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.
All Reviews:
Very Positive (248) - 84% of the 248 user reviews for this game are positive.
Release Date:
Apr 1, 2016
Developer:
Publisher:

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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 (110)

August 31

CHKN v0.4.1: Creature AI Update is Here!


Updated animations (like this chicken reaching down for food in a more life-like way) are new, too!

It’s patch day! We’ve got some major overhauls to creature AI and the animation system, to make creatures more intelligent. We’ve set the foundations for matching gameplay to our big vision for CHKN - make the world really come to life. We want to give players full control of their creativity to build anything they want and discover new behaviors and abilities along the way based on YOUR choices of which Life Blocks you use and how you put them together. A chickpigocrab will cluck, eat anything, and have dangerous pincers to protect itself, exactly how you imagine it would. Today, with this update, creatures are smarter, more responsive to you (the player) and the world around them, and look more life-like.

The full patch notes are just below. We’ve also got details on what’s next on our roadmap at the bottom of this post!

Patch Notes
  • Animation System Improvements:
    • Tween-based animation added: Animations are smoother, more life-like, and better portray a creature’s behaviors and emotions.
      • Since the animations are tied to the AI, this helps differentiate a creature’s behaviors so you can more easily make sense of its intentions. Is it curious about a sound it just heard that needs investigating? Or is it angry and about to charge and attack? These are good things to know when you’re trying to survive!
      • To start, creatures will now strike and flinch, which are responses to anger and fear. They can also kneel to reach food or go to sleep (which is super cute, btw). Future animations are now easier to add so more animations, including part-specific ones like pinching crab claws, are on the way!
      • Creatures now have different ways to orientate their necks. They can position them up right and face what they are looking at or move them in closely to reach. They will use the reach mode to eat food and to get close to things like the player as they approach.
      • Spines and other connected blocks will now move more naturally and react with the feet. Feet are also now better connect to the ground, making walking animations look much more natural.


    Flinching, better neck movement, and threat assessment… all new in this update!

    • Independent “chain” control: Chains are a row of blocks linked together, like in a neck for example. Each chain can now move independently, so chains with eyes on the end will look while chains with mouths will eat and strike. This means even individual blocks with eyes attached can now rotate and look around, making it much easier for you to tell what your creature is paying attention to!
    • Initial posturing added: This is a fancy way of saying that creatures look and move at different speeds if they are relaxed compared to alert. A creature wary of nearby enemies will look around more quickly in an alert state compared to a mellow creature snacking on a burger.

  • New Creature AI:
    • New & Improved Sensing System:
      • Hearing added! Creatures can now hear and react to sounds, like other creatures coming up behind them or rocks thrown to distract them while you sneak by. Shhh…


    Before: The creature has no idea what might be going on behind it.
    After: “I HEARD SOMETHING DELICIOUS!”


      • Sight has been greatly improved, now taking into account exposure, lighting, and movement. Some creatures have a harder time seeing at night, while others like the cat, will have better vision at night. This new sight system also makes it possible to do things like hide from aggressive creatures in tall grasses under the right circumstances. Sneaky!


    What a dragon’s senses look like to developers! The yellow “cone” is the dragon following us with his eyes as we move.

    • Improved creature decision making:
      • Creatures take in all that new sensing info to recognize more of what’s happening around them and react to it intelligently (or not; some creatures will be smarter than others!).
      • This means better, more precise interactions with the world, objects, and other creatures!
      • This will also allow us to add more intelligent (and surprising) behaviors in the future! An elephant will see a fire, recognize that it’s dangerous, and then react on its own to put it out without needing your command.


    Instead of limited, hard-coded behaviors, creatures now have brains and make their own decisions.

    • New pathfinding system: This improves creature navigation as well as performance throughout the game. They can follow you and find their way around terrain more easily!
  • Smarter Creature Attacks + Player Dodge = Improved Combat:
    • Creature striking added: leveraging the power of the new animation system, creatures will now prime (pull back slightly) and then strike to attack!
    • Added creature flinching: Dealing enough damage in a single attack will cause a creature to flinch. Flinching will interrupt a creature’s attack!


    He really, really didn’t expect you to interrupt his attack.

    • Dodge player ability added: Now that creatures can strike, it’s only right that you be able to avoid it... if you time things right. ;) Tap the Sprint key ([SHIFT] by default) to roll in the direction you’re moving and avoid damage.


    Or dodge fire. Dodging the fire is always a good idea.

