KLONE — Proof of Work Release


A World You Can Build. Simulate. Test. And Live In.
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.
So explore it.
Try the game.
Push the simulation.
Look for the things that shouldn't work.
Tell us what you want to see.
And then watch what happens in the next release.
This is only the beginning.
KLONE
CREATE . SIMULATE . VALIDATE