8 Best Heavyocity Kontakt Libraries & Plugins (2026)

Heavyocity Damage 2
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Heavyocity occupies a specific corner of the sample library world that nobody else fills quite the same way.

Based in New York, the company specializes in cinematic, hybrid, and aggressive sound design that blends traditional orchestral recordings with heavy processing, synthesis, and creative destruction.

Their libraries consistently show up in film trailers, video game scores, and television music because the sounds arrive pre loaded with the kind of impact and production value that other libraries require extensive layering and effects work to achieve.

What ties every Heavyocity product together is a shared design philosophy: record real instruments with world class musicians, then process, saturate, and transform those recordings into something that sounds simultaneously organic and manufactured.

You’ll find acoustic recordings that have been run through analog gear, tape machines, modular synths, and their own PUNISH dynamics processor until the original source is barely recognizable.

Whether that approach appeals to you depends entirely on what kind of music you make. For composers working in action, sci fi, horror, thriller, and epic genres, Heavyocity’s library is difficult to replace.

I’ve selected eight products that represent the core of what Heavyocity does best, spanning percussion, orchestral, brass, strings, pads, guitars, and dynamics processing.

1. Heavyocity Gravity 2 (Cinematic Scoring Synth)

Heavyocity Gravity 2

Before diving into their orchestral libraries, it’s worth starting with Gravity 2, which is Heavyocity’s flagship cinematic scoring synthesizer. Unlike their sample libraries that focus on recorded instruments, Gravity 2 is a full synthesizer built around massive, evolving textures, risers, drones, and impacts designed for modern film and game scoring.

The engine combines sampled sound design elements with synthesis and a powerful modulation and sequencing system that generates complex, animated sounds from single key presses.

I find Gravity 2 most useful when I need sounds that exist somewhere between music and sound design. A riser that builds tension over thirty seconds. A rhythmic pulse that drives an action sequence.08

A massive impact that punctuates a scene transition. These are the kinds of sounds that Gravity 2 produces faster and more convincingly than trying to build them from scratch in a general purpose synth, because the source material was designed specifically for cinematic applications.

  • Sound Sources

The engine draws from a library of hundreds of designed sound sources organized into categories like Risers, Drones, Hits, Pulses, and Textures. Each source has been crafted by Heavyocity’s sound design team for immediate cinematic use, and they serve as starting points that the engine transforms and combines into more complex results.

  • Macro Sequencer

A central Macro control with an assignable step sequencer automates multiple parameters simultaneously, generating rhythmic movement and evolving textures from static sources.

The sequencer is what turns a sustained drone into a pulsing, breathing texture that responds to your arrangement.

  • Layer System

Three independent sound layers can be blended and morphed, each loading different source material with independent filtering, envelopes, and effects. Layering a tonal drone with a rhythmic pulse and a noise texture, for example, creates complex evolving sounds that would take significant effort to build from separate plugins.

  • Punish Integration

Heavyocity’s PUNISH dynamics processor is built directly into the engine, providing the signature crushed, saturated character that defines much of the company’s sonic identity. The integrated processing means you can push sounds into aggressive territory without loading external plugins.

Runs in Kontakt 6.6.1 or the free Kontakt Player. NKS compatible.

2. Heavyocity Symphonic Destruction (Hybrid Orchestra)

Heavyocity Symphonic Destruction

Symphonic Destruction is what happens when Heavyocity applies the approach they perfected with Damage 2’s percussion to the full orchestra. Recorded at Skywalker Sound, Warner Bros Studios, and Sear Sound with a 52 piece string section, 26 brass players, and 16 woodwinds, the raw orchestral recordings were then processed through analog gear, modular synths, and studio effects until the results range from enhanced traditional orchestral sounds to completely unrecognizable hybrid textures.

The library is structured around Designers and Performers. The Designers are custom engines that let you layer, sequence, and manipulate multiple sound sources. The Performers provide more traditional multi sampled instruments grouped by articulation and playing style.

For my work, the SD Designer (the main three layer engine) is where I spend most of my time, because it lets you combine traditional orchestral sources with hybrid and damaged versions to create textures that sit in that sweet spot between recognizable orchestra and aggressive sound design.

