How it's made
One person, directing AI, making an online MMO
Project Kinfield is an experiment: how far can AI go in making an online MMO? One person directs it. Claude Code, Anthropic's coding agent, writes it: the game, its servers, its tools and its tests.
The numbers so far
Counted from the game's repository on 25 October 2026, 26 days after its first commit.
- 1,496commits, 1,129 of them co-written by Claude
- 263ships to the test build, each through a gate
- ~215,000lines of C# written since day one
- 889automated test methods, plus the server's own tests
- 639docs, updated in the same commit as the code they describe
- ~300Kin across 13 elements
Who made what
- The code
- Claude Code wrote the game, its servers, its tools and its tests.
- The Kin, the maps and the weapons
- Claude generated them in code, as 3D models and levels, and scripts brought them into the game.
- The zone music and interface sounds
- Made in code, with no samples.
- The fonts
- Fredoka and Nunito, open-source fonts made by people.
- The direction
- The decisions, the taste and the play-testing are one person's.
No store-bought asset packs. Nothing in the game is generated by AI while you play.
How the work runs
Many Claude sessions work on the game at once. These are the rules and tools that keep them from undoing each other's work.
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01
One rulebook
Every session starts by reading the project's rulebook: the architecture, where every document lives, every build and test command, and the working rules. Escalate after two honest attempts. Never weaken a test to make it pass. Never invent lore. Ask before spending money.
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02
Rules that are tested
The main architectural rule is that content packages never reference the game layer. A test fails the build if one does, so the rule cannot quietly erode.
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03
A workspace per job
Each session works in its own copy of the repository, on its own branch. The folder the game is played from changes only through the shipping script.
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04
A gate before the test build
Shipping merges the work into the test build, runs the automated tests on the merge, and only then pushes. A conflict or a failed test ships nothing.
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05
Fix guards
When a fix is confirmed in play, Claude pins it with a test. If a later change undoes it, the guard fails, and the rule is to put the fix back, never to edit the guard.
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06
A control panel
Kinfield Control, a panel Claude built, runs sessions as projects with priorities. A higher priority pauses a lower one, which picks up later. Finished work ships itself, and anything marked "needs you" waits for a person.
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07
Bots as testers
A 100-bot playthrough of the campaign. Exploit hunts where bots try to duplicate items and money. Failure tests that crash clients and cut connections to check that nothing is lost or doubled.
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08
Pictures, not guesses
Looks are checked from pictures. Check modes film every weapon move frame by frame and photograph every Kin, outfit and scene, so a person can review them.
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09
Notes that last
Claude keeps short notes on lessons learned, from importer quirks to the build machine's limits, so the next session doesn't fall into the same hole.
Where it hit walls
The limits are the interesting part.
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It can't feel the game
How the game looks and how it feels to play are a person's call. The rule: no change to looks or feel without a person's OK.
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A fix got lost
Early on, the player slid more than three times faster than their feet moved. The fix landed, then vanished the same night when the folder was switched to another branch. The shipping gate and the fix guards exist because of it.
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Its first server trusted players too much
The bots' first exploit hunt found 13 problems, three of them critical. All were fixed, and within eight days every one of the hunt's 297 checks passed.
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It declared victory early
Background runs sometimes stopped to wait and were read as finished. A test meant to run against a real database was quietly skipped. Both were caught and fixed.
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A check that lied
A homemade compile check once passed code that didn't compile. Now only Unity's own compile counts.
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Taste is a person's
Voices for the characters were built and removed the same day. The dialogue has no puns. The prologue took 24 play-through notes.
What surprised
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Online from day one
Accounts, saves and dedicated zone servers were part of the first day's work, not a later port.
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It attacked its own servers
It wrote bots to break its own game, then fixed what they found.
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Server-run combat in three days
In about three days the fights moved onto the servers, every client claim was refused, and a 100-bot playthrough ran with no errors.
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Tools, then audits
It built its own tools (the shipping gate, the control panel, an autopilot), then audited them and closed a hole it found.
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Volume
Lifeskills and homes in one morning. 91 Kin and two regions in one day.
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Measuring instead of guessing
4,055 of 6,830 mesh colliders became simple boxes, each one proven by 64 test rays.
Day by day
- 30 September
- The first commit, online from the start: accounts, saves and zone servers. The game's interface kit and the character creator.
- 2 October
- 91 demon Kin and Cinderbrook Deep. The campaign's two roads and 26 dungeons. The first 100-bot playthrough. 39 music tracks.
- 4 October
- The shipping gate and the control panel. Talking characters.
- 6 October
- Lifeskills and homes, the same morning.
- 8 October
- 91 Wild Kin and both Wildwhim regions.
- 10–11 October
- Combat moved onto the servers: turn battles, field fights, arena bosses and dungeons.
- 13 October
- Steam sign-in, save safety and the failure tests.
- 15–17 October
- The dungeon Wardens rebuilt. Text chat and parties. Up to six characters per account.
- 18 October
- The Steam page.
- 20–21 October
- The weapons pass: every weapon's model, effects and sounds, then combat stances and faces.
- 22–24 October
- Batches of play-test notes, and player duels.
Built with
- Claude Code
- Unity 6
- Netcode for GameObjects
- Dedicated Linux zone servers
- .NET 8
- PostgreSQL
- Kubernetes
- Steamworks
- Blender, driven by scripts
- Python, for the music
Follow the experiment
Wishlist Project Kinfield on Steam, and play the demo at Steam Next Fest, February 22 to March 1, 2027.
