Mod Kit In design · ships R5

Threads first.
The rest, carefully.

The Open Hours Mod Kit ships in three tiers. Cosmetic Threads first — uploaded, moderated, auto-distributed in-game with creator attribution. Town decor and Custom Match gameplay come later, on purpose. Last updated 9 May 2026.

Our stance

Modding is a feature, not a tolerated culture.

We're shipping the tools we'd want to use ourselves. Here's what we're deliberately exposing on day one — and what we're locking down forever, because it would break the game for everyone else.

What we're exposing
  • + Character cosmetics (skins, colorways, accessories)
  • + Town decoration spots + signage
  • + Custom Match rule sets and maps (later)
  • + NPC ambient bark line banks
  • + Loadout display visuals
What we're locking down (for keeps)
  • Server-side gameplay scripts in production
  • Damage / health / cooldown values on Ranked
  • Anti-cheat surface, replay system
  • Currency, economy, loot tables, gear rolls
  • Tier-3 LLM dialogue (NPC bartender)
Where it sits
R5/8
Modding + ranked

The Mod Kit lives at the same roadmap phase as ranked Arena. It's not Day 1, on purpose — the foundation has to be stable before player-uploaded content hits production. Threads-first is the deliberate scoping decision; Town and Custom Match come once Threads is proven.

See the full roadmap
Tiers · 01

Three named tiers

Each tier has a clear scope, a clear multiplayer-compatibility model, and a clear launch order. No ambiguity about whether your mod will work in your friend's lobby.

Cosmetic mods Phase R5

Threads

Multiplayer-safe

Visual-only — character skins, colorways, accessories, banners. Zero gameplay impact, ever. Visible to every player in every lobby.

Examples
  • Character skin tints + colorways
  • Cosmetic accessories (helmets / patches / charms)
  • Profile flags + banners
  • Loadout displays for the town
Community decor Future phase

Town

Multiplayer-safe

Things you place in the persistent town — community-made furnishings, posters, NPC ambient barks. Cosmetic at the gameplay layer; visible to everyone in your instance.

Examples
  • Decorate-able spots in the town
  • Player-made boards / posters / signage
  • NPC ambient bark line packs
Gameplay mods Future phase

Custom Match

Opt-in lobbies only

Gameplay-altering mods — modes, rules, custom Arena tiles, Deep Dive maps. Opt-in per lobby. Never on Ranked, period.

Examples
  • Custom Arena tile blockouts
  • Custom Deep Dive maps
  • Bot personality packs
  • Modded rule sets (CTF, attrition, etc.)

No tier ever changes Ranked Arena balance. That's the only forever-promise on this page.

Workflow · 02

From your machine to the in-game shop

Submission → review → distribution, in days not weeks. Designed so creators ship Threads with confidence and players don't get a flood of broken assets.

  1. Step 01

    Build with the Mod Kit

    Unity-compatible package — open template, swap textures / meshes, export. No coding required for Threads.

  2. Step 02

    Upload to the portal

    Drag-and-drop on the marketing site. Automated linter checks file size, format, polycount, naming conventions.

  3. Step 03

    Moderator review

    Human review for safety, quality, and brand-fit. Average turnaround targeted at 48 hours during the first wave.

  4. Step 04

    Auto-distributed, attributed

    Approved Threads ship into the in-game shop's modder section, credited to you. Compatible with every lobby.

Tooling · 03

Tools, formats, intent

The Mod Kit ships alongside R5. Below is current intent — final spec drops with the kit so you can plan ahead. We'll be honest about what changes between now and then.

Engine
Unity 2023 LTS — same as the game
Distribution
Unity AssetBundle (.bundle) format with manifest
Texture format
PNG / TGA · power-of-two sizes (max 2K)
Mesh format
FBX / GLB · target ≤5k tris (Threads)
Color tints
JSON colorway + a single base texture
File-size cap
≤ 4 MB per Threads submission
Naming convention
Reverse-DNS slug, e.g. com.creator.skin-name
Tools provided
Unity Mod Kit project template + linter CLI
Skill requirement
Threads: import an asset, set a colorway. No code.

Intent — values may change before R5 ships. The honest list is better than a vague list.

FAQ · 04

Real questions, real answers

If yours isn't here, reply to any devlog email — that goes straight to the dev.

Will modded content work in Ranked Arena?

Cosmetic Threads — yes, every lobby including Ranked. Custom Match gameplay mods — never on Ranked, by design. Competitive integrity isn't negotiable.

Do I need to know how to code?

For Threads (cosmetic mods): no. Open the template, swap textures, set a colorway, export. For Custom Match (later): probably a small scripting layer, scope TBD.

Where does my mod live?

Through the Open Hours portal at openhours-web.vercel.app/modkit/upload (when it launches). Moderated, attributed, and distributed in-game. No third-party hosting required.

Can I make money from my mods?

Royalty model is being designed. Decision will be made with creator-community input before Threads launches — we'd rather get it right than promise it badly. If you have strong opinions, email the dev.

What about IP / copyrighted material?

Original work or properly licensed only. The moderation step exists partly for this. Skins riffing on existing IP get rejected. Build something genuinely yours.

Will I be able to disable other people's mods?

Threads are visible to everyone (cosmetics are flex — the whole point is being seen). Custom Match is opt-in per lobby. Players can always run vanilla.

First wave

Get the Mod Kit when Threads ships.

When Threads launches in Phase R5, the email list gets the link first — alongside docs, the Unity template, and the upload portal. No early-access waitlists, no separate sign-ups. If you want to weigh in on the open design questions before then, just reply to any devlog.