You've been given the Kynseed, a mystical acorn that grows into a family tree where your choices manifest in its branches. Raise a family, farm the land, run shops, and explore a world where everyone ages. When you die, step into the shoes of your children and continue your legacy.
Recent Reviews:
Very Positive (15) - 93% of the 15 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (350) - 87% of the 350 user reviews for this game are positive.
Release Date:
Nov 8, 2018

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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?

“It's dangerous to go alone.

A game of Kynseed's scope requires the sort of feedback and insight that only players can provide. It's also equally important to us that we have open and accessible development where you good folks can not only help craft the game but also be part of a larger community. This game all began as a mere twinkle in our eyes, and we've been hard at work crafting that original idea into a full RPG sandbox experience. Having all of you along for that ride will make both the ride and the game all the better.”

Approximately how long will this game be in Early Access?

“We game developers are notoriously bad at predicting dates. It's as if someone snuck into all our homes and nicked our calendars. So although predicting the future is beyond our supernatural powers, we are looking at minimum of a year after our launch on Early Access. Maybe longer depending on how many bathroom breaks we take.”

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

“Many of Kynseed's more unique features are still yet to come, such as aging, generations, the family tree, and additional story elements. We also plan to expand the world of the game significantly. Currently we have 1 Haven consisting of 14 Regions as well as most of the 2nd Haven. Our plan is to have 6 Havens in total, a few hubs, various combat zones, and realms beyond.”

What is the current state of the Early Access version?

“Currently, the initial Early Access version covers The Prologue of the game which includes:

  • 19 regions within the Vale (the haven you call home) and a few regions beyond.
  • A wealth of charming (and not so charming) characters to interact with.
  • All four seasons to experience.
  • Combat against some energetically mischievous foes (currently in its first draft).
  • Numerous items to find and collect on your travels.
  • Tasks and events spanning your first Summer, with more to come.
  • Blacksmith apprenticeship (currently in its first draft).
  • Nearly 2 hours of beautiful music with far more planned for the future.
  • Keyboard & Mouse plus Controller support with an interface that switches seamlessly between the two.
  • And a large number of appalling puns and word plays.

And of course, we'll be adding a great deal more as we go along.”

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

“We plan to gradually raise the price at certain points when the content and features meet the right level of quality. We will always aim to deliver a full experience and never fleece you with dirty words like 'add-ons' and 'microtransactions'.”

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

“We're a very approachable bunch and we pride ourselves on being the kind of team you can always chat to. It's incredibly important to us that we involve the community in every aspect of the development process. We're always available for chatting on Discord, our forums, Steam's forums, and of course via Twitter. Regardless of where you find us, you're always welcome to come say hello, ask questions about game development, share your ideas, or just hang out with us during our workday (or yours!).”
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August 17

The PixelCount Post - Issue #63

Welcome to Issue #63 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Charlie scatters items, Neal does delivery boxes, Matthijs gets equipment, and Matt finishes the roadmap.

The team's boost of energy from a week ago has certainly carried on into this last week as well with all manner of things being worked on. Charlie's begun churning through the mega-list of 500 items and redistributing them across the world. On the code side of things, Neal's been working on a new system that'll help players get pointed in the right direction towards a task or goal. Additional work has begun on a delivery box feature to help give NPC's items for when they can't be found at their home.

Meanwhile, Matthijs has been enjoying a rather good week of working on some new sound effects as well as getting a bit of new equipment to begin playing with. Over in the land of production and community, Matt has put the final touches on the new batch of roadmap updates to go over with the team this Monday and, from there, to get posted and shared across the entire community likely by the end of that week. Additionally, he'll be sharing more information on how to access experimental update branches, which we'll be using more frequently going forward. Read on below for all that and more in today's issue of The PixelCount Post!

Well, after last week's epic post by Neal, I felt like I should match him for effort...but thankfully that feeling was fleeting, so I will keep it brief as always.

This week I have got back into the levels and been fixing up some Vale annoyances, plus starting to redistribute collectible items. Our Master Items list has all the 500 plus items listed with columns for if we have icons, in-game versions, stats, descriptions, and locations.

