KilniX
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Kintsugi for Games

Your code. Your assets.Your next game.

Kintsugi — “joining with gold” — is the centuries-old Japanese art of repairing broken ceramics with gold, turning damage into something worth more than the unbroken original. KilniX does the same for your back catalogue: the code and the assets you have already built, already paid for, and are no longer using. AI is the gold — the material that joins what you already own into a brand new, shippable mobile game. Not AI slop. Your code. Your assets. Work you have already paid for, becoming a new revenue line.

firing hollow-reignfired 2026-08-09T14:22:41Zverdict passedheld
GDD_CONTEXT.mdai agent
# GDD Context
 
This is the creative contract. Everything you build should serve this vision.
 
- **Title:** Hollow Reign
- **GDD ID:** gdd_hollow_reign.json
- **Primary genre:** survivor
 
## Core Loop
 
- **Player verb:** survive
- **Win condition:** Clear all enemy waves and defeat the boss
- **Failure state:** Health reaches zero
- **Session length:** 5 minutes
 
Auto-attack nearest enemies while dodging projectiles. Collect XP gems from kills to level up and choose from randomized upgrades. Each wave escalates in density and enemy variety. Boss spawns at wave 10.
1260°C900°Choldhold
stage 01/8 · 180°C

Made from what you own

Every studio is sitting on years of finished work that earns nothing: shipped titles, cancelled projects, art libraries, tools, whole engines. It is paid for, it is yours, and it is idle. That is the raw material.

Provenance

Trained on your work, and only your work

The line ingests the art, code and design you own outright. Models are fitted to your material, per project, and the output carries your house style because it was made from it. There is no scraped corpus in the pipeline and nothing of anyone else's to answer for.

Your team

It recycles what is shelved, it does not replace what is next

The material is work that already shipped, got cut, or never came off the shelf. Nothing here takes a live brief off an artist's desk — it puts the archive to work instead, so the people making new things carry on making new things.

The economics

A dormant archive becomes a revenue line

Years of production sit at zero yield the day a project wraps. The line turns that inventory into playable mobile builds — new titles, built from paid-for material, at a fraction of what the original work cost to make.

The line

A kiln is programmed as ordered segments: ramp to a target, then hold. This line has the same shape. Your catalogue goes in at the front, and every stage below writes a real file on the way — open any of them.

Research

180°Cai agent

Genre data, competitor economics and retention comps go in. A design document comes out, with a stated fun hypothesis it can later be held to.

EmitsGDD_CONTEXT.md
# GDD Context
This is the creative contract. Everything you build should serve this vision.
- **Title:** Hollow Reign
- **GDD ID:** gdd_hollow_reign.json
- **Primary genre:** survivor
## Core Loop
- **Player verb:** survive
- **Win condition:** Clear all enemy waves and defeat the boss
- **Failure state:** Health reaches zero
- **Session length:** 5 minutes
Auto-attack nearest enemies while dodging projectiles. Collect XP gems from kills to level up and choose from randomized upgrades. Each wave escalates in density and enemy variety. Boss spawns at wave 10.

Want gate

180°Chumangate · holds

A person reads the document and answers one question: do I want this game to exist? Nothing is built until they do.

NoteNothing is built until a person says yes. On the headless path this gate blocks outright — an agent driving the line has nobody in the room, which is the exact case it exists for.

Emitsgdds.approved_at
{
"gdd_id": "gdd_hollow_reign.json",
"approved_at": "2026-08-09T14:19:07.220Z",
"approved_by": "operator",
"decision": "GO"
}

Prototype

560°Cprogrammatic

Scripts stand up a fresh repo and a Unity project, pull in every catalogued part the document calls for, wire the screens and stock the art.

NoteThe fire records its own assembly. Every part it placed and every art slot still open is written to fire-issues.json, so nothing about the build has to be taken on trust.

Emitsscene_spec_hollow_reign_survivor_built.json
{
"kind": "gamekiln.fire-issues",
"gdd_id": "gdd_hollow_reign.json",
"fired_at": "2026-08-09T14:22:41.408Z",
"issue_count": 1,
"errors": 1,
"issues": [
{
"id": "defender_stub",
"severity": "error",
"summary": "Part def_audio is a Defender platform stub — it compiles cleanly but does nothing at runtime.",
"remedy": "Wire def_audio's Defender service implementation, or replace it with a working part."
}
]

Forge

900°Cai agent

An AI director takes the assembled base and builds a prototype somebody can actually play — tuning feel, pacing and the first thirty seconds until there is something to judge.