  • SD Designer

The flagship three layer engine lets you load sources from eight categories (Traditional, Hybrid, Damaged, Soundscapes, Damaged Guitars, Braam, Motifs Straight, Motifs Triplet) and combine them with independent filtering, effects, and modulation per layer. Each channel can access the full library of over 440 unique sources, and the combinations available are enormous.

  • Braam Designer

A dedicated engine for creating braams (those massive, low brass based impacts associated with modern trailer music) that deconstructs each braam into its component parts: sub, mid, and tail. You can swap and combine these components independently, which means your braam library effectively never runs dry because the combinations multiply exponentially.

  • Motif Loops

144 tempo synced melodic motif loops provide ready made melodic elements that follow your project’s tempo. The loops are organized into straight and triplet feels and cover a range of orchestral textures from driving action to delicate atmospheric passages. These loops are the kind of material that gets you to a convincing film cue quickly.

  • Damaged Guitars

A collection of heavily processed djent style guitar loops and sustained textures adds a rock and metal sensibility to the orchestral content. The guitars have been saturated and processed to blend with the orchestral material, creating the hybrid orchestral/rock sound that’s become standard in modern action scoring.

  • Performer Instruments

The seven Performer patches provide more traditionally playable multi sampled instruments organized by section and articulation. These are the patches you use when you need to write specific parts note by note rather than relying on the Designers’ layering and sequencing approach.

  • Punish Processing

The integrated PUNISH processor is available throughout the library, letting you add the characteristic Heavyocity compression, saturation, and aggressive dynamics processing to any sound. The Punish knob is the fastest path from “traditional orchestral” to “cinematic hybrid destruction.”

Runs in Kontakt 6.6.1 or the free Kontakt Player. 26.71 GB uncompressed.

3. Heavyocity FORZO Modern Brass (Cinematic Brass)

FORZO Modern Brass provides Heavyocity’s take on orchestral brass, recorded with a full brass section and then offered in both traditional and processed forms. The library covers standard brass writing needs (sustains, staccatos, marcatos) while adding the processed, aggressive brass textures that Heavyocity is known for. If you need brass that sounds like it belongs in a modern action trailer rather than a classical concert hall, FORZO delivers that specific character.

What I appreciate about FORZO is that it doesn’t force you into the aggressive end of things. The traditional articulations are genuinely usable for straight orchestral brass writing, with good dynamic range and realistic ensemble behavior. The processed and hybrid content is there when you want it, but you’re not stuck with everything sounding like it’s been through a distortion pedal. This flexibility makes it practical for composers who work across different styles and need their brass library to cover both restrained scoring and aggressive trailer work.

  • Ensemble Designer

The three layer engine lets you combine brass sources from different processing categories (Traditional, Hybrid, Damaged) and blend them with the Macro system. You can create brass textures that smoothly transition from clean ensemble to processed hybrid with a single knob movement.

  • Traditional Patches

Clean, unprocessed brass articulations (sustain, staccato, marcato, portato) recorded with a full brass section provide the foundation for conventional orchestral writing. The recordings capture realistic dynamic range and ensemble cohesion without the heavy processing that characterizes the rest of the library.

  • Cycle Engine

A rhythmic sequencing tool combines arpeggiator and step sequencer functionality to create custom pulsing brass patterns, rhythmic beds, and stuttering textures. The Cycle engine turns sustained brass recordings into rhythmic elements that drive action scenes and trailer music.

Runs in Kontakt 6.6.1 or the free Kontakt Player. NKS compatible.

4. Heavyocity NOVO Modern Strings (Cinematic Strings)

Heavyocity NOVO Modern Strings

NOVO Modern Strings applies Heavyocity’s philosophy to orchestral strings, combining traditionally recorded string ensemble performances with the company’s signature processing and sound design. The string section was captured with detail across multiple articulations, and the processed versions push those recordings into territory that conventional string libraries don’t visit.

The balance between traditional and hybrid content in NOVO is what makes it genuinely versatile. You can write a delicate, emotional string passage using the clean articulations, then switch to the processed textures for an aggressive action cue, all from the same library. The NOVO Designer engine is particularly effective for creating evolving string pads and textures that develop over time through the Macro sequencer. For composers who need strings that work in both intimate dramatic scenes and massive cinematic moments, NOVO covers a wider range than most single string libraries.

  • NOVO Designer

The main three layer engine blends string sources across Traditional, Organic, Hybrid, and Designed categories with independent processing per layer. The Macro control animates parameters across all layers simultaneously, creating strings that evolve and shift character over time.