There are some Vale changes afoot as well. Out go Poppies, Nightberries, Whistleroot, and Bowing Nancy. They will enjoy their new homes to the north. The flowers of the Vale are Bloodfew, Primrose, Grave Lilac, and Cuckoo Dew - with Basil and Thyme as the local herbs. I bet you can guess where the poppies are native to...

Also been just carrying on with design docs and mockups in Visio. Having Trello organise us has been great and creates a much better sense of immediate professionalism. Let's see if we can keep it up! (we will)

I have also been getting more and more obsessed with board games and card games. I need Kynseed to be a huge success so I can afford a proper Crokinole table. The steamed Beech and Cherry is just so gorgeous.

This weekend I have a bunch of dialogue to do while dreaming of Kynseed monsters being made into hand painted miniatures. Thanks for setting me off on that dark road Gary (our monster artist)! The team really seems pumped at the moment, so let's hope this momentum carries on, as it is nice to see Neal cheery for a change! Zing!

This week flew by pretty quickly. After last week's talks unlocking a lot of stored up thoughts, this week has been one of action and enthusiasm. It's funny how easy it is to actually bottleneck one's actions by not giving the space to have fun. It wasn't like I specifically set out before to not have fun, but in keeping myself locked into this mindset of only doing the most important thing and being critical of everything, not allowing breaks and not really communicating except to talk progress, it really blocked up my ability to actually enjoy things.

With the rush of communication reduced a tad from having covered most of the unspoken ground (and the lack of further water encroaching into my room), I've been getting on with various code and other tasks. Since last time that's included two new additions to make the playing experience that little bit smoother.

The first is a way of setting one in-game task as the active one. Where a specific level is known for the task, then the world map will highlight which level to go to and in-game you can use F1 to have a pointer appear briefly on screen that leads the way to a level closer to your destination. While doing this I found out that I'd kind of missed out previously in properly setting up a route grabber between levels. So instead, if it wasn't a direct connection, then it would choose the first exit which is usually wrong!

For this it did take a bit of time to ponder the right way (and a little procrastination) but eventually I ended up taking some code of an old unreleased game I'd been working on around ten years ago and converting that to this new setup (using Dijkstra's algorithm as the basis). We're deliberately intending for this to only direct you to the general level and not the specific location in question so there's still some challenge and exploration required, so will see how this works out...

The second is a delivery box that means even if you can't locate an NPC out and about, you can still stick a requested item in the delivery box by their home for them to find (and each whole household has their own). The reward in friendship rating will be a bit less for doing so given the impersonal touch. It's a feature that Charlie's been pushing for a while and like the noticeboards of last week have similarly been held off a bit too long. It actually only took around a day to implement (thanks in part to recent efforts I've made in refactoring the gifting system for reuse), which seems like pretty good value! Hopefully players will like it too.

Apart from those two new additions, we're trying out the more flexible approach to development with Wednesday being a day where we intend to not work on the essentials if possible. In my case, I managed to get a bunch of accounting done (which always rolls up quickly), started organising and reducing my to-do list of 1,500 lines (that doesn't represent all of it by any means, just it's my latest scratchpad of notes), and get back underway with the setup of development notes in-game so we can share feedback at the place it happened and bypass the need for a task system on the hundreds of polish items to be found.

It's been a good week and hopefully just continuing to keep working on the things we're passionate about and keeping communication open will let that continue as we expand out this ambitious game of ours!

Things truly have been exciting around here since last week's surge of energy around the team, and I'm enjoying every minute of it! Positivity really is contagious, and I'm infected! This week has been a great one for me personally. New studio equipment trickling in, a composer I look up to complimenting a track of mine, and No Man's Sky in VR making me feel like a child again. Suffice it to say, this week has been treating me well!

