Graphics and Sound

Krai Mira is an online role-playing game that immerses the player in a world devastated by global disaster. In this world, everyone can get his own way, communicate with other players, take part in fights, gather resources and items, hunt, explore new islands, trade, and more!

The game is based on a 2D isometric engine, tiled landscapes and bitmap objects rendered from 3D scenes. Navigation is performed with a mouse. Many actions have custom hot keys.

General graphic style - cruel realism and harmonious colors suit the setting and emphasize an atmosphere of a post-apocalyptic world. Short and expressive animations accompanied by charming music.

The World

The world consists of numerous islands – pieces of land remaining after a global disaster. The year is 2061. The Player lives and grows in a virtual world, interacting with other online players, non-player characters (NPCs) and other objects in the game world.

Krai Mira has no predetermined storyline, and the player has a great number of the ways of development.

Player’s abilities:

  • Exploration of the World;
  • Searching for resources and items;
  • Barter and trade;
  • Fulfillment of quests;
  • Communication and barter with other online players;
  • Fights with NPÑ – animals, people, mutants;
  • Fights with other players;
  • Raising the level of player’s skills;
  • Getting new knowledge of the game world and teaching new skills and abilities;
  • Crafting new items from ingredients;
  • Stealing items;
  • Players co-operation (collective and group fights, united exploration of new lands, collective quests etc.);
  • Options to play for bad character;
  • Mini-games - Rulette, Cyclon2 and others.

Character Statistics:

Primary Statistics:
  1. Strength
  2. Agility
  3. Endurance
  4. Perception
  5. Mentality

Derived Statistics:
  1. Hit Points
  2. Physical Energy
  3. Mental Energy
  4. Action Points
  5. Carry Weight

Weapon Damage types:
  1. Percussive
  2. Thermal
  3. Biological
  4. Toxic
  5. Mental

Character Damage types:
  1. Injury
  2. Fracture
  3. Cut
  4. Burn
  5. Contusion
  6. Blindness
  7. Poisoning
  8. Fear
  9. Hypnosis


At the beginning of the game you can select your future specialization. There are 5 different types of characters in the game, and each has its own set of Primary Statistics:
  • Citizen
  • Hunter
  • Puncher
  • Craftsman
  • Amazon
The choice of specialization has a big influence on further life of character. For example, if you have chosen a Craftsman, you'll get some bonus points to finding and crafting new items. However, some 'battle' skills of Craftsman are comparably weak.

Experience is increasing with some character's actions (attack, defense, trading, exploration, crafting, dialogues, etc.). More often the character uses the specified skill, more fast the skill grows.


The Map of Archipelago (islands, ocean, and settlements) is a set of game screens. Character's moving is carried out in one of 6 directions, using mouse cursor. Here is an example of movement animation -


Most of game locations 'generate' various items with certain probability. This probability depends on the specific location and character’s skills. If the player visited the specific location within last hour, he (she) has no chance to find something on it. Various items are found with various probabilities. Picked item goes to the inventory. The inventory has definite size (amount of cells and max weight). Some of the character’s Derived Statistics depends on the total weight of the items in the inventory.


Crafting is using items from inventory for assembling new items and using complex items for disassembling them to basic ingredients. One can disassemble any proper item. The assembling is possible when the player has all required items and formulas. The number of formulas the player has depends on its Crafting skill.


The player can assemble many types of weapons on its own. There are rare and unique items that cannot be crafted.

Types of Weapon:
  • Cold steel (brass-knuckles, knives, bats, chains, swords)
  • Thrown (knives, tomahawks, boomerangs)
  • Range weapon (guns, shotguns, crossbows, rifles, machine-guns)
  • Explosive (grenades, bombs)
  • Biological
Cartridges are rare and expensive. Steel balls from ball-bearings and self-made arrows and bolts are more accessible. Having high crafting level the player can make gun cartridges on its own, using some basic items and resources.

Interaction with Non-Player Characters (NPC)

NPC inhabit settlements mainly. They can be subdivided on key characters and ordinary residents. Key characters can be found in active buildings (store, hospital, port) or outdoors. One can start a conversation with key characters and get some useful information, make barter or take a quest.

Interaction with monsters

Monsters are generated randomly depending on the type of location, given island and distance to the nearest settlement. Some kinds of monsters are: feral dogs, cannibals, pigmies, transgenic mutants, steppe boar, wolf. It’s not possible to trade or communicate with monsters. Monsters can come to 3 possible decisions (ignore, attack, escape) depending on their statistics and player’s actions and amount of friendly/enemy creatures.

Monster’s behavior is described by artificial intelligence (AI).

In the case of a victory, the player is given an opportunity to search for any valuable items, depending on the character's skills and statistics.

Example of pig-bull animation.

Interaction with other Players


Communication has place between players that are on the same location (game screen). Players communicate using chat module.

The following functions are supported:
  • Displaying a list of players for the given location
  • Displaying playerÒs messages (common, private, group)
  • Displaying playerÒs info (by request)
  • Sending messages (common, private, group)
  • Propose to barter
  • Attacking selected player


Every item in the game has its base price. Base price of compound items is a sum of all ingredients multiplied by the crafting complexity factor. Final price of the item (the price the players pay in the store) depends on the given island and settlement also.

Two characters can trade (barter) by exchanging their inventory items.


When one creature attacks another, fight mode is turned on automatically. Other players can join the existing fight.

During given time (30 sec) all players make decisions and planned their actions. Then the server analyses players actions and display the result taking into account many parameters (Action Points, Primary and Derived Statistics, Weapon, random variables).

Some animations and sounds used in the fights:

During the fight players can use their inventory, change and reload their weapons, select weapon’s attack mode, move within game screen. Every player’s action requires definite amount of Action Points and Physical Energy.

The fight is completed if one of the following states is reached:
  • Pain shock
  • Contusion
  • Paralysis
  • Death
  • Win


    A player that requires treatment, transferred to the nearest hospital or healer’s cabin. Treatment of every injury takes some time. All the traumas can be cured at once, or player can select specific trauma to be cured.

    Healing interface preview -

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