Behold, the miracle of life… packed into cubes! Create fantastic creatures in an open-world sandbox game like no other. Explore, craft, and survive—all with the help of your very own creations.
User reviews:
Very Positive (12 reviews) - 100% of the 12 user reviews in the last 30 days are positive.
Very Positive (246 reviews) - 84% of the 246 user reviews for this game are positive.
Release Date: Apr 1, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We want to get lifeblocks into people’s hands sooner rather than later. By releasing in Early Access, we have more than just our small team contributing to and testing the game; we have a whole community. With everyone playing and sharing their thoughts, and being able to watch how people play, we can understand what players want from CHKN and make a better game.”

Approximately how long will this game be in Early Access?

“We want to make sure we incorporate player feedback as much as possible and leave Early Access only when the game is ready. Right now, we estimate version 1.0 will be done in mid 2017.”

How is the full version planned to differ from the Early Access version?

“To start, there will be improvements and additions to the current game. The world will get larger and more vibrant and varied, the creatures more intelligent and more useful with additional abilities, the survival gameplay deeper and more rewarding, the content and items more numerous, the UI cleaner and easier to use, and many other updates. But there will also be new features and gameplay added as well, like modding and scripting, additional creative tools, advanced creature training, alchemy, friendly NPCs, boss battles, sharing creatures with the community, and tons more. Plus all the great ideas, suggestions, and feedback we get from the community.

It’s tough to list everything here, so our roadmap is always available for a more comprehensive and updated look at what we have planned.

We should also mention that we don’t plan to stop at version 1.0. We have a lot of ideas for version 2.0 and beyond.”

What is the current state of the Early Access version?

“We consider the current Early Access version of CHKN to be in an early beta state. The game currently includes the core versions of Creative and Adventure modes for playing and testing, so you can build creatures using 150+ lifeblocks with 8 different abilities (more to come); give them basic commands; explore the tropical island biome (the first of 5); gather resources and craft them into basic items, tools, and structures; and defend against attacks. Our empathic intelligence AI is already at version 1.0 so creatures can actually learn, obey commands, express emotion, and develop relationships with the player, fellow creatures, and objects in the world.

All throughout Early Access, we’ll be updating regularly based on our roadmap and player feedback. We’ll have lots of new features and content, but we’ll also continue to improve on the current features, work on optimization and performance, and, of course, squash bugs.”

Will the game be priced differently during and after Early Access?

“Early Access pricing is currently discounted for those interested in joining us during development and to thank them for being with us from the beginning. Once the game is ready for release, with a full set of features and content, the discount will be removed. (Anyone who purchases CHKN at Early Access price will be automatically upgraded to the full version when it’s released.)”

How are you planning on involving the Community in your development process?

“We think of the community as our co-designers. We’re making CHKN together and love to hear from players about any aspect of the game.

Our Discussion Forums are open for feedback, constructive criticism, sharing ideas, bug reports, troubleshooting, or even if you just want to chat with fellow CHKN players. We check in on the boards regularly.

The development roadmap is always available for you to view and give feedback on, and you can comment and vote on what you’d like to see in the game.

We’re also available directly on Twitter, Facebook, or at to chat. Show us a crazy creature or share any YouTube videos you’ve made (we collect them!).”
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Recent updates View all (108)

June 22

[Patch v0.4.0] Bonding + Building Improvements

Creature Bonding is here! This new system lets you easily manage, store, and even revive your bonded creatures. Plus we’ve got some big improvements to structure and creature building (see our note below about old structure overlap in saved games!), resource and hunger balancing, bug fixes, and more. Thanks again to all our Pre-Release testers for your help! Please share your feedback with us on the forums! We’d love to know what you think.

Patch Notes

New Features
  • Added Creature Bonding: Easily manage your closest companions by bonding with them to unlock new features!
    • Once a creature is Tamed and 100% happy, hearts will appear over its head and the option to Bond will unlock in the interaction menu.

    • Press (B) to manage your Bonded creatures.
      • Store and summon your creatures from this menu whenever you want (like on a looong journey across the desert where food is scarce).
      • Newly created creatures are automatically Bonded if there is an available slot. Otherwise, they default to Tamed.
      • In Adventure Mode, obtaining more life shaper relics unlocks additional Bonded creature slots, from 2 active up to 4 active and from 2 stored up to 8 stored

    • Never adventure alone again! Bonded creatures will always follow their owner, won’t go wild if hungry or unhappy, and will be automatically stored when incapacitated.
    • Revive an incapacitated creature by feeding it Life Blocks through the Bonding screen, or head to a temple beam to revive for free with no resource cost (once you’ve obtained that temple's artifact).
    • Quickly see the status of all Bonded creatures at a glance in the main HUD.
    • Bonded creatures will only obey orders from their owner’s whistle when in multiplayer.
    • In multiplayer Adventure Mode, only the owner can edit a Bonded creature. Once a creature is in edit mode, party members can join in to add/remove blocks.
    • Tamed creatures are now your workforce!
      • They can be assigned tasks and won’t abandon those tasks to follow you when you leave the area (like a Bonded creature would)
      • You can have as many tamed creatures as you can handle! Just remember, they’ll go wild if not properly taken care of.
      • Since you aren’t best buds with Tamed creatures, they won’t follow your whistle commands, but they can still be tethered with leashes
    • TIP: Bonded creatures will always be with you and can be revived so they make great adventuring companions! Tamed creatures are great at working around your homestead, like powering Treadmills.