Our renewed efforts on Trello to get more organized are also paying off. It's not only much clearer to see my task list now that I've added it all to Trello, but the other team members also get a clearer picture of what I'm up to because of it. And I've been enjoying quicker communication than ever before. I can't tick anything off of my to-do list that Charlie hasn't OK'ed and before he does, assets can wait in limbo. But with the increased organization, that's all being smoothed out. The extra energy and positivity seems to have permeated into everything.

Before our next update I still have some sound effects to finish, but for that update there is no music left to do. After I complete these sound effects I can return to the swampy music of regions yet to come in the game. I rather like how doing a sound effect is a relatively short project, and it gets very diverse. From a jingle signifying that your friendship with an NPC has improved, to the spinning of a 'wheel of fortune-esque' Wheel of Copulation (you know that ticking sound it makes as it's being spun?). It's almost like a palate cleanser, in a way. Something to put your mind on that's fresh, when you've been composing in the same style for a while.

The team's recent energy boost has certainly spilled over into this last week and has had everyone getting a fair bit done as a result. The trick, as always, will be to keep that energy going so it can spill forward into yet another week ahead. Keep it up enough and suddenly that 'energy boost' will become an instilled habit!

On my part, the last week has involved a variety of work on a spectrum of different things. The main thing I wanted to get done was a proposed draft of the new roadmap, which will include the next batch of updates you can expect from us as well as a few other tweaks. This 'next batch' is something we've talked about for a few weeks now and so it'll be good to finally get it properly finished and posted everywhere. I've got the final version that I'll run by the team on Monday and assuming all look's well it should probably be going up by end of the same week.

Something else I'll be doing this upcoming week is posting around info on how to access our more experimental branches and how we're going to approach these branches in the future. We've had experimental branches available for some time now, but we've never really talked much about how to access them or exactly what they are and how they're different from the main branch. As a result, folks that might've been interested in getting access to our more frequent (but less stable) updates may've not really known anything about them this whole time. So expect some more info on all that to get posted around the community in various spots, likely in tandem for when the new roadmap updates get posted.

In other news, and as Neal briefly mentions above, we started experimenting last week with dedicating a bit of time on Wednesday as a sort of 'flexible' time to allow us to work on things that we may otherwise not always be able to make time for. It's a tricky balance to strike, because every week we always have a list of high priority items that we all need to get done. Yet over time, it's easy for each of us to accrue a list of smaller items that would be 'nice to have' type things or even 'just for fun' type things. The challenge is finding time to do these things, because the higher priority items often take all our attention and all our time.

However, if you never spend even a tiny bit of time doing 'nice to have' tasks or 'just for fun' tasks, then that can lead to a bit of a dry development that feels like a trudge. Perhaps on a more subliminal level, it can even lead to a game or community feeling a bit soulless. Oftentimes it's the little things that can have the biggest impact.

One of those community 'for fun' things that I worked on this last week was setting up a small feature on our Discord where players can drop into a channel and listen to a stream of the game's soundtrack on shuffle (which is already about 2.5 hours long!). There was no real practical reason for me to add this, but I figured it'd be a fun and relaxing thing for members to join in on and listen to. The soundtrack stream isn't something I'll be leaving on 24/7 though. Rather I'll probably turn it on once every month or so (with new tracks added as we go), just as a fun thing. Though interestingly, this did spur talks on the team about how we don't have much of the soundtrack uploaded on our YouTube channel. So I spent an hour or so making some simple videos for a handful of our favourite tracks and I'll be uploading those to our channel every Monday for the next couple of months or so. In the end, we'll have a nice little YouTube playlist that folks can check out as a sort of 'soundtrack sampler' of the game.

All in all, it's been an incredibly packed and busy week, one that struck a nice balance between making progress on big priority work as well as progress on smaller tasks that can otherwise get neglected over time. Be sure to check back next week for more info on the next batch of roadmap updates, on how to access the experimental branches, and on how progress is going with the upcoming relationship update. See you all again then!

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August 11

The PixelCount Post - Issue #62

Welcome to Issue #62 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Charlie makes a Wottyzit, Neal talks about talking, Matthijs hums a tune, and Matt's keyboard breaks.