  • Traditional Ensemble

Multi sampled string articulations (legato, sustain, tremolo, pizzicato, spiccato, and others) recorded with a full section provide the realistic string foundation. The traditional patches are usable for standard scoring work without any of the processed character if you don’t need it.

  • Rhythmic Engine

A Cycle step sequencer creates rhythmic string patterns from sustained recordings, turning held notes into pulsing, stuttering, and arpeggiated textures. The rhythmic engine is effective for creating the kind of driving string ostinatos that underpin action and thriller cues.

  • Processed Textures

Beyond the traditional recordings, NOVO includes strings processed through analog gear, tape, and modular synthesis that range from subtle enhancement to complete sonic transformation. These textures provide atmospheric and sound design elements that use strings as the source material but don’t sound like conventional orchestral writing.

Runs in Kontakt 6.6.1 or the free Kontakt Player. NKS compatible.

5. Heavyocity Mosaic Pads (Cinematic Pads)

Not everything in a cinematic score needs to be aggressive and massive. Mosaic Pads focuses on the atmospheric, textural side of scoring, providing a collection of evolving pad sounds built from organic source recordings that have been processed and layered into rich, immersive textures. The library sits in a different emotional space from products like Damage 2 or Symphonic Destruction, focusing on beauty, subtlety, and slow evolution rather than impact and aggression.

I reach for Mosaic Pads during quieter, more atmospheric scenes where the score needs to create mood and space without drawing attention to itself. The pads are designed to sit underneath dialogue and other foreground elements, providing emotional context without competing for attention. The Mosaic engine with its snapshot morphing system is the standout feature, letting you program gradual transitions between different pad characters that follow the emotional arc of a scene.

  • Mosaic Engine

The signature feature allows you to store multiple sound snapshots and morph between them over time, creating pads that gradually shift character as a scene develops. You program the transition points and the engine handles the smooth evolution between different timbral states.

  • Organic Sources

The source recordings include acoustic instruments, voice, found sounds, and field recordings that have been processed into pad textures. The organic origin of the sources gives the pads a warmth and complexity that purely synthetic pads can’t match.

  • Punish Dynamics

Even on atmospheric, gentle content, the integrated PUNISH processor provides dynamic control and saturation options. On pads, Punish at lower settings adds subtle warmth and compression that helps the textures sit consistently in a mix.

Runs in Kontakt 6.6.1 or the free Kontakt Player. NKS compatible.

6. Heavyocity Damage 2 (Cinematic Percussion)

Heavyocity Damage 2

If there’s one Heavyocity product that defines the company’s entire identity, it’s Damage 2.

The original Damage set the standard for cinematic percussion libraries, and the sequel expands on that foundation with deeper sampling, a more powerful engine, and an even larger collection of impacts, ensemble hits, and processed percussion. Recorded at Skywalker Sound with an enormous collection of percussion instruments both conventional and unconventional, Damage 2 remains the first library many trailer composers and game audio designers reach for.

The sheer variety of percussion in Damage 2 is what justifies the investment. You get everything from massive orchestral bass drum ensembles and taiko hits to processed industrial percussion, metal impacts, and entirely synthetic rhythmic elements. The Damage 2 Loop Designer lets you build custom percussion patterns from the library’s rhythmic content with tempo sync and pattern randomization. For cinematic percussion work, I haven’t found anything else that covers as much ground with the same level of production quality.

  • Loop Designer

The rhythmic pattern engine lets you build custom percussion grooves from the library’s content with tempo sync, swing, and step based programming. You can load different percussion sources into each step, creating complex layered rhythms that would take significant time to program from individual samples.

  • Ensemble Hits

Massive multi layered impact sounds combine percussion ensembles with processed elements for the kind of hits that punctuate trailer moments and scene transitions. The hits range from tight, punchy single impacts to enormous, reverberant crashes that decay over several seconds.

  • Skywalker Recording

The core percussion was recorded at Skywalker Sound (one of the world’s premiere scoring stages) with an extensive collection of instruments, from standard orchestral percussion to custom built metal rigs and found objects. The recording quality provides a professional foundation that the processing and sound design builds upon.

  • Kit Builder

A kit construction tool lets you assemble custom percussion kits from the library’s individual sounds, assigning different percussion elements to different keys. Once you’ve built a kit, you can play and program it like a drum machine with Heavyocity’s signature processed sounds.