  • Structures:
    • Updated casting system for easier placement of blocks and faster building (no longer requires fracturing of blocks)
    • Optimized structure blocks for improved performance
    • Added building sounds and particle effects
    • Added door opening/closing sounds
    • Doors and gates now always open away from the player
    • Connected gates now open together

      Big Chicken from Steam Workshop by goonthler

    • SAVED STRUCTURES NOTE: Structures in saved games and Workshop Worlds prior to this patch will be shifted and de-fractured after updating to the new system. This may (almost definitely) cause overlapping, floating blocks, and other impossible or odd behavior. Converted structures may also not fall apart correctly when dismantled. It’s updated in this way to ensure you don’t lose any blocks! They can be removed and replaced in the new system properly. If you have a game saved to Workshop Worlds, you can save it again after you’ve updated.
  • Creature building:
    • Updated highlight system: Bad placements are now displayed with red highlighting, just like with structure blocks
    • Added smart grid system to automatically align similar sized blocks
    • Exposed grid toggle (Z) to allow switching between grids
      • Smart grid: Snaps blocks at their centers for easy alignment and quick placement
      • Small grid: Snaps blocks on a smaller grid for a bit more refinement
      • No grid: The grid is turned off (no snapping); completely free placement for fine tuning!
  • Rebuilt wild creatures affected by recent Life Block improvements
  • Updated tree drop rates: All blocks now drop when a tree is broken; rebalanced log yield and burning times to reflect change
  • Updated Life Block drops: Reduced creature Life Block drops on death; added a new smoke particle when remaining, un-dropped Life Blocks turn to dust
  • Reduced tamed creature memory decay by half
  • Reduced tamed creature hunger rate
  • Increased crab leg size 3x
  • Added new sounds for material based hits
  • Temple beam boss creatures will now defend the magical eggs
  • Magical eggs now drop the boss creature's Life Blocks
  • Beta branches now use their own save directory (more info in the Pre-Release FAQ!)
  • The stat bar shown when hovering over a creature now stays on screen when looking at larger creatures
  • Added a confirm dialog when deleting saved games
  • Tweaked day/night cycle so night is shorter

    Greg built this huge mansion in 30 minutes. He’s very proud. Get it in the Workshop!
Bug Fixes
  • Fixed an issue that made it difficult to get milk from udders
  • Fix to destroying pooled objects which caused unpredictable errors
  • Tamed creatures will no longer attack hatchery eggs automatically
  • Items creatures are holding are now saved when saving and exiting a game
  • Fixed rare issue when reloading a game right after exiting which could cause saved game to corrupt
  • Minor tweaks on all lifeblock visuals (offsets, materials, animation speeds, missing mouth animations, bounding boxes)
  • Minor visual tweaks to various items
  • Fixed issue where fire would deal damage but not display
  • Fixed missing colliders on tree tops
  • Fixed issue where clients did not get correct tree information synced

What do you think of Bonding?
Your feedback on new systems like this helps us determine what changes and improvements we make. Please let us know your comments and suggestions. Post your thoughts once you’ve given Bonding (and everything else) a try!

Vote for Creature Abilities!
What’s next for creatures? Stealthy camouflage? Spider web traps? Healing auras? Laser beam eyes!? DANCE PARTY!? Help us design creature abilities for a future release. VOTE FOR NEW ABILITIES!

Screenshot by Screaming--Penguin

CHKN at E3
We were selected for the IndieCade Showcase @ E3! How cool is that? We got to show off CHKN to tons of gamers from all over the world.

Here’s John showing off CHKN and wishing he, too, had a Mario Odyssey visor.

Thanks to everyone who stopped by the booth to say hi and give us feedback, and to IndieCade for having us. They are the coolest group of folks and we really appreciate all the time and effort they put into the show and helping indie games like us.

If you want to know where you can find us in the future, make sure to follow us on Twitter and sign up for our newsletter!

See you next time.

- Team CHKN

13 comments Read more

June 8

Test Creature Bonding on Pre-Release!

Screenshot by SkyDude

Hey, everyone! Creature Bonding is now up on Pre-Release and we could really use your help testing this new feature to work out all the kinks. We also wanted to tell you about some hotfixes we’ve made thanks to your bug reports and feedback. Read on for all the info!

Help Us Test Creature Bonding
Creature Bonding is the new system we’re adding based on your feedback that lets you store, resurrect, and manage your creatures much more easily. Before we release it next week, we really need your help finding bugs and letting us know what you think to make sure it’s ready!

