Open now · By request
Project Kinfield playtest
by Chill Vibes Gaming
A free-to-play, cozy creature-catching adventure you share with other players. Start among the stars on the ISV Concordia or deep in the Underworld, befriend nearly 300 Kin, duel your friends, build a home in the wild, and follow two roads that meet at the Twinspan.
It's free to ask. The developer chooses who gets in.
- Access
- By request
- Planned release
- Coming soon
- Developer
- Chill Vibes Gaming
- Platforms
- Windows
- Players
- Co-op, MMO, Multiplayer, Online co-op
- Languages
- English
How to join the Project Kinfield playtest
- Open the game's Steam page with the Request access button. Sign in to Steam if it asks.
- Request access to the Project Kinfield playtest there. It's free and doesn't commit you to anything.
- The developer lets players in, often in batches, so it can take a while. Steam emails you when you're in, and the playtest appears in your library.
New to playtests? How Steam playtests work
How AI is used
Project Kinfield is an experiment in how far AI can go in making an online game, and we say so up front. Nearly all of it was made by Claude (Anthropic), directed by one developer: the code (game, servers, tools) by Claude Code, and the creatures, maps, weapons and first story drafts by Claude generating 3D models and levels in code. The music and interface sounds are generated in code with no samples. The fonts are open-source fonts made by people. Nothing is generated by AI while you play. If the game takes off our goal will be to replace all AI Assets with human artist work by allowing players to hire Artists to make a game asset of their choice to replace an AI Asset enabling an environment of players, game artists and AI coding to collaboratively make a game with no malicious financial intent behind it. Our goal is to create a game where game features aren't built to milk every last dollar from the player base like most games are.
The developer's own words, from Steam.
About Project Kinfield
Two roads, one world
High above the planet Kinfield, the ISV Concordia turns through the stars, and once a year the Academy's graduates are chosen by a Kin of their own. Far beneath it, the Underworld lights its lanterns for Oath Day. Pick your road: from Kinfield Landing to Cozybrook Vale and the Wildwhim Highlands, or through Cinderbrook Deep to the Wildwhim Hollows. Both lead to the Twinspan.
Nearly 300 Kin
Thirteen elements, each strong against three and weak against three. Evolve your Kin at 18 and 36; every final form has its own signature move. Keep an eye out: one wild Kin in 3,000 wears a rare colour, one in 3,000 is Ascended and glows gold, and the Alphas are bigger and worth five times the coins.
Fight your way
Sword and shield, dual daggers, a bow, a space gun, a long plasma sword or a bloom cannon in real-time fights beside your Kin; turn battles with anime-style effects for the duels that matter. Challenge another player to a friendly duel, turn by turn or live, with your own duel intro: nothing is won or lost but your record.
A home in the wild
Claim a plot, build it piece by piece, paint it and open its windows, decorate it, and let your Kin live there and lend a hand. Mine, chop, forage, fish, farm, craft and cook.
Together
A shared world in channels: meet other players in the Vale, chat, team up in parties of up to four, clear 26 dungeons, each with its Guardians and a Warden, and take on the Wildwhim's open-air bosses.
Make it yours
A character creator for humans and demons, up to six characters, your own clothing designs in the Design Studio, your own duel intro, and a hoverboard for the skatepark and the rails.
Free to play, fair to play
The whole game is free. The shop sells looks, never power.
How it's made
Project Kinfield is an experiment: how far can AI go in making an online MMO? One person directs it, and Claude (Anthropic) makes nearly all of it. Claude Code writes the game's code, its servers and its tests; Claude generated the Kin, the maps, the weapons and the first drafts of the story as 3D models and levels built in code. The music and interface sounds are generated in code with no samples, and the fonts are open-source fonts made by people. Nothing is generated by AI while you play. Steam's AI disclosure below lists every part, and we post what the AI managed and where it hit its limits as we go.
From the game's Steam page.