It turned out to be a rather packed week for the team between working on some new assets, roadmap planning, new sound cues, lengthy team discussions, and the set up of a new Trello organisation board. Many of the new assets in question have been coming in from Gary, our character artist. These include some animations for a new brounie character as well as early drafts on animating the Jabberwock creature - one of our much larger (and frightening) monsters based off of a similar creature as seen in Terry Gilliam's amazing film Jabberwocky. Charlie talks a bit more about all these new assets in his article below.

As for the lengthy discussions, the team has recently been diving into some fairly deep talks. We've found we tend to have these bigger conversations on the project every once in a while as a sort of 'checking in' with each other and seeing how we're all feeling about development and things in general. These sorta talks aren't really ever planned outright. Rather they seem to crop up organically, usually when we've reached a certain tipping point where we have a bunch of thoughts and ideas that we want to share that we've otherwise been holding on to internally so as to keep focus strictly on development and roadmap progress. So although we hadn't necessarily planned for having such in-depth team discussions this last week, they always turn out to be incredibly useful and productive.

We also ended up setting up a Trello board in the midst of these talks which, for those unfamiliar, is basically a project organisation platform that easily allows for multiple team members to collaborate on. We had a Trello board set up in the pre-Early Access days of development but since then have been largely depending on internal project organisation of our own (spreadsheets, documents, etc.). However, as of late we've been greatly preferring the particular format and ease of Trello. Between the team discussions and the new project organisation, we've got a fairly packed week planned ahead with finalizing details on new roadmap bits as well as progress on the next build. So see you again next week with updates on how it all went!

There has been a lot of chatter and organisation in the team as we try to make ourselves more efficient and organised. Personally I am about as organised as a jelly tornado, so for us to start using Trello properly is a relief and you can feel the upbeat auras coming from the others (especially Neal). We feel much more happy about where we are and the future, and are more determined than ever to make a special game.

This week I have been looking at the game's Prologue and improving player tutorials. I am always against hand holding and reams of text explaining the most basic concepts...but I do recognise there are ways we can keep the sense of discovery along with gently guiding the player. New UI boxes, improved info presentation, better tasks, plus explanation of tools and controls. All of which will go alongside new features such as Pott the Brounie and The Wottyzit.

But what is the Wottyzit? What is it exactly? The Wottyzit is a small wisp-like faery that hovers near interactive objects of interest, and when you get near will fly away. It will only do it once per feature to draw your attention to them. So this would be things like the oven, baking kiln, mapstones, lemonade stand, pig auction trigger point, etc etc.

Then for after the Prologue, we have Pott the Brounie: a sharp tongued goblin who will live on your farm and look after things. He likes to keep things tidy and ensures your kids are looked after. He can be talked to for advice and guidance on things to do, the status of things, and even tell you stories about the Fae realms. Fail to feed him offerings though, and he won't be very happy and let you know it! We feel that by making these things 'in-world' and part of the lore, they will add a rich character that really ties the room together.

The only other news for you this week is that the Jabberwock has had its idle animations begun. It is a bit of a challenge for Gary, but so far it looks amazing, with the best eyelids/blink I have seen on a huge dragony thing. I am so excited by our menagerie of denizens. The few we have revealed so far (around our forums and on Twitter) are our smallest and weakest. We can't wait for you to see the Barghest, Fachen, Banshee, Ogyr, Spriggan...and they are just some of the mid-sized ones!

We are blessed to have such incredible artists - Gary, Matt Weekes, and Caz are just brilliant people to work with and I am insanely jealous of their talents. I couldn't draw the curtains, never mind a world full of fabulous beasts, colourful environs, and tastily detailed items. Onwards and upwards!

This week has been an interesting one and I'm going to ramble on in a stream of consciousness type way about it. I've made some progress on the noticeboards, typed and chatted what feels like far more than the past month, and had a mini crisis of sorts when the living room started leaking water from the ceiling (for the third time, but in a different place!). I think the theme for this week for me has been coming to some revelations of a sort about self-imposed limitations. Maybe these were triggered from having a break last week and that gap away from the normal routine really gave me pause on what was actually going on. I think it had begun before, but especially the last day or two felt like finally getting a better sense of what is up...