Bonding. <3

The first version is currently up on Pre-Release. We’ll be updating it throughout the next week, including adding the structure optimizations and some big structure building improvements tonight and tomorrow. To help us out, switch over to that build (info & instructions) to give it a try, then report any bugs and share your feedback with us on the Pre-Release forum. Thank you!

We’ve also made Pre-Release saves separate so that you can test without worrying about corrupting your main saves! So if you switch to Pre-Release and don’t see your saves, fear not. They’ll still be there when you switch back to the main branch. (If you want to copy saves over to Pre-Release for testing, the FAQ has you covered!)

The feedback and bug reports you guys send our way really help us stay prioritized and provide a lot of great information so thank you! Here’s a list of all the hotfixes that have been added based on your reports over the past few weeks.
  • Fixed multiplayer desync issues (caused by creature building errors)
  • Fix to structures that were breaking some saved games
  • Altered highlight visuals on creature editing to be more obvious
  • Fixed colliders for world items (both physical and pick-up)
  • Life Blocks being previewed no longer collide/interact with the casting player
  • Shifted equipped item visuals to appear more in the player's hand
  • Fixed creature bodies not bending
  • Many tweaks and fixes to Life Block visuals/colliders/connections
  • Fix to item scaling
  • Fix to dart gun projectiles damage
  • Fix to beetle armor right hand mounting point
  • Fix to breakable object positions for clients
  • Fix to network error on requesting health for tree blocks
  • Fix to error when despawning sacks
  • Fix to first-person items disappearing
  • Fix to item logic that caused errors such as removing a Life Block after placing
  • Fix to saddle riding in first-person mode
Creature Bonding Live Stream
Join us for our live stream tomorrow (Friday, June 9) at 1pm EST on Twitch or YouTube where we’ll be showing off Creature Bonding. Check out the new features, chat with us, or ask us any questions you have. (You guys always have awesome questions.) See you then!

(What time is that for me?)

Abilities Design Ideas
We’re also in design on creature abilities for a future release, so if you have ideas for things you’d like to see and have not shared them yet, head over to this post! We’d love to hear them.

That’s all for now.

- Team CHKN

0 comments Read more
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Report bugs and leave feedback for this game on the discussion boards


“The game was fun already, just making weird creatures, but now I can go around collecting resources and make my own creatures. [...] This game is awesome now. I can't wait to play more of it.”

“CHKN's focus on giving value and life to your creations outside of the simple joy of building may be the first big step in the genre since Minecraft.”
Curse Gamepedia

“I actually really like the idea. [...] A world populated by tame-able creatures.”

About This Game

CHKN is an open-world sandbox game where life itself is your strongest tool!

Create life, block by block…

Bring living, breathing creatures to life in any size, shape, or combination you can imagine, with genuine personalities and feelings that respond to your actions and the world around them.

Give your creatures unique traits and abilities…

Life blocks have different stats and abilities built into them. Some are strong, some are fast, some shoot blinding ink, some poison enemies… they can all be used to your advantage to make creatures more effective.

Work with your creatures to scavenge, craft, and build…

Your creatures will help you gather resources in order to craft a wide array of tools, items, and structures. The better resources you find, the better the things you can craft!

Fight for survival as you explore a mysterious island…

Work together with your creature companions to survive the many dangers of CHKN, avoid starvation, and defend your thriving homestead.

Get Creative…

If the risk and survival of Adventure Mode aren’t your thing, you can spend your time in Creative Mode with an unlimited supply of every life block and resource at your fingertips. Create whatever you like with no restrictions.

Bring Your Friends…

Want to brave the wilds of Foot Island as a group? Or collaborate on a massive creature and see what happens? Invite other players to join you in any mode and see what you can accomplish together.

Share Your Ideas with Us…

We’re just beginning with CHKN and we’d like to involve you in this journey as much as possible! Our development is completely open, so you can see what we’re working on and share your ideas. We’re also available directly on Twitter, Facebook, or at to chat. Show us a crazy creature or share any YouTube videos you’ve made (we collect them!).

Thank you to all our CHKN fans for your feedback, bug reports, and suggestions so far!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2+, 64-bit
    • Processor: 2 GHz Equivalent CPU
    • Memory: 4 GB RAM
    • Graphics: DirectX9 Compatible GPU
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • OS: Windows XP SP2+, 64-bit
    • Processor: i5 Quad Core
    • Memory: 8 GB RAM
    • Graphics: Nvidia 900 series
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: SSD storage
    • OS: Mac OS X 10.8+, 64-bit
    • Processor: 2 GHz Equivalent CPU
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3 Compatible GPU
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • OS: Mac OS X 10.8+, 64-bit
    • Processor: i5 Quad Core
    • Memory: 8 GB RAM
    • Graphics: Nvidia 900 series
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: SSD storage
    • OS: Ubuntu 12.04+, 64-bit; SteamOS+
    • Processor: 2 GHz Equivalent CPU
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3 Compatible GPU
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • OS: Ubuntu 12.04+, 64-bit; SteamOS+
    • Processor: i5 Quad Core
    • Memory: 8 GB RAM
    • Graphics: Nvidia 900 series
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: SSD storage
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