Inside TeeKru: Customization, Combos & Chaos in Motion
Customization, combat, and a whole lot of corpse cleanup. Welcome to our world.
You know that feeling when you step into a character creator and immediately feel like this one's yours? Yeah, we’re obsessed with that. Always have been. Games like City of Villains taught us early that customization isn’t just cosmetic, it’s identity.
In A.L.A.R.M., your Draven is yours. That’s why our Paper Doll System is built to let you define everything, from silhouette and stance to fashion and function. And now that we’re getting close to locking in the core of our Vanity Station, it’s time to give you a sneak peek.
We'll be showing off early footage of it in action, even if the UI is still under construction, the soul of it is there.
We want you to see where it’s going, not just where it is.
[previewyoutube][/previewyoutube]
[h2]Built in Layers, Forged in Fire[/h2]
This project has been in motion for years. Krucifear’s been full-time on A.L.A.R.M. for 5 years.
Teella came on full-time a little over a year ago, in February 2024, but I’ve been laying groundwork and building systems long before that. Systems we designed in theory years ago are now fully realized in-game.
The Paper Doll System is a perfect example of that full-circle moment. It’s ours, built from the ground up, and it’s finally breathing.
[h2]How We Work: From Theory to Feeling[/h2]
We don't wait to make things perfect before we play with them.
Our goal is always to get a full loop working as fast as possible, from combat to customization, so we can feel it out in-game.
Paper design means nothing if it doesn’t flow in practice.
Once something’s playable, we repeat it. Over and over.
We run, we fight, we equip outfits, we break it, we fix it.
We remove pain points, smooth transitions, tighten timing, and adapt the system to the world, not the other way around.
That’s why the concubines die a lot.
[h2]Introducing Our First Combat Class: The Yumi Tori (Bow Hunter)[/h2]
Yumi Tori is the first class we’re showing, and she’s all about rhythm, motion, and precision.
The goal is to keep your Draven fluid, not locked into static attack loops. Each combo responds to how you move through the environment, rewarding flow over button-mash.
We'll be showing off the following five core directional heavy attack combos, each designed to give you purpose and presence with every step:
1) Stand and Deliver: [color]DEFENSIVE[/color]
Heavy attack while standing still. Kick > 3 arrows > Charged shot that ricochets up to 3 times.

2) Forward Assault: [color]OFFENSIVE[/color]
Heavy attack while moving forward. Roundhouse > Heavy shot > Kick > Flurry of 3 rapid shots.

3) Retreat and Strike: [color]TACTICAL WITHDRAWAL[/color]
Heavy backstep. Volley of arrows > flip > stomp that staggers foes.

4) Lethal Left Flurry: [color]STRATEGIC[/color]
Heavy left. Triple tetsubishi toss > 3 precision daggers.

5) Righteous Right Assault: [color]STRATEGIC[/color]
Heavy right. Double kunai toss > butterfly flip > tetsubishi > 3-dagger finale. Pure elegance.

For testing, we run these combos against a circle of respawning concubines sitting in a sigil. It’s not glamorous, but it’s perfect for tuning combat, timing, and flow. They die, respawn, and do it all over again. Loyal little chaos sponges.
[h2]Next Transmission Coming Soon[/h2]
Next month we’ll show you more of how we design our classes around affinity, identity, and aggression.
You don’t need a 100-person team to build a revolution.
Just a vision, a grind, and enough concubines to test hit reactions.
Teella + Krucifear
TeeKru Games
You know that feeling when you step into a character creator and immediately feel like this one's yours? Yeah, we’re obsessed with that. Always have been. Games like City of Villains taught us early that customization isn’t just cosmetic, it’s identity.
In A.L.A.R.M., your Draven is yours. That’s why our Paper Doll System is built to let you define everything, from silhouette and stance to fashion and function. And now that we’re getting close to locking in the core of our Vanity Station, it’s time to give you a sneak peek.
We'll be showing off early footage of it in action, even if the UI is still under construction, the soul of it is there.
We want you to see where it’s going, not just where it is.
[previewyoutube][/previewyoutube]
[h2]Built in Layers, Forged in Fire[/h2]
This project has been in motion for years. Krucifear’s been full-time on A.L.A.R.M. for 5 years.
Teella came on full-time a little over a year ago, in February 2024, but I’ve been laying groundwork and building systems long before that. Systems we designed in theory years ago are now fully realized in-game.
The Paper Doll System is a perfect example of that full-circle moment. It’s ours, built from the ground up, and it’s finally breathing.
[h2]How We Work: From Theory to Feeling[/h2]
We don't wait to make things perfect before we play with them.
Our goal is always to get a full loop working as fast as possible, from combat to customization, so we can feel it out in-game.
Paper design means nothing if it doesn’t flow in practice.
Once something’s playable, we repeat it. Over and over.
We run, we fight, we equip outfits, we break it, we fix it.
We remove pain points, smooth transitions, tighten timing, and adapt the system to the world, not the other way around.
That’s why the concubines die a lot.
[h2]Introducing Our First Combat Class: The Yumi Tori (Bow Hunter)[/h2]
Yumi Tori is the first class we’re showing, and she’s all about rhythm, motion, and precision.
The goal is to keep your Draven fluid, not locked into static attack loops. Each combo responds to how you move through the environment, rewarding flow over button-mash.
We'll be showing off the following five core directional heavy attack combos, each designed to give you purpose and presence with every step:
1) Stand and Deliver: [color]DEFENSIVE[/color]
Heavy attack while standing still. Kick > 3 arrows > Charged shot that ricochets up to 3 times.

2) Forward Assault: [color]OFFENSIVE[/color]
Heavy attack while moving forward. Roundhouse > Heavy shot > Kick > Flurry of 3 rapid shots.

3) Retreat and Strike: [color]TACTICAL WITHDRAWAL[/color]
Heavy backstep. Volley of arrows > flip > stomp that staggers foes.

4) Lethal Left Flurry: [color]STRATEGIC[/color]
Heavy left. Triple tetsubishi toss > 3 precision daggers.

5) Righteous Right Assault: [color]STRATEGIC[/color]
Heavy right. Double kunai toss > butterfly flip > tetsubishi > 3-dagger finale. Pure elegance.

For testing, we run these combos against a circle of respawning concubines sitting in a sigil. It’s not glamorous, but it’s perfect for tuning combat, timing, and flow. They die, respawn, and do it all over again. Loyal little chaos sponges.
[h2]Next Transmission Coming Soon[/h2]
Next month we’ll show you more of how we design our classes around affinity, identity, and aggression.
You don’t need a 100-person team to build a revolution.
Just a vision, a grind, and enough concubines to test hit reactions.
Teella + Krucifear
TeeKru Games