Aside: Sometimes I wonder with these posts how many people read them or what they're expecting to read about (feel free to leave a comment below on that!). For me, I've taken them as a way of giving some insight into the very human process of development and perhaps also the cycles that my mind will often get locked into. When I write these I often quickly look back at our last issue but have never actually gone back to read older ones from being a little embarrassed in some ways about what I might have said. So I have this sense that maybe I'm repeating myself in slightly different ways, but then immediately a few weeks later I forget and get caught back up in the cycle of whatever is going on at the time...

With a long-term endeavour such as this project, I think it is inevitable that the excitement rises and fades and that we struggle to actually consistently keep going in an upward spiral of momentum, as there's always distractions and past habits to deal with. Weeks like this though give me more optimism about it when I feel like I've got a real buzz going on from stepping outside my comfort zone and laying out more of what I'm actually thinking (while trying to be humble that it is only my very limited understanding and experience and that I'm open to change). get back to what I mentioned in the first section, the revelation (or perhaps just a return to sanity and common sense) that I realised is how often we impose invisible limits and boxes around what we do. Biases and habits reinforce us going in a certain direction without a chance to stop to think if it's the best way to be going.

To go into a little more detail, my work on code has for a long time been about ticking off features on the roadmap. The general aim has always been to get everything to a 'first pass' level and then we can start refining it and putting it together. That approach is definitely in large parts what my previous developer experience has been like on the Fable games...right until near the end the game is very rough and there's little sense of the solidity that eventually emerges. I think it could be argued they released too soon where another 3 to 4 months at that solid stage would get the refinement right that really hits the mark, but that's hindsight for you! It is undoubtedly a reasonably sound strategy for many games, especially ones developed in private, but not all games are the same.

In our case, we have an incredibly ambitious game and limited resources (no publisher, a small but talented team where each person has a lot of responsibilities, and limited time due to our budget). It's true that there is a lot of pressure/risk in that situation, but we have experience and boldness on our side to make it work. We are doing our best to mitigate the risk and we still have contingencies and ways to keep going as long as possible while the game continues to grow. So it's not a bad situation we are in, but it is one where the bias and focus has limited us and started to box us into a corner where it seems like there is nowhere to go. Code is still the bottleneck right now where I've been constantly trying to catch up with the myriad of ideas/art/sound/bugs/improvements being thrown around. In doing so, I've limited myself a lot because of focusing on the checkbox approach of mostly sticking to stuff on the roadmap. That's not to say that focus is a bad thing, but when it becomes obsessive (filling all waking hours of the day) to the point of ignoring other options, then it lacks the common sense to take a step back and see what the real problems are and what to do about them. I guess what I'm mainly trying to take on-board from this is to split time up so the focus has a daily chance to shine but that other tasks are not left behind, including the need to be communicating with the rest of the team - and to get in some time to relax and enjoy life as well!

To tie this into the week itself a bit more, the noticeboards were something where until we had a meeting I'd been holding back continuously on them (maybe because they aren't on the roadmap, maybe because I had so many other things to do, maybe because no one else pushed me on them, but for whatever reason it was only when I started on it that it began to unveil the impact that I knew was there but didn't act on). The very basic implementation of them only took maybe an hour or two, but I just could not stop procrastinating/holding back on getting something in there. Now that they are there, it's a massive relief and I can see how much they are going to add to the game. After the basic implementation, I've been refining them in a further few days to have two initial types ('cook wanted' and 'lost item'), to set one noticeboard up per haven, to get them working with save/load, and to refine the random generation of them to feel a bit more natural. For now they are in our experimental branch on Steam (for anyone interested in trying it) and we're looking at getting them put into the main branch in perhaps a couple of weeks, along with other efforts to address player feedback on the game.

