Playable Worlds set three rules for every species before art started: keep the silhouette
roughly humanoid so clothing and animation assets can be shared across all eight, give each one
a personality archetype players can lean into or play against, and keep every design cosplayable
on a budget. That is why there is no insectoid or quadruped option, and why the Hyugons ended up
as green skin plus antennae rather than an actual bug.
Species with full official Roleplay Guides (6)
Each of these has a dated guide on the official site covering physical description, homeworld,
language and naming conventions. Everything in the table is taken from those guides.
Species
Homeworld
Language
Cultural centre of gravity
Terran
Terra
Once thousands of languages; now largely converged for Garden life.
Famously divided by religion, nation and ideology — but quick to align around a shared goal. Known for comfort food, rock-n-roll and opera exports.
Elioni
Rowwsia
A drawled meow/yowl/trill cadence written with doubled letters (rr, ww, oww). Particles: ne = not, ma = command, ke = question marker.
Independent thought and expression, with a strong meritocratic streak. Leaned hard into industrial robotics and AI.
Skwatchi
Chedderath
Qhezmar — hard consonants and short, weighty chunks. Anchors: Zhar-esh (opener), Truk (leaving).
Prizes 'beneficial interactions' — checking on neighbours, doing favours, making sure nobody is cut off socially or literally.
Gertan
Kuru
Kuruvek, with two registers — Stone Speech (formal) and Ash Speech (casual).
Perseverance and make-do problem solving, with a legacy of strong central authority called the Over Sight.
Stokadi
Revenia
Sha'reni — soft and sibilant, with open vowels. Key concept word: serin (fairness, balance).
Obsessed with fairness. History of rural clans and plateau city-state oligarchies left a deep instinct to argue process and equity.
Fae
None confirmed
Built around states rather than objects — 'pressure is present' for danger, 'closure' for goodbye.
Split into Space Fae (lived aboard Servitor ships) and Ground Fae (slipped down to planet surfaces). Collectors of other peoples' customs.
Species with design posts only (2)
Hansians and Hyugons are both officially part of the eight, but neither has a Roleplay Guide
yet, so their homeworld and language are simply not published. Anyone presenting those details
as fact is filling in blanks.
Species
Homeworld
Look
Design note
Hansians
Not published
A branch of humanity adapted to a watery homeworld — iridescent skin, gills, and webbed fingers and toes.
Unlocked as a Kickstarter stretch goal in March 2025, and first spotted by players in the lore story 'Interdicted'.
Hyugons
Not published
Retro-sci-fi 'Greens and Grays': green skin, large black eyes and antennae, on an otherwise human silhouette.
The studio market-tested more insect-like designs and found players did not want to play a bug — the antennae survived, the insect body did not.
Every species in detail
Terran
Humans, no non-human features. Official art gives them slightly exaggerated proportions — large hands, wide shoulders or wide hips.
Homeworld: Terra — Deserts on every continent, rainforests on most, and dramatic canyon and mesa country.
Language: Once thousands of languages; now largely converged for Garden life.
Culture: Famously divided by religion, nation and ideology — but quick to align around a shared goal. Known for comfort food, rock-n-roll and opera exports.
Worth knowing: The Garden is currently in the grip of a fad for 20th- and 21st-century Terran culture, which many Terrans find irritating.
Source: Roleplay Guide: Terrans (2026-03-19)
Elioni
Cat-people: cat ears, whiskers, furred face and a visible tail on a humanoid body. Built for alertness and agility rather than bulk.
Homeworld: Rowwsia — The largest landmass is overwhelmingly desert; most people historically lived along the coasts.
Language: A drawled meow/yowl/trill cadence written with doubled letters (rr, ww, oww). Particles: ne = not, ma = command, ke = question marker.
Culture: Independent thought and expression, with a strong meritocratic streak. Leaned hard into industrial robotics and AI.
Worth knowing: In Elioni culture the tail is the self, so tail insults land as personal insults.
