A seeded swamp.
No two journeys share the same map. Stilt villages, crooked jetties, fogged ruins and sunken crypts are woven fresh from each world seed.
FolVis Studios presents
Some worlds are found. Others wait to be unearthed.
First-person fantasy RPG · In development for PC · Coming to Steam
Khadrel is a first-person fantasy RPG. Wake in a drowned land of reed beds and black water, lantern-lit stilt villages, frogfolk and forgotten shrines. An ancient tongue is carved into everything. And the story becomes yours.

World art in development · In-engine assets
No two journeys share the same map. Stilt villages, crooked jetties, fogged ruins and sunken crypts are woven fresh from each world seed.
No class screens to lock you in. Swing a bog-iron blade, draw a reed bow, brew at the cauldron or cast fen magic—the skills you practise are the ones that grow.
The frogfolk raise their plank walks and mushroom roofs over the stone of vanished peoples whose mechanisms and inscriptions still hum beneath the mire.
02Gazetteer of the Fen
Follow plank walks and crooked jetties from lantern-lit frogfolk settlements out to the drowned stone of the deep bog.



“Huts on poles above the black water” and hollowed mushroom caps where frogfolk elders, smiths and traders keep the lanterns lit.
“Stilt huts along a crooked jetty, nets and fish on the drying racks, and rowboats that have seen better years.”
“A plank walk of lantern-lit stalls out in the reeds, ending at a stilt house with a spire roof where a fence buys what no honest trader will. Under the moon the mist turns blue here.”
“A leaning hut hung with drying herbs, a cauldron out front, and a garden of things you should not eat.”
“Four cold braziers ring a shrine the mist has half taken. Whoever lit them in the right order once, left something behind the stones.”
“A drowned crypt where the frogfolk king still holds court beneath the mud.” Every village on the road paid the Drowned King in lanterns—until now.
03Ways of the Fen
Survive by hand, cauldron, spell and timber. Every system in Khadrel is tactile, physical, and tied to the swamp around you.
Time directional swings, parries and dodges in first person, or call on the swamp itself. Cast Frost Bolt (“a bolt of bog-water that remembers winter”), raise the mire with Bog Surge, wrap yourself in Veil of Dusk, or cross dark channels with Water Walking.
Forage twelve swamp plants—Ghost Orchid, Ember Moss, Sunbell, Weeping Vine and Bog Sage—and stir them into a boiling cauldron. Every bottle takes the blended colour and drifting motes of its brew, stamped with a painted Khadreli label: patl napsh (medicine of breath) or patl mut (medicine of death).
Claim a quiet bend of the marsh and raise your own settlement. Snap plank walks, stilt walkways, boat docks, rope bridges and high willow treehouses together, then set down your smithy, tanning rack, workbench, cauldron and cook fire wherever you make camp.
The heavy, moss-backed swamp mule is called tlamem—from the Khadreli tlamama, “to carry a load.” Wild ones startle easily in the reeds; creep up slowly, offer salt by hand, and earn a loyal mount and pack-carrier across ground that bogs a boot.
Step out onto a crooked jetty at Fisher’s Landing and cast a reed rod where the ripples rise. Read the bobber’s dip, haul your catch from the black shallows, and cure it over a peat fire before the night mist rolls in.
Fell swamp timber and dig beneath the roots through layered voxel strata—peat, clay, shale and deep granite. The deeper your pickaxe bites toward bog iron and buried stone, the hotter the subterranean Swelter grows.
04The language of Khadrel
Khadrel is itself a Khadreli word. Its root, kh-d-r, speaks of gathering: a cluster, a nest above the water.
We are building Khadreli from the ground up, with its own sounds, roots and grammar. One ancient language, shared by every people of the world.
Each syllable is a hexagonal cell of pressed outer wedges for the consonant, an inner mark for the vowel, and a flowing pen-flick beneath the word.
Stamped onto potion bottles (patl napsh), shop signs, bark scrolls and shrine lintels. A layer of history to feel—never homework you have to memorise.
✦Language & lore in development · Lexicon below
Spoken in the fen · Working Lexicon
05Denizens & The Absent Peoples
Play as one of the living frogfolk in a swamp haunted by wild beasts and the silent architecture of three vanished civilizations.
The Living & The Gone · World Lore
Builders of stilt villages, mushroom burrows and crooked jetties. They salvage ancient stone and carapace plates for their workshops, trade by lantern-light, and guard the roads against the Drowned King’s court.
Vanished insectoid cultivators who grew living shell armour on frames and stored sensory impressions in tended witness beds. Walk carefully: an unsealed bed still presses an old summer’s grief into the mind of whoever steps across it.
Broad, four-armed mineral-skinned masons who built counterweight halls and ceramic plate. Their load-bound guardians still hold collapsing arches and sluice gates in place—because a promise can keep working long after everyone it served is gone.
Tall, narrow-bodied smiths of folded metal and wind organs. Their ruins answer to pitch, rhythm and silence, guarded by acoustic locks where a perfectly preserved command can still be disastrously wrong.
Field Notes · Creatures of the Mire
“The swamp mule. Heavy, black-hided and mossed along the back, it carries a load over ground that bogs a boot, and it will carry a rider who earns its trust.”
“Wide as a door, it hunts the reed beds at dusk and hovers over the clear shallows.”
“A knee-high darter the colour of a banked fire, it flits between the cattails.”
“A pale bell that drifts over the shallows after dark and stings what touches its threads.”
“Heavy horned grazer of the deep bog; slow, and stubborn when cornered.”
“Long and dark as a drowned root, it slips through the reeds without a ripple” where mudcrabs and bog eels wait in the silt.
06Objects remember
Even an ordinary blade has a story to tell.
The drowned smiths
“The drowned smiths pulled their iron from the black water…”
The quench
“…and quenched it there too. Some nights the blade still sweats cold, as if the bog wants it back.”
In-game artifact
Rendered live in your browser, straight from the game’s own model.
07From the Reed-Bag
A few of the items, journals and provisions waiting in the current build’s chests, smithies and drowned crypts.
“The drowned smiths hung these at the belt for clearing reeds, and for clearing the road when the reeds were not the trouble.”
“Smelted from the red crust of the bog, it bites small but twice as fast as any sword.”
“Layers of marsh-hide wax-hardened in the smoke of a peat fire, heavy and nearly as stiff as plate.”
“Reeds bind its spine and the ink has run, but the frogfolk hand is still clear. It hints at a drowned crypt below the mud.”
“A brass lantern, green with age, still warm as if someone had only just put it down.”
“Clear liquor distilled over peat smoke. It warms the chest, loosens the tongue and tastes of a burning bog.”
Your story is still unwritten
Follow Khadrel’s journey to Steam.
An independent RPG by FolVis Studios.