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.
Recent Reviews:
Very Positive (17) - 82% of the 17 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (414) - 78% of the 414 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 Life Blocks 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. Our next big update is coming Winter 2018.”

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, Adventure, and Arena modes for playing and testing, so you can build creatures using 150+ Life Blocks and dozens of 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 pit creatures against each other in battle. 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, so you can let us know what you think of what's coming and what you'd like to see added.

We’re also available directly on Discord, 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 (143)

April 19

New Update: Player Requests

You guys have been requesting quality of life improvements to inventory management so here they are! (Thanks, btw.) This update also has multiplayer fixes, ability balancing and other creature improvements, and more.

Check out the patch notes below and download the update to try for yourself. Let us know what you’d like to see next and vote in our polls over on the CHKN Discord.

  • SHIFT-CLICK an item to automatically move it between hotbar/inventory and chests
  • DOUBLE-CLICK an item to gather all loose items of the same type. For example, double-clicking one Small Chicken Body in inventory will grab any other stacks of Small Chicken Body and join them all together in one stack. Super handy when you’re low on inventory space.
  • The store all/pick up functionality now works as intended
  • Fixed frame drops that were due to inventory refresh
  • Fixed spawning in the sky or underground when a client returns to a local game from multiplayer
  • Fixed possible ID collision errors with client party creatures when returning to their local game from a multiplayer game
  • Fixed creature teleporting on dismount for clients
  • Fixed client vs host Lifeshaper mismatches
  • Fixed client party creature UI textures
  • Fixed client riding when set to automatic mode
  • Fixed client creature database record assignment
  • Fixed initial quest state when returning to local game if not complete
  • Fixed treadmill animation for clients
  • Fixed client null exception on creatures when loading data
  • AI
    • Party creatures will now walk outside of the build sphere and no longer scream endlessly, thank goodness
    • Creatures will bunch up less often when investigating sounds
    • Fixed certain creatures knocking into the player and not backing up depending on how they were built
    • Fixed creatures becoming untamed when removed from the party
  • Abilities
    • Charge and Dash no longer cause slow movement when hit if active
    • Laser Eye aiming is now slower and damage has been slightly reduced to balance its power
    • Dash now requires movement speed rather than agility
    • Fixed Egg Missile and Web abilities not firing in some cases
  • Physics
    • Fixed creature popping up while moving or rotating
    • Fixed abrupt movement stoppage on creature Dash
    • Fixed a bug with creature-to-creature collision
  • Animation
    • Changed the order of angle calculation in look mode to do secondary axis first (twist before bend) to improve creature look animations
    • Improved look targeting for end block when it's also the root block (This fixes creatures looking at odd angles.)
    • Set block animations to default to neutral emotion on creation (prevents odd eye states when adding blocks)
    • Turned off chain animations in tutorial edit mode to prevent issues
    • Fix to tutorial from voxel fix
    • Added autovoxel and voxel-to-parent to the Life Block add logic
    • Added autovoxel and voxel to cursor creation
Other Improvements/Fixes
  • Added support for ultrawide aspect ratios (21+:9)
  • Fixed a bug with treadmills that caused the screen to blur
  • Disabled occlusion culling when Ansel is active for those sweet screenshots
  • Texture quality is now only set on application start to prevent unresponsiveness (This means any changes made from the options menu will require a restart.)
  • Seeing 2x Lifeshapers when doing an action with it equipped is fixed
  • Added the ability for us to send in-game dev responses to players who submitted the feedback form so we can assist with any issues, ask for more info if needed, or just say thanks!
  • Fixed a bug where it was possible to spawn more than the max amount of party creatures, whoops
  • Fixed torch shader z sorting
  • Fixed a bug with the creature database that would cause it to display duplicates of the same creature
  • Fixed a bug in the world streaming system that could cause sacks and other movable entities to fall through geometry
  • Fixed chicken armor art when dropped in the world
  • Fixed stat bars for items when inspecting them
  • Added safeties to entity loading/unloading to prevent saves from erroring on load
  • Fixed out of bounds exception for creatures
Don’t forget to subscribe to your YouTube channel for our dev streams, sneak peeks at upcoming updates, and playlists featuring community Let’s Plays.

Happy adventuring!

- Team CHKN
7 comments Read more

April 12

New Creature Builder Features!

This latest update has brand new features in the creature builder, improvements to creatures throughout the game, plus a ton of bug fixes thanks to our Discord helpers. If you have any feedback or issues to share, let us know on Discord!

New Builder Features
  • Creatures now emote and look around while in build mode! This gives you a glimpse into their personality and lets you see how they’ll move before you exit the builder. (Plus, it’s just fun!)