    • Added creature-to-creature collision: Creatures will push each other around based on their mass. You might want to strategize if your smaller creatures are going up against a larger one!
    • Added attack knockback: Based off the amount of damage done, a creature can now be staggered into a direction.
    • Added creature dashing: Creatures can now dash forward or back in order to get into a good attack position or avoid an incoming attack. Beware!


    Dash and dodge.

    • Updated creature damage detection: This is now physically accurate and takes other things (besides the target) into account, so objects like trees and other creatures can get in the way of an incoming attack. Run for cover behind your creature to shield yourself from damage!
    • Third-person camera improvements: The camera is now locked in the direction you’re facing when in combat, making it easier to keep your eye on enemy creatures and any incoming attacks. This also improves aiming with ranged weapons. (The camera remains in free orbit as usual when out of combat.)
  • Multiplayer Improvements (Live for Testing):
    • You can now turn “tethering” off in the options menu! When turned off, multiplayer clients can roam away from the host and wander the world. This is one of the biggest requests we’ve gotten so we’ve done some research and optimization to allow this option.
      • Warning: You may experience FPS drops and lag when traveling far from friends, especially flying around in Creative Mode. Please send us your feedback! We will continue to improve performance in the next update.
      • If you have any framerate issues or you just like keeping everyone together, you can turn this back on whenever you like in the options menu.
    • Increased tether range when active
    • Updated to latest version of multiplayer framework to improve stability
    • Players’ heads will now rotate in the direction that they are looking
    • Reduced max players to 4 to help improve performance
    • Added support for multiple saddle riding on one creature!


    Dragon riding is better with friends.

  • Performance Optimizations:
    • Additional chunk loading optimization
    • Cached terrain detail optimizations

  • Bug Fixes:
    • Fix to relic floating: it will no longer get stuck in the air or underground if built over
    • Fix to a bug that prevented resurrecting creatures in beams in some cases
    • Fix to “unlimited items” crafting bug after canceling an item’s progress mid-craft
    • Fix to mono runtime, which would cause game to crash when a chunk unloads
    • Fix to angler fish lure’s dynamic physics
    • Fix to removing structures by nuke for clients
    • Fix to placeable entities not appearing for clients

Coming Soon on Our Roadmap!
Now that creatures are more intelligent and the animation system is ready, we can add more variety and creature enhancements. Our next task will be giving all 140+ current Life Blocks unique tuning stats and hidden abilities, while keeping recognizable traits from their inspirational animals, so you can experiment and find meaningful combinations. Then we’ll add EVEN MORE Life Blocks and creatures. We also want to focus on Adventure Mode and the overall look & feel of the game.

Some big updates coming this year:

  • Creature Intelligence: New creature behaviors will take the experience to a full ecosystem.
    • More animated behaviors, and skills (stealth and camouflage top the list thanks to your feedback, plus unique creature skills like dogs hearing really well and spiders shooting webs, etc.)
  • Player Controls: New intuitive controls and UI will improve usability.
    • Creature building upgrades: easier life block selection and building, improved camera, more rotation options
    • Action hot bar replaces item shortcuts
    • Improved UI for inventory and item storage, toolbox, off-hand items
    • Full Controller support
  • New Introduction to Adventure: Story, progression, and content!
    • The mysteries of CHKN will be illuminated by playing Adventure Mode. New lore and characters will unlock features and items for you as you progress.
    • First 2 new biomes with new look and feel for environments and starter creatures
    • New Biome progression and art. Biomes will blend naturally and contain creatures and items that are integral to those environments. (ex: Palm Trees, crabs, and crab hybrids will only be found on beaches.)
  • On-going: performance improvements and, of course, your feedback! We’re also looking at the Workshop for your ideas and where we can add support for your content creation, too.
We won’t stop there, though. You can see even more of what we have in store for CHKN on our Roadmap. And if there’s anything you’d like to see in the game, please feel free to share it with us! Hearing your feedback and suggestions really helps make CHKN even better.

Don’t forget to join us for this week’s developer live stream over on Twitch on Friday at 1PM EST.

Make sure to subscribe to our CHKN YouTube channel! You can check out the latest gameplay videos, and playlists featuring some of our favorites from SpyCakes & Beautiful O.B, Holly Huntress, Ariona Gamer, Ryland & PolemicGoblin, and more. Just click subscribe to get updates from CHKN.

We hope you enjoy this update! Until next time...

- Team CHKN

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

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
6 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
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