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 (20) - 95% of the 20 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (242) - 87% of the 242 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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Recent updates View all (22)

December 21, 2018

The First Steps Update




Happy winter solstice!

Today, we come bearing gifts. As promised in our last development update, we've been busily preparing our very first batch of new additions to Kynseed. These additions are all fairly basic and won't contain any notably flashy content of any kind, but there's still a few cool things we've added which you can check out below. We've come to refer to this as "The First Steps Update", particularly because its focus was on preparing some basic systems to help pave the way for more complex systems in future updates.

Let us know how you get on with things here on the forums or over on our Discord, where you can come warm yourself by our server's fire and nibble on some cookies. Of course, if you experience any particularly itchy bug bites you can also let us know at Bugs@Kynseed.com.








PLAYER HAIR CUSTOMISATION
  • At the start of the game, players will be able to choose from 8 different hair colours
  • This is only our very first pass at character customisation, but more is likely to come in the future
  • Whichever hair colour you choose will also be reflected in your twin






NPC CHAT SYSTEM FIRST PASS
  • After your initial introduction to an NPC, you'll then be able to select from a few conversation branches
  • NPC's now have friendship levels which will tell you their current demeanor towards you
  • Gifting is now linked to an NPC's state as well as their preferences
  • NPC's can ask for basic favours of getting or delivering items that help progress your friendship status
  • Most of the system's dialogue text is largely placeholder for this first pass, but we'll be properly fleshing the text out in future updates






GOODS STORE SELLING TABLES
  • Goods stores will now have a selling table with which you can sell items for a profit
  • Each store has a daily maximum of brass it can spend - this resets each day
  • Stores will also have special "wanted" items that, if fulfilled, will result in extra profit
  • "Wanted" items will often be different depending on which region the store is in
  • Seasons may also affect the prices of some goods






MYSTERIOUS FAE WANDERERS
  • New curious wanderers, in the form of fairies and gnomes, will start appearing in villages from time to time
  • They haven't discovered their full purpose yet, but interacting will usually make them talk a tiny bit




MORE YULE CHANGELOG
  • You now have the option for multiple saves!
  • Player saves will also display your character customization and will even show what season the save is from
  • We've introduced a first pass of a player-created tasks system
    • After the prologue, you'll be granted the ability to begin creating your own tasks
    • There are a few task types at this stage
    • The system should be flexible and expandable to offer player driven tasks for helping you manage your goals
  • A basic ownership permissions system has been added
    • Fruit trees and bushes outside houses are now marked as being owned by the house and will require permission for the player to take (if the residents haven't harvested it first!)
    • The basic UI to track whether you have permission can be found by interacting with the monuments for the building and requires you to raise the family friendship rating to a certain level
  • The darklight is now a standalone item to make it easier to use - further uses of it will come in later updates
  • NPC's should no longer mistakenly wake up for a short time during their slumber
  • And, as always, a slew of behind the scenes fixes and optimizations






We'll likely push out a smaller update not long after this one which'll contain any important fixes we need to make and probably even some bits of polish that we'll want to fuss over. When that next incremental update goes live, we'll be sure to post about it in the usual spot.

After that, we'll turn our attention to putting together a full roadmap which will chart out all the major milestones of our adventure together. Once we've plotted out all those nooks and crannies, our next step will be to work towards the second major update to the game! And of course, we'll be sure to share that roadmap with you all just as soon as it's ready. Honestly, we love maps. We'd be lost without them. Though recently, Yorkshire Police have had all of their maps stolen. A spokesman said they're searching for Leeds.

Once again, a most happy winter solstice to you all! Today is the shortest day of the entire year, which means we can all look forward to our days only growing longer from here on out. Soon there'll be warm sunlight gracing the tops of our towers. Though for now, snow still covers the castle grounds here at PixelCount. We even bought a snow shovel, but it melted by the time we got it home.

I'm sure we'll be talking with you all again very soon, but in the meantime you're certainly welcome to come visit our cozy community whenever you like. We'll leave the porch light on for you.

Love,
PixelCount



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December 5, 2018

Dev Update: Fairweather Forecast Calls for Updates




Hello friends!

Here at Castle PixelCount (the magically metaphorical place we call home), we've been spending the last many months and countless hours building a charming and somewhat bizarre world from scratch - one square blade of grass at a time. As many of you know, we opened our doors at the very start and invited all who were interested to join our adventure. Many of you came along for that journey and have been helping shape not just that world but also the community that's grown around it.

It's hard to imagine that mere weeks ago we opened our doors even wider than before and invited folks from all corners to visit. New faces are now joining us every day and it's been incredibly humbling to see how everyone's been getting on with this early and unfinished version of things. For us, the days leading up to its release were exhilarating and the days after even more so. Many of you were there on its release day, eagerly checking over and over to see if it'd gone live. We do know how refreshing it is to hit the F5 key.