  • Source Categories

The content is organized into Ensemble, Designed, and Raw categories that represent different processing levels. Ensemble provides fully produced, layered percussion. Designed offers heavily processed and synthesized rhythmic content. Raw gives you closer to the original recordings with less processing, which is useful when you want to apply your own effects.

Runs in Kontakt 6.6.1 or the free Kontakt Player. NKS compatible.

7. Heavyocity Scoring Guitars 2 (Cinematic Guitar)

Guitars in cinematic scoring occupy a specific niche, and Scoring Guitars 2 addresses it with a collection of electric and acoustic guitar recordings designed for film, game, and trailer music rather than for recreating conventional rock or pop guitar parts. The content focuses on sustained textures, processed tones, rhythmic patterns, and ambient guitar soundscapes that work as scoring elements rather than traditional guitar performances.

What distinguishes Scoring Guitars 2 from standard guitar libraries is the processing and the performance approach. These aren’t clean, direct recorded guitars waiting for you to add your own amp and effects. The recordings have been treated, saturated, and transformed through Heavyocity’s analog processing chain into sounds that serve cinematic purposes. Sustained power chords become atmospheric beds. Clean arpeggios become crystalline pads. Distorted riffs become driving rhythmic elements. The library thinks about guitar as a scoring tool rather than as a rock instrument.

  • Texture Engine

A layering engine lets you combine guitar sources with different processing levels and blend them into complex textures. The engine provides the same Macro based modulation system found across Heavyocity’s product line, letting you create evolving guitar textures that shift character over time.

  • Rhythmic Content

Tempo synced guitar loops and patterns provide rhythmic elements that follow your project’s tempo. The patterns range from clean, atmospheric picking to heavy, distorted rhythmic chords, covering the range of guitar based cinematic content that composers typically need.

  • Processed Tones

Guitars run through extensive analog processing (tube saturation, modular effects, tape degradation) produce tones that go far beyond conventional guitar sounds. Some of the processed content is barely recognizable as guitar, functioning more as textural sound design that happens to originate from stringed instruments.

Runs in Kontakt 6.6.1 or the free Kontakt Player. NKS compatible.

8. Heavyocity PUNISH (Dynamics Processor Plugin)

Heavyocity Punish

Unlike everything else on this list, Heavyocity PUNISH is not a Kontakt library.

It’s a standalone dynamics processing plugin that provides the same aggressive compression, saturation, and transient shaping that’s built into Heavyocity’s sample libraries, but available as an insert effect you can apply to anything in your DAW. If you’ve ever used a Heavyocity library and thought “I wish I could make my own sounds feel like this,” PUNISH is the tool that gets you there.

The plugin combines multiband compression, saturation, transient shaping, and limiting into a streamlined interface designed for adding weight, aggression, and impact to any audio source.

I use PUNISH primarily on drum buses, percussion, and mix elements where I want the same kind of crushed, powerful character that Heavyocity’s libraries deliver out of the box. It’s not subtle, and it’s not designed to be. It’s designed to make things hit harder, and it does that job with a directness that more versatile dynamics processors don’t match.

  • Punish Knob

The central one knob control increases the overall processing intensity across all sections simultaneously, providing a quick path from clean to crushed without adjusting individual parameters. Turning the Punish knob up progressively adds more compression, more saturation, and more transient emphasis. It’s the simplest way to add aggression to a signal.

  • Multiband Compression

A multiband compressor with adjustable crossover points provides frequency dependent dynamics control, letting you compress the low end independently from the mids and highs. On drums, this means you can crush the body of the kick without over compressing the cymbals, or vice versa.

  • Transient Shaping

An integrated transient shaper adjusts the attack and sustain characteristics of the signal independently of the compression. Boosting the attack adds punch and snap. Reducing the sustain tightens the signal. Combined with the compression, the transient shaper is what gives PUNISH its ability to make drums sound enormous.

  • Saturation Stage

A saturation circuit adds harmonic density and weight to the processed signal. The saturation works alongside the compression and transient shaping, and pushing all three simultaneously is what produces the characteristically crushed, aggressive Heavyocity sound that runs through all of their libraries.

Available as a VST, VST3, AU, and AAX plugin. Does not require Kontakt.

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