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Features
The Hard Way (Renpy) is an Adult Themed Rags to Riches Sandbox Adventure set primarily in a university (High School for now). After being kidnapped as a child, our hero returns to his home town to find his past and regain his identity. As he climbs the ladder of success, he will gather a following of beautiful, devoted women. The game is a generational sci-fi mystery solver, harem builder saga that has been built from the ground up to include aging, pregnancy and offspring. Due to the massive number of renders needed for those elements, they will be introduced one character at a time. The game is the prequel to The Long Way and will ultimately span more than 50 years. When complete, the game will contain over a thousand characters and locations, with thousands of events and dozens of stories. Names, ages (appearances), preferences and relationships are adjustable for a more customized experience. Patreon Subscribers will have access to age adjustments for more characters and access to the game before the free version is released. The Long Way (Renpy) is an Adult Themed Sci-fi Adventure Game, featuring humans and a variety of alien species. With the 13 Galaxies in limbo, your quest, if you choose to accept it, is to turn order into chaos, strength into weakness and leaders into puppets. Offspring, a future project, will be a unity based version of The Hard Way and The Long Way, which will include character creation tools and a fully customizable experience. The LongWay and a free version of The Hard Way will be available to the public 4 weeks after they are released to patrons.
v0.1388 - Proof of work initial release - Windows only - 2026-10-08
KLONE is a reality simulation engine designed to make simulations behave like real worlds.
The game you are about to play is not the destination.
It is the proof that we're working towards it.
Heartland is our initial example of a game simulation, built in only a few weeks, so don't expect too much yet, since it's barely started. But over the next few weeks, it will become something quite spectacular. There is still a lot of work to be done, but this first release gives you a small, playable window into the technology being built underneath KLONE: a real-time simulation framework designed to understand space, physics, environments, materials, creatures, machines, people and the interactions between them.
The world you see is only one possible use of it.
And this is where KLONE gets interesting.
One Engine. Almost Anything.
Imagine being able to create a world, change its rules, populate it with people, animals, machines and environments, and then simply let it run.
Change the weather.
Change the materials.
Change the terrain.
Add a vehicle.
Add a building.
Add thousands of autonomous agents.
Introduce an earthquake, flood, fire or other environmental event.
Change the laws governing the simulation.
Then watch what happens.
KLONE is being built around the idea that the same underlying simulation can power games, engineering, research, animation, AI training and virtual environments rather than requiring a completely different technology stack for each.
The game is simply the most exciting way to demonstrate it.
🎮 A Gaming Platform
Build worlds.
Create characters and creatures.
Design environments.
Make games.
Play them with your friends.
KLONE is intended to become a platform where simulation and game creation meet — allowing creators to build environments and experiences without having to rebuild the underlying world technology every time.
Multiplayer is already on the roadmap.
And ultimately, the goal isn't simply to play games inside KLONE.
It is to build worlds inside it.
🌍 A Simulation Platform
The same technology that makes a game world behave dynamically can be used to investigate real-world problems.
Weather systems.
Flooding.
Disaster scenarios.
Infrastructure.
Environmental change.
Traffic and transport.
Large-scale agent behaviour.
And potentially worlds that don't exist on Earth at all.
KLONE is being designed so that the inputs to a simulation can be changed without rebuilding the entire system around them.
If you can describe the world and its rules, the goal is to make it possible to simulate it.
🎬 A New Kind of Animation
What if a film set didn't have to be built one frame at a time?
Build your environment.
Create your characters.
Place your actors.
Choose your cameras.
Direct the scene.
Then let the simulation generate the world around them.
A book could become the starting point for a world.
A game could become a film set.
A simulated character could become an actor.
And gameplay itself could become the source material for a scene.
KLONE is intended to blur the line between simulation, games and cinematic production.
🤖 Training Worlds for AI
AI systems need worlds to learn in.
Real-world data is expensive, difficult to reproduce and often impossible to control.
A simulation can be reset.
Repeated.
Modified.
Scaled.
And run again.
KLONE is being developed with deterministic simulation and synthetic data generation in mind, allowing autonomous agents and multi-agent systems to experience repeatable environments governed by consistent physical rules.
The long-term vision is a world where AI can learn not simply from pictures and text, but from interacting with simulated reality.
⚙️ Physics That Doesn't Stop at the Screen
KLONE is not being built purely as a visual renderer.
Underneath the world is a mathematical simulation layer intended to support increasingly complex physical interactions.
Structural behaviour.
Modular assemblies.
Materials.
Fluid systems.
Environmental forces.
Machines.
Robotics.
Multi-agent systems.
The ambition is for the same simulation to be useful whether the result is being displayed on a screen, analysed as data, or connected to another system.