Now, just a few weeks later, we're already making preparations for some larger updates (when not amassing a chicken army, of course). We've even got a brand new trailer to boot, which you can take a gander at below. We also welcome you to rest a spell from your weary internet travels as we update you on our progress, as is our tradition whenever someone visits us here at the castle. So sit your buttress down and we'll tell you all about it.





https://www.youtube.com/watch?v=iL1CWWqDKws

THE FIRST STEPS UPDATE - COMING DEC 21ST
Ever since we launched into the wild and untamed land of Early Access, we've been keeping ourselves busy soaking in feedback and pushing out updates. Most of these changes (which you can see in our games update thread) were focused on taking care of some of the most commonly reported issues. But these updates are just us warming up. (We really should get our heaters checked.)

Kynseed has only just taken its first baby step. There are many more to go until it can start ordering alcohol. So these first few weeks were all about releasing fixes to make sure we first had solid ground beneath our feet. But from this point onward, we'll be shifting our weight from applying fixes to creating content. That doesn't mean we won't continue fixing things as we go, of course. Instead, it means we'll be balancing between the two. We'll squash bugs, create new content, that'll create more bugs, we'll squash those, then make new content again, get more bugs, and so on. The circle of life.

Our first major chunk of an update, which we're referring to as The First Steps Update, won't have any big or flashy features just yet. This one is all about setting up some basic things which we'll need in place before tackling larger complex systems. Below is a brief look at some things we'll be including in this update, but we'll also likely sneak in a few more bits and bobs as we can.

  • Selling boxes will be added to Good Stores for selling your items. Each Goods Store will also have a specific item they may want, which you can sell for extra profit. A Good Store's wanted item will also change over time. So for example, three days later there may be a new item to seek out (or to have stockpiled).
  • First pass of an NPC chat system to give more purpose to the NPC's. This very first rough system will include: talking to NPC's to reveal information about the world, discovering their favourite items, getting hints of their disposition towards you, and they may even ask favours of you.
  • Mysterious Fae wanderers will soon be seen throughout the land. Most curious.
  • Balancing of systems to create more of a healthy challenge where needed.
  • Control fixes based on feedback for Mouse & Keyboard. (Improving controls will continue to be a constant priority for us, especially as more game systems are added.)

There'll also be some behind the scenes engine preparations being made which, although not that glamorous, will be crucial in paving the way for some of the meatier features down the road. Speaking of roads, one of the things we were keen to do here in these first few weeks was to get a sense of what specific areas of content players want to see us prioritize. In fact, the whole point of releasing Kynseed at such an incredibly early state is so that players could actually help steer the game's direction on a fundamental level. We have a plan of our own that we're following of course, but ultimately we'll be working with you all here in these first many weeks to help us map out the full itinerary of things.

Right now, Kynseed's core gameplay loop is missing some chunks. So many of these larger early updates will be all about filling those chunks in. And as you've no doubt deduced from this section's header, our aim is to get this update sent your way on December 21st! Just in time for a stocking stuffer. (Though, not really. Our keen developer insight tells us that digital items don't actually exist in any physically meaningful way and thus make for poor stocking stuffers.)



SURFING COMMUNITY CHANNELS
For those of you who've just joined this game dev adventure of ours, feel free to hop by any of our community channels to let us know how you're getting on with things. Or heck, you can come to just hang out if you want. We're laid back and like chatting about pretty much anything, ranging from the game industry all the way to our strong opinions on how hot dogs are not sandwiches. Don't let anybody tell you otherwise.

You can find little pockets of our community just about anywhere you look (including the links at the bottom of this update) and we're active and accessible in all of them.

Oh, and if you're thinking of streaming the game or want to make a let's play, don't hesitate to give us a shout! We like to hang out in stream chats as we find the time throughout our workdays. (Though sometimes we lurk, creeping on all you players from the shadows.) Aside from being fun to watch, we've also found them pretty invaluable for getting feedback. In fact, one of our favorite things to do is watch players intentionally deviate from the game's path, often with amusing results.









As always, thank you for paying us a visit here at Castle PixelCount. You're welcome to drop by any time if you're ever in need of updates or awful puns. (Or both.) So much has been happening lately that it'll be interesting to see how far things have progressed the next time we talk.

All in all, these past few weeks have been pretty exhilarating for us. We've put so much of ourselves into this project that releasing it publicly felt a bit like we were sharing some intimate personal aspect of our lives for all to see. So when we kicked things off a few weeks ago, we were preparing ourselves for all manner of reactions. We even got a backup bouncy castle, just to have something to fall back on. But the support that you've all shown has been incredibly encouraging and it means the world to us to see that so many people understand the spirit of what it is we're trying to do. Seeing all your excitement and kind words has added immeasurable fuel to our fires.

Now onward to the next leg of our journey together!

Love,
PixelCount



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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.

ABOUT PIXELCOUNT STUDIOS


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

    Minimum:
    • 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 Support@Kynseed.com.

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