- + Character cosmetics (skins, colorways, accessories)
- + Town decoration spots + signage
- + Custom Match rule sets and maps (later)
- + NPC ambient bark line banks
- + Loadout display visuals
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.
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.
- − 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)
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 roadmapThree 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.
Threads
Visual-only — character skins, colorways, accessories, banners. Zero gameplay impact, ever. Visible to every player in every lobby.
- ▸ Character skin tints + colorways
- ▸ Cosmetic accessories (helmets / patches / charms)
- ▸ Profile flags + banners
- ▸ Loadout displays for the town
Town
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.
- ▸ Decorate-able spots in the town
- ▸ Player-made boards / posters / signage
- ▸ NPC ambient bark line packs
Custom Match
Gameplay-altering mods — modes, rules, custom Arena tiles, Deep Dive maps. Opt-in per lobby. Never on Ranked, period.
- ▸ 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.
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.
- Step 01
Build with the Mod Kit
Unity-compatible package — open template, swap textures / meshes, export. No coding required for Threads.
- Step 02
Upload to the portal
Drag-and-drop on the marketing site. Automated linter checks file size, format, polycount, naming conventions.
- Step 03
Moderator review
Human review for safety, quality, and brand-fit. Average turnaround targeted at 48 hours during the first wave.
- Step 04
Auto-distributed, attributed
Approved Threads ship into the in-game shop's modder section, credited to you. Compatible with every lobby.
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.
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.
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.