The water leaking incident of this week was interesting too. I almost felt like I'd set myself up for it by talking up how it often seems that crisis pop along one after another that disrupt our flow. Luckily it wasn't too serious and I saw it as soon as it started so nothing really got permanently damaged. The interesting part of it for me was recognising that feeling of how that crisis just took over all thoughts and actions. I pretty much dropped everything else I was doing to handle it and get it looked into. It made me remember how when something unexpected needs to get done, I can just focus immediately onto it and decisions suddenly become easy because you want to get it sorted above all else. To tie it into the limiting factor of our actions, sometimes things like that need absolute attention but when we're talking about things carrying over days/weeks/months trying to focus on on one thing unrelentingly then that just ends up wasting time. The mind wanders and rebels against that level of focus because it just weighs down creativity and inspiration. My plan is to try and mix things up more. Namely, we've talked in the team about having a fixed day where we are deliberately not working on the roadmap/update work. Letting things wander for a bit before diving back into focus. I'm additionally thinking to take that further within a day where I try to concentrate for around 4 hours on the main priority and then to be content then to dip into what I feel like doing rather than what I've tried to make my sole focus...

I guess I'll go a little into the team's recent typing and chatting, which maybe other posts might cover as well. What it boiled down to is another case of each of us having our limited box of what thoughts we'd allow out. Holding back from saying anything because we felt like everyone else was too busy or not really open to suggestion. Also perhaps that even when things are said, the other person isn't actually listening because of their own strong feelings on the matter. When you impose that limitation (of not listening, not asking questions, not putting out thoughts), then what you're really doing is passively accepting the status quo and biding time for a point which probably will never come.

That's not to say that all thoughts are welcome or are good ones to say, because there has to be some empathy/trust and mutual understanding there! The question though, is if you feel passionately about something why is it better to hold back on it? Surely if you feel that strongly about it you want to speak up and test if others agree, learn from the experience, and let the mind move on? It's a case of reading the room as to how/where to do this but it could even just start with a simple question of "Is there some way we can talk about X, as I have some feelings about that?". For myself (and I believe other people too), there's a lot of irrational fear at times about opening up because it exposes something in your mind and has a risk that you're wrong. But is it a good thing to just hold on to a thought to the point where it becomes permanent yet gets no outside scrutiny from people with vastly different experiences? Is it not better to test your limits and evolve your understanding by taking that step? I guess I would just stress again that my understanding/experience is limited and perhaps the position I'm advocating is too extreme where some limits are necessary. Food for thought really and something of an experiment!

Looking back on this post it has become quite an epic and I've still got thoughts flowing about connections that I've just realised in writing this. For now, I think I might leave it there and see what folks think of this. I know it's probably a lot to take in and perhaps not that much talks about the game itself but I do feel like it captures a bit of the way our development is going and some thoughts that right now really have me fired up. I definitely think I need to keep looking back on this particular post to remember it when I expect otherwise it might fade away in memory as more new unexpected developments take hold and as my mind wars a bit against being so open. Anyway, thanks to all of you who read this and I wish you all the best!

Another week goes by! This week I worked on the sounds for the smithing mini-game. In places, it's still a bit quiet as some sounds still need to be implemented. I also did sounds for the rating system on items you've crafted. There's 4 different levels of quality per aspect of the item, ranging from bad to perfect. I've divided the theme I use for personal growth into 4 individual segments for this so that the first tone in the theme is the bad rating, the next tone the ok rating, then good, and finally perfect to finish the theme with a flourish. (The full theme is more than 4 notes, but the first 4 notes already form a recognisable abbreviation to the theme.)

This theme can also be heard when leveling up certain skills or during other moments of growth for the player character. It can even be heard when you wake up on the pier at the start of the game. It also makes an appearance in an as of yet implemented track for the main menu. Sometimes I hide it a little by giving you the theme in a slightly altered or subtle way. Other times it's front and center. This set of rating system sound effects would definitely qualify as a hidden iteration of it though, as you won't likely hear all 4 sounds in fast succession (or in the right order). But subliminally, it's there.