“You want to put feathers where!?”
  • Creature’s stamina will not deplete while in build mode, so it won’t get hungry while you’re editing
  • Rigidity settings are now saved in undo/redo states
  • When clicking off a creature while Lock Selection Mode is active, your current selection will be deselected (instead of generating new blocks in mid-air)
  • Background blurring re-enabled so you can focus on what you’re building
  • And if you haven’t tried it out yet, we’ve also recently added better rotation and more block sizes for all animal types. Building has never been better!
Creature Behavior Improvements
  • Creatures will now get happy and excited when pet (in addition to the facial emotes)
  • Creatures will now back up and give space when you walk very close to them
  • Creatures will no longer look back through themselves when observing the environment
  • Friendly creatures will no longer do a death spin when the player walks on their backs or dismounts from a saddle
  • Spawning a creature from the collection now assembles it block by block
  • The creature AI sleeping priority has been reduced for wild creatures
  • General whistle commands are no longer applied to creatures powering mills (so they won’t stop working while you’re commanding your other creatures)
  • However, mill creatures will stop working if the player is attacked or the creature is attacked directly
  • Reduced creature animation stutter when colliding with another creature
  • You can now assign a creature to an empty mill without having to unassign it first
  • Reviving a creature now starts at 100% energy
Quality of Life Improvements
  • You can now load prior saved game backups from in the game mode. (Hit [ESC] in game to see the option.) This helps in situations where save data is broken and you want to revert to an old version of your game.
  • Life Blocks no longer litter your inventory in Creative mode when removing them from a creature in the builder
  • The loot sack spawn distance has been increased so you can see it from further away
  • Added a field for contact info to the in-game feedback tool so we can contact you if you’re requesting help or more info is needed
  • Added party menu key bindings to messages
  • Added a new set of images/backgrounds to the loading screen rotation
Bug Fixes
  • Fixed game state breaking bug involving items and sacks
  • Fixed possible ways to break a new game before building a creature in Adventure
  • Fixed an issue with creature AI and saddles that would cause it to freeze
  • Fixed creature spinning for clients in multiplayer
  • Clients will no longer get an infinite loading screen on death in multiplayer
  • Treadmill animation fixes for clients in multiplayer
  • Treadmill assignment fixes for clients in multiplayer
  • Physics layer fixes for when a client builds a creature in multiplayer
  • Fixed network syncing on chest and crafting structures for clients in multiplayer
  • Fixed interact and distance check mismatch for chests and crafting structures
  • Fixed applying force to the wrong entities which caused players to fly off creatures when dismounting
  • Fixed AI bug where creatures would stop working on a mill to break trees and bushes
  • Defaulted fur off for non Nvidia cards due to reported rendering errors (can be toggled in the options)
  • Fixed undo/redo in non-Adventure modes
  • Fixed creature neck eating animation
  • Added limiting to chain targeting to prevent underground targets and targets behind and above creature
  • Set forward chain look turn angle limits to be in line with upward twists
  • Removed all creature sprite creation hitches
  • Fixed health bar going to 50% after knockout in Arena modes
  • Fixed Game breaking bug after leaving and loading a save game
  • Fixed missing XXL mech dino block materials
  • Fruit respawning fixed, will now respawn after the correct amount of time if an area is left and returned to
  • Fixed double fruit spawning
  • Fixed red damage effect being stuck on screen
  • Fix respawning when not near set respawn location after death
  • Fixed a bug in AI that made creatures not follow their target
  • Steam Workshop sync now triggers high priority download instead of polling to fix endless-trying-to-download subscribed creatures
  • Inactive party creatures now spawn at the right location if abandoned
  • Ram horn now highlights correctly when selected in the builder
  • Safety added to animation code to prevent bad states when building
Workshop Creature Spotlight

We had to share this creative creature called Giantconesnail by squidking. With a Movement Speed of 7.3, it’s actually faster than you’d think. Spawn a few, party up with your new snail army, and leave a slimy trail of destruction in your wake. *cackle*

- Team CHKN
3 comments Read more
See all discussions

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 fantastic creatures in an open-world sandbox game like no other. Explore, craft, and survive—all with the help of your very own creations.


  • Create life: Build block by block to bring living, breathing creatures to life
  • Adventure: Work with your creatures to survive on a mysterious island
  • Creative: Build anything you can imagine
  • Arena: Battle your creature's new abilities against other Players' combinations
  • Multiplayer: Invite your friends to join you
  • Plus more new features and content

* CHKN is created with the help of our amazing players! We'd love to hear your feedback on our discussion forums or join us on Discord.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7+, 64-bit
    • Processor: 2 GHz+ Quad Core
    • Memory: 4 GB RAM
    • Graphics: DirectX 10.1 Compatible GPU
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • OS: Windows 10, 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

What Curators Say

15 Curators have reviewed this product. Click here to see them.

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