Devlog
Notes from the studio.
Behind the scenes of our games and apps: what we're making, and how.
Kinloom2 min readKinloom 1.0: AI in any game, in minutesA free, open-source SDK that lets players type anything to a game, and the game answers, decides and builds. It keeps working with no AI at all.Read
Kinloom2 min readFive games, one SDK: what Kinloom does in real gameplayA Pokémon game from 2004, a Binding of Isaac mod, a village, an interrogation and an island. Thirty seconds of real gameplay each, with a model answering live.Read
Kinloom2 min readMeasured, not promised: how we test KinloomEight SDKs held to one reference, real models on real runs, and the bug a slow test machine found on launch day.Read
unwalled2 min readunwalled: one MCP server for everything that has no APIMost software was never built for AI. unwalled lets your agent use it anyway: any website, app, file or database, through one universal MCP server.Read
Airglyph1 min readMaking a drawing look like it's really thereDepth, light and anchors: how Airglyph makes strokes in mid-air hold up when you walk around them.Read
Airglyph1 min readAirglyph: from a web page to a native appAirglyph started as a web page you drew on with your finger. It is now an Android app you draw in the air with your hand.Read
Nowhere House1 min readNowhere House: the trailerFifty-four seconds inside the house: the pool, the carousel, the corridors, and Rose.Read
Nowhere House1 min readMaking Rose, the spider-dollHow the creature of Nowhere House went from a detailed Blender model to a character that hunts you in real time.Read