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:
Overall:
Very Positive (247 reviews) - 84% of the 247 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 heychkn@katapultstudio.com 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 (109)

August 18

Help Test New Creature AI on Pre-Release!


”Family trip…” by AbbsLP

Hey, everyone! We wanted to tell you about CHKN’s next update, coming August 31st. Details below.

Which also means testers wanted! You can preview the update, give us feedback, and hunt for bugs (there's a particularly annoying crash we need your help with!) by getting on the Pre-Release build. Here’s how.

Work in Progress: Creature Intelligence
We want to bring the ecosystem of CHKN to life. Making the world and its inhabitants feel more alive as you explore, discover, and interact is the focus for the upcoming update. Here’s the vision we set for for creatures…
  • Creatures are aware of the world and can see, hear, and smell what’s happening around them. (If you throw a rock in a temple, you might just trick the mini-boss into investigating the sound long enough for you to sneak in and steal the relic!)
  • Creatures are life-like, with a full range of motions and realistic behaviors. (Giraffes can use their long necks to eat off the floor or find food high in the air. And it’s pretty obvious that scorpion is about to attack you with its sharp tail.)
  • Your Life Block combinations matter and creatures behave differently depending on the animal parts you used to build them. (A creature made of dog parts should be dog-like -- e.g. very protective and great at guarding. A chicken should be different and act like a chicken. And a Dogicken should be a bit of both!)
To bring this vision to life -- to make creatures more intelligent and life-like -- we first needed to completely overhaul the AI, including the animation system.

New Creature AI
Here are some sneak peeks of what we’re working on for this month’s update. (Try them out right now on Pre-Release!)

· Creatures can see & hear the world around them. ·
You’ll notice this the most right now with creatures in combat. They’ll see or hear dangerous creatures approaching and react, or hunt their prey using their new senses. (Wild creatures interact much more now that they’re really aware of each other!) Check out our development testing in the image below. We’re trying to move around the dragon to get out of its line of sight (the yellow) and hide, but you can see it tracking us so we can’t get away.


It’s not that easy to hide from a dragon.

Different eyes and ears have different properties so you’ll need to pay attention to which Life Blocks you put on your creature. Chickens can’t see as far as cats, for example. We’ll be updating and tuning a lot of these senses throughout Pre-Release testing (and beyond) so let us know what you think!

· You can now tell what creatures are seeing & hearing. ·
Before, when a creature wanted to “look” at something, it would spin its whole body in place. Like a weird, abominable ballerina. Now the creature can turn its head first, and even individual blocks with eyes attached can rotate to look around. This makes it much easier for you to tell what thing your creature is paying attention to… and then decide if that thing should be eaten, tamed, or gotten as far away from as possible as quickly as possible.


I seeee yooouuu...

· Creatures are smart and make decisions. ·
We went back to the drawing board on AI so that creatures have clear behavior trees and can think for themselves. Instead of odd conflicting behaviors and buggy interactions (like that 1000 yard stare they’d get stuck in, whoops), creatures now make the best decisions based on everything that’s going on, like nearby creatures, how they’re feeling, hunger, health, etc.. If a wild creature is hungry, it’ll go hunting for food. When your creature is full, it’ll ignore food so you don’t waste resources. Creatures don’t get locked into behaviors based off of their emotional state (like OMGSCARY resulting in skittish running back and forth forever). Instead the emotional state is a modifier and they can change behaviors depending on what they’re feeling. This makes creatures much more dynamic and realistic!


The new brain of a GiantKomodo.

· Creature attacks now make sense. ·
Thanks to the new AI, facing an angry giraffe is now distinct from the stampeding elephant, giving you options when deciding which tactics you want to use. You might try feeding and taming the less aggressive giraffe but you’ll need to strategize to take down an enemy with a size advantage like the elephant (since creatures now have mass and can push your smaller creatures around in combat!). With the new camera in third-person view, you always face your target in a fight so it’s easier to see what’s happening and plan your attacks. And creatures have defined attack animations, so you can figure out their patterns... and then use the new dodge ability to avoid them like a boss.


TUCK AND ROLL!

· You can now recognize creature intentions. ·
Until now, creatures’ gestures and movements all looked relatively the same. You couldn’t tell if a creature was eating or attacking, which is a pretty important distinction when you’re trying to survive in the wild! In addition to being able to tell where creatures are looking (see note above), you can also now distinguish if a creature is eating, curious about something, or is about to bite your face.


Pigtower STRIKE!

· You can build creatures with more life-like movement. ·
With the animation improvements, creatures are closer to being living beings with range of motion and emotion! Walking looks more natural now that feet connect to the ground better, and you can add limbs and tails to your creatures that more realistically bend and sway. They can even have arms now! Arms!

In the future, this lets us add new part-specific animations. Crab claws will pinch! Scorpion tails will sting! Horns will charge! All on our list to come.

· Creatures are better behaved. (aka AI & pathfinding fixes!) ·
We heard a lot from you guys about how creatures would push you around the map when they were overly excited, or how they’d ignore fences so they could chase you down. Not any more. :)


Shh… don’t tell him he could just destroy the fence with fire.

There’s a whole new pathfinding solution, actually, which is much faster and improves performance.

· Creatures will have more skills. ·
We asked you about skills and abilities in our recent survey and things like stealth and camouflage topped the list, so we’re making sure to get those in first. We also have unique skills planned for all the creature types, like dogs hearing really well and spiders shooting webs. Thank you to everyone that voted!

Major Multiplayer Improvements Under Construction
With all the creature changes, multiplayer is getting optimized too. We also got a lot of feedback about how being tethered to the host of a multiplayer game is pretty annoying, and we agree. So, if you play on Pre-Release, you’ll notice that the tethering is now gone and you can roam freely. However, be warned, there will be lag and performance issues in multiplayer games, especially as you add more players to a game, while we’re working on it.

Help Us Test on Pre-Release
We really appreciate any bug reports and feedback you send our way to help us test all these new systems. As we’ve mentioned, the update is available now on Pre-Release! (Here’s how to get it.) We’ll be updating regularly as we add more improvements and fix any bugs you help us find before the release on August 31st.

Speaking of bugs, there's a crash we need help chasing down! If you experience the crash on Pre-Release, it would help immensely if you could tell us where you were on the island when it happened and what events happened leading up to it. We’re collecting data in this thread. Thanks in advance!


“It’s watching me…” by Reimasa

Watch Our Developer Live Streams
Don’t forget to join us on YouTube and Twitch for our dev streams. The next one is this Friday, Aug 18th, at 1PM EST, where we’ll be showing off the new animations, updated combat moves, and other improvements we hope you’ll like.

If you haven’t yet, be sure to check out our last developer live stream too. Greg and John talked a lot about the upcoming release and answered some great questions from CHKN fans. (Also, spoilers, Greg gets scared out of his wits by a snake.) You can watch the full stream or check out the handy 15-minute edited version:

https://www.youtube.com/watch?v=gfcDxPTiD0s
You can also sign up for our newsletter to be the first to know about upcoming updates, sneak peeks, live streams, and other super secret CHKN news. 👀

Thanks for reading. We’ll get back to work so we can get this update out to you on the 31st.

Have a great weekend, everyone!

- Team CHKN

http://store.steampowered.com/app/420930/CHKN
3 comments Read more

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.

Improvements
  • 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

http://store.steampowered.com/app/420930/CHKN/
13 comments Read more
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Reviews

“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.”
jacksepticeye

“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.”
Kotaku

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 heychkn@katapultstudio.com 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
Customer reviews Learn More
Overall:
Very Positive (247 reviews)
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