Source: Roleplay Guide: Elioni (2026-02-11)
Skwatchi
Large, hairy and heavy-set — generally the tallest and bulkiest of the Garden species. Ape-like snout and long, thick arms.
Homeworld: Chedderath — Mountainous, glaciated, brutal weather and long distances between settlements.
Language: Qhezmar — hard consonants and short, weighty chunks. Anchors: Zhar-esh (opener), Truk (leaving).
Culture: Prizes 'beneficial interactions' — checking on neighbours, doing favours, making sure nobody is cut off socially or literally.
Worth knowing: The greeting tradition orchee martchar ('making the rounds') comes from walking miles after storms to see who needs food or repairs.
Source: Roleplay Guide: Skwatchi (2026-06-25)
Gertan
Red skin, curving horns, sharp rugged silhouette, and a hooked reptilian tail. Bigger and sturdier than most species — only Skwatchi out-bulk them.
Homeworld: Kuru — Active volcanoes, lava flows, caves and constant earthquakes.
Language: Kuruvek, with two registers — Stone Speech (formal) and Ash Speech (casual).
Culture: Perseverance and make-do problem solving, with a legacy of strong central authority called the Over Sight.
Worth knowing: Gertan survival engineering — protective force-field systems and shock-repellent tech — later spread into ship design across the Garden.
Source: Roleplay Guide: Gertan (2026-03-06)
Stokadi
Vampire/goth-coded, with dramatic outerwear — cloaks, high collars, veils and hoods that often cover one eye and much of the face.
Homeworld: Revenia — Cold, wet and foggy most of the year, with little sun, mountain ranges and plateaus.
Language: Sha'reni — soft and sibilant, with open vowels. Key concept word: serin (fairness, balance).
Culture: Obsessed with fairness. History of rural clans and plateau city-state oligarchies left a deep instinct to argue process and equity.
Worth knowing: Meat-forward cuisine: lab-grown meat is a big deal and BBQ smoker grilling is a Revenian export.
Source: Roleplay Guide: Stokadi (2026-04-28)
Fae
Small, wiry humanoids with delicate translucent wings that are treated as decorative rather than functional. Size varies widely.
Homeworld: None confirmed — Fae folklore names a lost place called Tir na nOg; the rest of the Transplanetary League treats that as a religious belief.
Language: Built around states rather than objects — 'pressure is present' for danger, 'closure' for goodbye.
Culture: Split into Space Fae (lived aboard Servitor ships) and Ground Fae (slipped down to planet surfaces). Collectors of other peoples' customs.
Worth knowing: Recognised as the first spacefaring species and the only one without a known homeworld.
Source: Roleplay Guide: The Fae (2026-04-01)
Hansians
A branch of humanity adapted to a watery homeworld — iridescent skin, gills, and webbed fingers and toes.
Homeworld: Not published — A water world; specifics have not been released.
Language: Not published.
Culture: Designed around a free-spirited, go-with-the-flow personality archetype — the studio explicitly rejected concepts that read as stern or threatening.
Worth knowing: Unlocked as a Kickstarter stretch goal in March 2025, and first spotted by players in the lore story 'Interdicted'.
Source: Hansians: Behind The Scenes (2025-03-02)
Hyugons
Retro-sci-fi 'Greens and Grays': green skin, large black eyes and antennae, on an otherwise human silhouette.
Homeworld: Not published
Language: Not published.
Culture: Experimenters who push the boundaries of knowledge, from cutting-edge technology to questionable ingredient combinations.
Worth knowing: The studio market-tested more insect-like designs and found players did not want to play a bug — the antennae survived, the insect body did not.
Source: Hyugons dev post (2025-03-03)
Does species affect gameplay?
Not in any published way. Playable Worlds has released no racial bonuses or ability differences,
and developers have only gone as far as hinting that the deep environmental simulation
could eventually mean species adapt differently to climates. Until that ships, pick the
one you want to look at, and put your actual build decisions into the
9,000-point stat split and your
skill trees.