around how a system like that could be integrated into our existing game. This is something we have to think carefully about where we invest our development time and stay true to the core of what this game is about - exploration, survival, travel, journeying, and riding.
That said, we understand the impulse people have to build something in our Mongolian open world, to make their mark and create something of their own. So we're exploring something that we think could deliver that experience while still fitting within the game's core vision, including a method to upgrade the yam network, similar to how you build bridges and other route improvements.
Will wild donkeys be tameable as mounts or pack animals?
This is not on our roadmap at the moment. It's something we'll continue to consider going forward.
How will falcons be made functionally useful for the main character, and will there be color variations, so yours feel personalized and realistic?
Customization for the Eagle is planned. Eagles will allow you to scout the world, uncover useful details and plan routes, as well as assist with hunting small animals and confronting the cursed lands. We’ll share more once we are ready to!
Will deliveries also get more variety?
Yes, both the nature of the cargo itself and the routes involved get more variety.
The goal is to make longer journeys feel more present in the game, journeys that challenge more aspects of riding and require more preparation and complexity.
Will camp guard dogs be added in the game?
Currently, we are not planning on adding camp guard dogs to the game.
Will more bow types be added?
We can’t confirm yet if more bow types are coming, but this is something we are considering. Something can confirm is that bows will be customizable, but how that will look, we can’t reveal just yet.
Will modding support be available in the future?
Currently, we do not plan on adding any official mod support to the game. We don’t want to rule it out, but it’s not planned in yet either.
Why is there only one major town, and will there be more towns in the full release?
Yes, we will add more towns in the future. Keep an eye on the upcoming roadmap for more details.
Questions Answers
Do you have an estimate when bugs like cooking stations, foal message spam, and breeding traits are fixed?
All of these issues and bugs are already on our radar, whether it's something from the current game, something we newly introduced, or something that used to work and is now broken. The challenge is balancing limited time and resources between fixing existing issues and continuing to develop new features. These new features also have to be polished until we like them. Once we've finished implementing new content, we'll dedicate time specifically to polishing the game and addressing bugs. This also why we can’t give a reliable date for every individual fix.
In the meantime, we address issues whenever gaps in the schedule allow, prioritizing based on impact. A good example was the bug where the horse merchant stole the horses, which will take a higher priority over lower-impact issues like chat message spam.
Our goal is to have a smooth experience by release. We'll be dedicating focused time to bug fixing and polish starting next year, and from that point on, you can expect the game to steadily become more stable.
Will the game get optimized further? With the recent update especially, the game has become very laggy for my system.
The challenge is that people on low-end or mid-to-low-end systems tend to feel the impact of new features almost instantly. We run internal optimization passes and use benchmarking tools to catch these issues, but sometimes specific PC hardware constellations cause problems we simply don't have visibility into in advance.
If you were part of the beta for the cursed lands, you'll have noticed that performance was optimized back down to roughly where it was before that feature was introduced. Bug reports, crash reports, and details about your setup- what kind of PC you have, whether you're on a laptop - all genuinely help us identify and optimize those issues.
We want everyone to be able to play, so if you're on older hardware, please make use of the lower "potato" settings. As we get closer to release, we'll be dedicating significantly more effort to polishing performance across the board, so the experience becomes smoother and more enjoyable for everyone.
Is there any chance for more save slots? I used all mine ages ago and I don't want to delete any of them.
We’ve heard the request, but we need to see about the technical limitations before promising anything. The team will investigate whether the current save-slot limit can be increased.
Will there be a calendar or some kind of seasons in the game? And deadlines for deliveries, or other time-sensitive features in the game.
The Legend of Khiimori doesn't really have a concept of seasons. Generally, missions don't come with deadlines either. We have some cargo types that need to be delivered quickly, but outside of that, most of the game isn't intended to put players under time pressure.
Will the rabbits be changed to hares even if only in name as rabbits are not wild in Mongolia?
Good question and a good point! You're right that hares, not rabbits, are the ones native to Mongolia. But we use the term 'rabbit' in-game because that's what the locals refer to them as, so we won't be changing the name.
Will there be any levels above 10 and any use for the 68k and counting prestige I have?
This is something we are considering in the long run. Once we are ready to share more, we will let you know!
Will chest storage size be increased to match item variety?
