
Screenshots

Watch trailer on Steam ↗Loya
Joyen · Published by Joyen
Last updated 27 Sept 2026
Command walking fortresses to battle giant monsters in this open world survival rpg! Play alone or bring your friends to explore, farm, fight, build and craft to unravel the mysteries of Loya!
Action, Adventure, Indie, RPG, Early Access · 2027 · More free games
Control massive walking fortresses to take on colossal monsters in Loya, an open-world survival RPG from Joyen. Explore vast landscapes, craft gear, and unravel the game’s mysteries with friends or solo.
About this game
Walking fortress
Add defenses to your base by placing canons that you control!
Build
Collect resources to build your own moving house!
Giant bosses
Some of these bosses can only be defeated with a base!
Explore
Take your time to explore the vast world of Loya!
Dungeons
Explore dungeons and caves on foot!
Multiplayer
Play alone or with your friends!
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- Memory: 8 GB RAM
- DirectX: Version 11
- Storage: 10 GB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Dev update!
Hey everyone! It has been a while since the last update, I have been working very hard on the game!Here are some updates:New Content:Tutorial islandsOnboarding is done! The Tutorial islands have been playtested a lot and I am happy with its state.DemoThe demo content is here! It still need more polishing and playtesting. It is a vertical slice of LOYA; You fight giants, build your base, go on foot against goblins and unleash the sealed giant!Here is a screenshot of the "Plains of Eden":GiantsNew bosses have been added:Other Act 1 zones:These will not be part of the demoSentinel Islands: Crystal Islands (wip):Mechanics:Base vs Giants combats have been tested and refined. I have added a dash for the base, making the combats much more fast paced and challenging.Reworked the melee combat system (character). I took inspiration from games like Zelda Botw and added a stagger system, added on hit and knockout animations. Overall melee combat should feel much better. Flying and Islands as a core concept: The world is now gated by flying. Defeating the bosses will unlock more propellers and allow you to fly higher! Once I have finished playtesting the Demo, the game will have to go though a heavy polishing phase where I make sure the Demo is in a good state to be shown to the public and nothing is missing. I will then make a new trailer and announce the demo everywhere! My goal is to release the Demo is this year. For now things are going as planned.I will do my best to keep you guys updated more often. Thank you for following the game!Read full article on Community Announcements (Joyen)AnnouncementsOfficial
Floating islands!
Hey everyone! The recent playtests showed the Intro Island is loved! Gliding to the mainland feels like a great reward for completing the tutorial area. Since that format was so effective, i decided to add more of it! The mainland will now be pushed 500m lower, and hundeds of floating islands will now be part of the game, you will have to fight giants and upgrade your base to explore them all!I also improved the volumetric cloud system to look better from above.I have opened the registrations for the next playtest, it will contain the new islands patch. Once this playtest is over, i'll prepare the Demo, i still need to decide what i will include in it. Finally, I would like to thank everyone who wishlisted the game recently, we are getting close to 20k !!I will do my best to make a game that worthy of your interest!Read full article on Community Announcements (Joyen)AnnouncementsOfficial
Introducing Procedural Caves
Hello everyone!I'm excited to show the new procedural caves! They will drastically increase the amount of content in the game, by rewarding exploration and challenging players with new bosses and unique secrets!Here are some screenshots of the new caves: Also, huge thanks to the people who tested the game, it is by observing your experiences that I can move the project forward! There are still some things to finish before I start testing these new changes, stay tuned!Read full article on Community Announcements (Joyen)Patch NotesOfficial
Back from vacation + Patch notes
I'm back everyone! Vacation was great and i'm now pumped to get Loya in a demo ready state! Once the demo is up and ready I will start working on the other 3 regions!Of course I also took some time to work on Loya while i was on vacation, here are the latest changes:Repair system changesWe need a cost for auto repair, by making it free, player can just use the base as a permanent shield. If the player defends with the base to kill monsters, he needs to pay a price. To avoid softlock, we still allow buildings to be repaired for free at the first hp.Repairing should drain Energy, first hp should be free, then it should cost 1 Energy per 100 hp.Feeding core triggers the autorepair if base is damaged.A message now warn the player that auto repair needs Energy to fully restore buildings.New base->world collision systemYour buildings now take damage if they collide with the environement.Your building do damage to trees when they collide with them.Game feel/CombatFixed some animations where the attack animation was faster that the slash effectFixed jump animation, it will no longer play the run animation while on airWhen you roll, your character is highlighed showing IFrame durationQOLDuring the tutorial, the crafting table is now highlighted in the Building UI (Tab)If you have completed the tutorial and don't have a core, it will be highllighted in the building UI The feeding UI action button shows 'Evolve' when the core is ready to be upgradedRead full article on Community Announcements (Joyen)Patch NotesOfficial
Vacation! + Patch notes
Hey everyone! After 3 month of non stop developing, it's time for a vacation! I'll be leaving Paris to go to Chicago for 3 weeks! Although I really want to keep working on the game, I wont be able to for a little while, but I also need to rest so it's probably a good thing. Patch notes:Now let's talk about Build 237 A good game is not just its ideas, it's also how these ideas are implemented. Recently, I have been focused on improving UI clarity, adding "Juice" and making the combat feel more responsive.QOL - Combat:Added a subtle camera shake when you hit a targetAnimation stops for a few frames when you hit a targetWhen you take damage, your character becomes red for a small amount of timeWhen you hit an ennemy, they get highlighted for a tiny momentDamage numbers are bigger, have a "pop" effect and spawn at the right spotQOL - UI:Game messages now "pop" when a game error message is showed (ex: Out of energy!)World map now displays zone names and level rangesAdded sounds on mouse over/click for most Interactable UI elements (buttons etc..)Changed the Font for the Announcer UI to "Cinzel"QOL - Crafting table:Crafting items is now instantWhen you hover the "Craft" button, if you cannot make the item, the reason why will be displayed (missing items or core tier too low)During the intro tutorial, the "Wooden Axe" is now highlighted until you make a "Wooden Axe"QOL - Forge:Forge items tooltip now shows the min and max stats for the itemQOL - World Codex:Items or building that require a specific core tier will now show it in the codex."Mysterious slime":When a player dies, in some contexts a "Mysterious slime" will appear to help the player. (Ex: If the player dies in a dungeon without forged items, the slime will appear explaining the player that he needs to make a Forge)Added spawn conditions for the slime on: Dungeon death, Fall death, Cold/Heat death, High level zone deathGame changes:You can now use canons at full power on normal enemies, but canons only work on bi...Read full article on Community Announcements (Joyen)






