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.
A home in the wild
Claim a plot, build it piece by piece, decorate and paint 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, 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, your own clothing designs, your own duel intro, and a hoverboard for 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.