This is currently under consideration. We'd likely want to tie it into existing gameplay mechanics rather than just applying a flat increase across the board. For example, investing a bit of wood and stone to craft a bigger chest makes sense as a natural progression, rather than simply boosting capacity by a fixed amount for everyone.
Will there be a feature that lets you camp anywhere with the nomad camp?
Currently we are not planning on adding the ability to camp freely in the world. The spots were chosen deliberately, and we hope you enjoy the views while recharging!
Can completed stone turtles be made permanent, and will they protect against corruption or weather?
Stone turtles are intended to be maintained rather than permanently completed. Like other resource-dependent structures, their effects will diminish over time due to environmental influences. Duration may be linked to difficulty settings.
Cleansed ovoos can become protective structures that are charged with resources to maintain an area of protection against the Curse. The exact protective effects of stone turtles, including whether they cover weather as well as the Curse, still need to be confirmed.
Will it be possible to commission someone to transport our horses to specific stables in exchange for gold?
Wouldn't it be cooler if you could do that yourself?
Jokes aside, while a feature like that isn't something we are considering at the moment, horse leading is something we are! That way you can move horses between stables yourself, and maybe even complete some cargo delivers on the way.
Questions Answers
Will specific Mongolian horse breeds and generally more Asian breeds be added? Specifically breeds that match the era.
Will you add more Asian and historically appropriate Mongolian horse breeds?
It's essentially the 13th century condensed down, there's going to be a wide variety of breeds, yes.
Historical and regional relevance are important considerations, including breeds connected to Mongolia and those plausibly encountered through the trade networks of the period. But we're not strictly limiting ourselves to only what was historically present.
Specifically regarding European breeds, we took the trading environment of the era into account, so you'll see more than just Asian horses. The Silk Road was essentially the socioeconomic backbone of Asia at the time, connecting Western Europe with Eastern Asia, which gives us solid justification for bringing in horse breeds that arrived through trade from outside Mongolia.
Are you planning to add pastures for training?
Dedicated training pastures are not currently planned. Our present design is for horses to develop through riding and carrying out their duties as part of the courier team.
Are more breeds coming to the game?
Yes, absolutely!
I assume that there may be some customization for your horses in the future (hair style, bridles and saddles etc), but will there be player character customization? And to what extent?
Yes! Keep an eye out for the roadmap, we will publish it still this month in September.
Are there plans to improve the Akhal-Teke/Breton horse models to be a little more realistic?
We’re constantly working to improve and optimize the visuals . You can post such specific feedback like this in our Discord channel; it will then be included in the community reports that we implement in our tasks to improve the game.
As the french breed Breton was released, are there any plans for other non-mongolian / asian breeds to be added to the game?
Yes, there are plans to add more horse breeds! Keep an eye out for the roadmap.
Are we going to add (or change if not adding new breeds) a breed so we have a Spirit main stat for better stat balancing options?
Yes, the new breeds and their stats are being tuned and balanced the same as every other aspect of the game.
What made you decide to drop the horse potential in favor of the current system, or if you didn't drop it, when and how could we expect to see it again?
Both are important to our game, and we do not drop features. Horse-focused systems remain central to the game, and the newer survival and world systems are intended to build on that foundation rather than replace it. Early Access gives you a glimpse behind the game development curtain, and as a result interconnected systems are still being developed, so their relationships may not yet feel complete.
Will bonding with our horses be a feature in the game at some point?
We hope you already do feel a bond with your horses! But an in-game bonding mechanic is not currently planned, although we’ll continue looking for ways to make the relationship feel stronger through the existing systems.
Can you add a shrine to craft a custom "dream horse" using resources?
The breeding system is for that purpose. We are open to exploring items or other forms of influence that could make it easier for you to get your desired outcome. But a dream-horse shrine is not currently planned, sorry!
Will you add more horse genes, as well as customizable tack?
Yes, we're not done with the gene pool for the horses yet. We're well aware of how central the breeding system is to the game and how much value players get out of it, and that's something we want to keep expanding.
As for customization, there's more to come soon. Keep an eye on the upcoming roadmap for more details.
Will the look of the horse's tails be adjusted?
Yes, we plan to improve their appearance in the future.
Can horse tack be removed while resting?
That is a great idea, we can add that!
And that’s that! Thank you again to everyone who sent in questions - we’ll have more info for you in the coming weeks about the future of The Legend of Khiimori!