EmitsFIRE_REPORT.md
# Fire Report
Generated by the fire flow. This is what was built — not what the GDD
asked for. The gap between this and GDD_CONTEXT.md is your work.
## Scene Verification
- **Parts present in the scene:** 9 / 10 planned
- **Screens present in the scene:** 12 / 12 planned
- **System coverage:** 70% (7 / 10 required systems)
⚠️ Part `gk_progression` was planned but its GameObject
"[KilnPart] GoalTrigger" is not in the built scene — KilnSceneBuilder
could not resolve the type.

Fun gate

900°Chuman + aigate · holds

The build is played and measured against a published rubric — seven weighted feel axes, a time-to-first-fun ceiling and a minimum number of reasons to come back.

NoteThe one stage with its own section on this site, because it is the one that decides whether a build is worth shipping.

Emitsfun-gate-report.json
{
"slug": "hollow-reign",
"gdd_id": "gdd_hollow_reign.json",
"ran_at": "2026-08-11T13:07:05.007Z",
"verdict": "passed",
"passed": true,
"missing": [],
"failures": [],
"time_to_first_fun": { "seconds": 9, "source": "observed" },
"feel": { "score": 7.2, "axes_scored": 5, "axes_total": 7 },
"retention": { "total_count": 2, "passes_threshold": true }

Core

1180°Cai agent

Only once the gate passes: an overseer reads the full design document against the parts register, commissions a swarm to build what is missing, and gates their work before the assembler will touch it.

Emitsparts/gk_trajectory_renderer/kiln.json
{
"id": "com.gamekiln.gk-trajectory-renderer",
"displayName": "Trajectory Renderer",
"capabilities": [ "physics.trajectory" ],
"provides": [ "physics.trajectory" ],
"requires": [ "physics.launch" ],
"platforms": [ "iOS", "Android", "WebGL" ],
"status": "extracted",
"class_name": "TrajectoryRenderer"
}

Balance

1260°Chuman + ai

Assembly emits every tunable number as its own file — XP curves, drop tables, shop items, localisation. A designer edits them directly, or an agent does it over MCP.

EmitsData/kiln-balance.json
{
"kind": "gamekiln.balance",
"gddId": "gdd_hollow_reign.json",
"slug": "hollow-reign",
"genre": "survivor",
"generatedAt": "2026-08-10T14:56:45.380Z",
"balanceRunId": 3,
"tier": "good",
"baselineSource": "gdd",
"dataConfidence": "aggregated"
}
// Every number is a suggestion derived from genre benchmarks —
// not a measurement of this game. Nothing here has been validated
// against live telemetry, because this game has none yet.

Release

40°Cprogrammaticcools

Store listings are populated, the build goes out, and player data comes back to Balance with topline numbers to Ops. The loop closes.

NoteYou cannot rush the cooling. Work pulled from a kiln hot enough to touch cracks days later.

EmitsFIRE_REPORT.md
FIRE · hollow-reign
gate ran 2026-08-11T13:07:05Z
verdict passed
parts planned 10
feel 7.2 (5 of 7 axes scored)
time to first fun 9s (observed)
retention hooks 2
webgl build 63.5 MB published

The hold at 900°C

Every build is measured before you see it

A prototype is easy to produce and hard to judge, so the line does not leave the judging to opinion. Every build is played against a published rubric — seven weighted axes, a time-to-first-fun ceiling and a minimum number of reasons to come back — and the numbers land in a file you get with the build. Below is the bar, and a real firing measured against it.

Feel rubric · 5 of 7 axes scored

AxisWeightScore
First-30-Seconds Read1.57
Game Feel / Juice1.56
Power-Fantasy Arc1.38
Build & Choice Depth1.28
Moment-to-Moment Readability1.07
Tension & Pacing Curve1.0
Session Satisfaction1.0
Weighted mean of what was scored7.2 / 4 bar

Weights are DEFAULT_FEEL_AXES as the factory ships them. The mean is taken over the axes an evaluator actually scored — an unscored axis is excluded, never counted as a zero.

The bar · DEFAULT_FUN_PASS_CONFIG

Time to first fun
≤ 30s
9s
Feel score
≥ 4
7.2
Retention hooks
≥ 2
2
Session length target
180s
met

Measured on Hollow Reign, fired 11 August 2026: 7.2 on the feel rubric against a bar of 4, first genuinely engaging moment at 9 seconds against a ceiling of 30. The fastest to first fun of any firing so far.