Another thing I did this week was to alter the main melody of the track I worked on last week. The feedback the team gave me on it mentioned that this melody needed to be easier to hum along to. One way to facilitate how quickly you can absorb a melody and hum along to it is to make the melody consist of repeating patterns. The more something repeats, the easier it gets to memorize. But a repeat doesn't have to be identical each time. A pattern with a deviation can still feel like it's the same general pattern. This allows you to walk the fine line between keeping it easy to memorize and keeping it from being boringly or annoyingly repetitive. And oh boy, is that a fine line alright! If the team approves of the new melody, I still need to fix some other little things in the track before it's game-ready. But it'll get there...

I'm going to keep my article a bit brief (brief for me), partly to avoid this week's issue from getting overly long but also because I feel I've been typing a short novel's worth this week already! As mentioned above by my teammates, alongside our normal development work we also found ourselves deeply engaged in all manner of discussion. It's become something the team does semi-regularly on the project to help keep things going smoothly and to highlight any areas we want to make course adjustments on.

Above all, I think these talks tend to have a cathartic effect where it allows us to just dump a bunch of thoughts and ideas that we each have been meaning to bring up yet never really finding time to do so during the busy bustle of working on the game directly. Not being someone known for their brevity, I tend to dive pretty deeply into these talks and contribute paragraphs and paragraphs of my own. So it all makes for quite a bit of writing after a week's worth of these discussions.

Rather amusingly, the very first day these discussions kicked off I had just bought myself a new keyboard. So I picked one helluva week to start reestablishing all my typing muscle memory that I'd obtained over the last couple of years with my last keyboard. Sadly that keyboard had become broken and thus it was time to get a replacement. Whenever discarding one of my PC's peripherals like that, I always get a slight tinge of weird attachment over it. That was the keyboard which was by my side from the very beginning of this project all the way to now. It was the keyboard I used for basically every development update, every Discord message I've ever written, and every issue of The Post up to this one. We'd been through a lot together, that keyboard and I. So farewell trusty keyboard. May it type away happily in the text fields of keyboard heaven.

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About This Game

Kynseed is a sandbox life sim RPG brought to you by developers who worked on the Fable series for Lionhead Studios.

Live your life in a quirky world where everyone ages and dies, including your pets! Take control of the mystical Kynseed and grow your family legacy over generations as you pass your skills and powers down to your children.

  • Run a business such as a blacksmith, tavern, apothecary, or goods store.
  • Go adventuring in dangerous regions and battle dark faery tale creatures.
  • Farm your land to create various ingredients that you'll come to rely on.
  • Develop relationships with NPC’s who have their own lives and who will remember your deeds, actions, and pranks!
  • Find proverbs to unlock the secrets of this mysterious dark faery tale world.
  • Gather materials to create items, craft beers, or mix cures for a range of bizarre maladies.
  • Buy strange artifacts from the mysterious Mr Fairweather - items which can aid your chores, help you in combat, or just let you mess with the world. But be warned of his life tax, for each item must be paid with years from your life!

In Kynseed, live your lives the way you choose in a lovingly handcrafted 2D open world.


We are a team of three little pigs named Neal, Charlie, and Matt who are building a brick house to keep the wolf from the door. With over 30 years of collective experience developing the Fable series and its community, we hope to infuse our games with the same charm, eccentricity, and humour that permeated Lionhead’s games.

Using our experiences from Lionhead, we’re working hard to make Kynseed the sort of game we’d always wished had been made. To help us on this journey, we’ll be calling upon the PixelCount community to give feedback, guidance, and ego boosts. Mainly the latter, if we’re being honest.

Ultimately, we want to always be accessible and honest with the players and never feed them a company line. So, for better or worse, you can expect us to talk to the press and our community with the same honesty and candor as a coworker: with plenty of cursing and sarcasm.

System Requirements

    • OS: Windows 7 or Higher
    • Processor: Intel Core i3
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 Compatible Video Card
    • DirectX: Version 11
    • Storage: 550 MB available space
    • Additional Notes: Kynseed is still very early into development, so your mileage may vary. If you have any issues, feel free to email us at

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