The picture is only the output. The simulation is the foundation.
🔐 Your World. Your Data.
KLONE is designed around local execution and data sovereignty.
The long-term objective is a simulation platform that can operate without requiring your world, data or intellectual property to be sent to someone else's servers.
That opens possibilities for organisations where security, privacy, offline operation or air-gapped environments are essential.
Your simulation should belong to you.
🔌 Designed to Connect to the Real World
KLONE is being developed as a modular framework rather than a closed game.
That means the same simulation environment can ultimately become a place where external systems provide inputs and receive outputs.
CAD.
BIM.
Robotics.
Medical and scientific data.
Sensors.
Hardware.
Custom data sources.
Industrial systems.
The ambition is not to replace every specialised tool.
It is to provide a living simulated environment in which those tools can interact.
This Release Is Different
This isn't a finished commercial product.
It isn't supposed to be.
This is a Proof of Work.
You are seeing KLONE while it is still being built.
There will be rough edges.
There will be unfinished systems.
Some characters won't yet look the way they eventually will.
Some interfaces are experimental.
Some mechanics are little more than foundations.
And some things will probably break.
That's part of the point.
Rather than showing you a polished video of what KLONE might become, we're putting the technology in your hands and saying:
Here. Try it.
Push it.
Break it.
Build something with it.
Tell us what you think.
The most valuable thing we can get at this stage isn't another view count.
It's evidence that the technology can survive real people doing unexpected things with it.
What's Coming Next?
The roadmap is deliberately aggressive.
In the immediate future
Android and Linux builds are planned as the next platform targets.
Then, week by week
Expect the world to grow.
More assets.
Better characters, hair and soft tissue response.
More sophisticated character creation.
More powerful editors.
More simulation capabilities.
CAD and BIM integration.
External data inputs and outputs.
Additional games and experiences.
Multiplayer.
And increasingly complex worlds.
The objective is unusual:
Build all of this while keeping the core distribution incredibly small.
The current long-term target is a complete KLONE environment with a footprint of under 100 MB.
The Bigger Vision
The ultimate KLONE isn't just a game.
Imagine entering a virtual city.
Not a static game map.
A living environment.
You could have a workspace there.
A home.
A laboratory.
A factory.
A university.
A shop.
A game world.
A research environment.
A meeting place.
Your friends and colleagues could be there too.
Different worlds could exist for different purposes.
You could research something in one.
Build something in another.
Run an experiment in another.
Then close the simulation and return to your virtual workspace.
One persistent environment. Many possibilities.
That is the direction we're building toward.
Why You're Here
KLONE is still early.
But early is exactly when your support matters most.
Patrons aren't simply funding another game.
You're helping build the foundation for a technology platform that could eventually sit underneath games, simulation, AI, animation, engineering and entirely new kinds of virtual environments.
This release is the first opportunity to see that foundation becoming real.
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KLONE - First View
We finally got the simulation working to our satisfaction and have begun building an example game called Heartland - a sims clone. We haven't spent much time on it, but we think you'd like to see what we're doing, so we'll be releasing a 'Proof of Work' shortly. Windows only for now, with android and linux following in a day or 2. The download file is tiny, but don't let that fool you.
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Klone Progress Update
We've finally started to build the beta version of the game. We were held up a lot longer than expected due to the need for an AI system capable of functioning to our requirements. We've completed the math required for the system and are now building the actual game.
What took so long?
After building 59 versions of the core AI, we finally have it working. Unlike the other AI systems, our AI doesn't need a huge graphics card, doesn't hallucinate and doesn't forget. It's small, fast, clever, works on any system and continuously learns without forgetting anything, overcoming all the shortfalls of current AI systems, which made them unsuitable for the game. Why build an AI for a game? Because the game isn't just a game, it's a reality engine - a reality that can be customized to the players requirements, or to an engineer's requirements when testing the aerodynamics of a wing. When complete, it will be an intelligent. interactive simulation engine within a game environment, with the ability to generate any game or simulation using voice or keyboard input.
A spin off is the way the system handles graphics. Our AI backed system is designed to run on computers up to 15 years old with minimal memory. As a result, the multiplayer aspect allows bit perfect syncing over the internet and the system is able to scale to any size screen, while using roughly 1% of the bandwidth of anything on the market for communicating, including video and audio, A video that previously weighed 100mb can be reduced to 1mb using this system, but unlike conventional systems, it scales to any resolution.
What does this all mean? It means that, when the system is complete, you can play any game or simulation you can imagine simply by describing it, but you also get a personal, private, fully customizable AI assistant, or a combination of the 2, that runs on any device you have, including old computers and mobile phones that are practically useless for anything else.
We're building the next generation of AI, gaming, simulators and multimedia in one package at the same time.
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