Play the build these numbers came from

Fired prototypes

Real firings, with their receipts — parts placed, feel scores, time to first fun, build size. 5 are playable in your browser right now.

Key art from the Emberfall firing
emberfallrpgpassed the fun gate

Emberfall

Dungeon delve with a sanctuary to return to. Seventeen pieces of art came out of the run, including the splash above.

fired 2026-08-10parts 11feel 7.3 · 5/7 axesfirst fun 12shooks 3build 63.6 MB
Play it in the browser · 63.6 MB build
Key art from the Hollow Reign firing
hollow-reignsurvivorpassed the fun gate

Hollow Reign

Ten waves against a horde, ending at the Hollow King. Your kills rise as your soldiers. Nine seconds to first fun.

fired 2026-08-11parts 10feel 7.2 · 5/7 axesfirst fun 9shooks 2build 63.5 MB
Play it in the browser · 63.5 MB build
Key art from the Avast! firing
avaststrategypassed the fun gate

Avast!

Age-of-sail naval command. Wind, range and a wall of orders — tack, beat to quarters, fire as she bears. Seven of seven parts placed and fifteen of fifteen screens built.

fired 2026-08-21parts 7feel 6.5 · 7/7 axesfirst fun 27shooks 3build 62 MB
Play it in the browser · 62 MB build
Key art from the Grimhollow firing
grimhollowsurvivorpassed the fun gate

Grimhollow

Isometric survivor on a broken stone field. Two seconds to first fun — the fastest of any firing — and the highest feel score the gate has returned.

fired 2026-08-12parts 10feel 8.5 · 7/7 axesfirst fun 2shooks build 33.1 MB
Play it in the browser · 33.1 MB build
No key artNo art was generated for this firing — it deliberately ran without a design document or an asset manifest.
voxel-keepstrategyungated

Voxel Keep

Isometric voxel base-builder: gather, build, recruit, and hold the keep through a nightly horde. Fired from a raw brief with no design document, so the line read the intent and decided the rest.

fired 2026-08-31parts 0feel not scoredfirst fun not measuredhooks build 125 MB
Play it in the browser · 125 MB build
Key art from the Neon Swarm firing
neon-swarmsurvivorin production

Neon Swarm

Survivor inside a lit interior rather than an open field. Currently with the director.

fired 2026-08-13parts 9feel not scoredfirst fun not measuredhooks build

Build in progress

Every firingkey art is the art that firing produced · receipts reproduced as emitted

Coming soon

KilniX Prototype

The line, packaged as a product you run yourself. Eight surfaces, one pipeline — from training a model on your own art to a browser-playable build with its own repository.

  1. 01

    Desktop app

    The factory floor. Every stage, every asset and every build in one window.

  2. 02

    Mobile app

    The line in your pocket — approvals, art review and build status away from the desk.

  3. 03

    Mobile web app

    The same surface in a browser, for anyone you need to bring in without an install.

  4. 04

    Art training for a local model

    Fit a model to your own art on your own hardware. Your references never leave the building.

  5. 05

    Research section

    Genre economics, retention comps and live market data on the desktop, feeding the design of every build.

  6. 06

    Unity project creation

    A configured Unity project, assembled from the parts register and your assets.

  7. 07

    GitHub repository creation

    Every build lands in its own repository, under your account, with its full history.

  8. 08

    WebGL build

    A playable browser build at the end of the run, so the thing can be handed round the same day.

What a firing gives you

A firing is booked and scoped against your own catalogue, and everything that comes back is a file or a build you keep.

Single firing

Three to four weeks

Your material through the whole line once — code and assets in at the front, a playable mobile build out the other end. You see exactly how your catalogue behaves as raw material before committing a slate to it.

What comes back

  • The generated design document
  • A playable WebGL build, in its own repository
  • A model fitted to your art, and everything it produced
  • The fun gate report — the rubric, the scores, the evidence
  • The fire report — parts placed, art produced, elapsed

Line partnership

Six months, reviewed quarterly

The line runs continuously against your slate and your archive. Parts your games need get built into the register and stay there, and each model keeps learning your house style — so every firing starts warmer than the last.

What comes back

  • Everything in a single firing, per game
  • Parts built for you, catalogued and reusable
  • Balance files you edit directly, or over MCP
  • Player data routed back into balance

Your archive is the next thing you ship.

Intakes open in cohorts, and each one is scoped to a handful of studios so the line runs properly against every catalogue in it. Join the waitlist and we will come to you before the next one opens.

One address, used to contact you about KilniX. Nothing else, and no list is sold or shared.