ShipGames
By Kraig Adams · Build 25 · Nov 10, 2026 Self-reported Founding maker

AdventureClaude CodePlain HTML/canvas

Computer

Kindlewatch

A tiny pixel land seen from far above. Gather by hand, craft tools, farm, hunt, smelt iron and build a shelter before night falls.

Build 25 · Best on a computer: keyboard and mouse
Kindlewatch
Latest: build 25 Open in a tab
1.6hours played 11players 35 smedian session Live

Not enough plays yet to compare build 25 with build 24: it needs 10 sessions on each (build 25 has 0, build 24 has 0).

Builds

Every build stays playable.
  1. B25
    Build 25Latest2af097b

    The dog comes alive. Once you have freed and named it, it follows loosely, wanders a little and sniffs around, sits and watches while you work, lies down by a fire at night and makes small noises now and then. When something hostile comes near and you cannot see it, it warns you once: a low growl when it is far, a bark when it is close. In a fight it nips at whatever charges you (it never finishes anything off), backs away with a whimper if it gets swiped, and can never be hurt. At night it curls up beside your bed. If you fall, it drags you home to your bed, and your bag stays where you fell with everything you carried; your tools and clothes stay on you, and you can walk back and pick the bag up. Try Build 25 starts near dusk with the dog, a bed and a lean-to close by. Built by Antigravity (Google) from Claude's spec, checked and shipped by Claude.

    0 sessions0 players0 s median0 comments
  2. B24
    Build 243441de7

    A look pass, and Kraig's notes from playing Build 23. Dusk is a short golden-orange and dawn a pale blue; full night is as dark as before, but at night you and every animal near you have a thin dark edge, with a faint glow round you that lights nothing. Work shows: wood chips fly off a tree you chop, the pick throws a spark off rock and ore, the shore splashes while you fill up, and a building puffs dust as it is finished. Ponds shimmer, tree tops sway now and then, and a burning furnace and the goblins' fire send up a thin wisp of smoke. You hear it when Food or Water drops below a third, and fights have sounds: the sword's swing and hit, the bow and the arrow landing, goblins grunting and falling, a bear's growl, your own hits, the cage creaking open and the dog's small bark. Health is no longer on the top bar: a small bar shows over you while you are hurt and fades once you are whole again. Food and Water are each one bar with a thin line under it for what you carry, and you now eat and drink from it as soon as it fits, the cheapest food first, so the bar stays full and the line runs down. Text and numbers are drawn in a finer, sharper font, the counts in a slot are smaller and the pictures a little bigger. Press E: Character is now a row of slots under the inventory, and making things is one Make section with tabs; away from a workbench it shows only what you make by hand, and something you cannot afford yet is grey. A "+3 wood" now stays over the spot it came from and fades. The music comes back when you return to the tab or the window. The dog never gets in the way of what you click or harvest, and you walk through it. A felled tree's stump can be tilled, and with a hoe on the hover box says why a spot cannot be. Drag an item on the bar to another slot to move it, or onto another item to swap them. The title stands still now, gently alive, dimmed by a darker shade of every colour. Try this: click Try Build 24 on the title to start at dusk by the goblin camp with a sword and a bow; watch the light turn gold, then night fall with the goblins' dark edges; walk in and fight to hear it; open the cage; press E to see Character and Make; drag an item along the bar; chop a tree and watch the chips and the "+3 wood" stay put.

    0 sessions0 players0 s median0 comments
  3. B23
    Build 23ed5962d

    Kraig's playtest notes on Build 21, all twelve. A berry bush you pick is gone for good. Hold the right mouse button on a workbench and it comes back into your inventory, like a chest. The Food and Water reserves are now full bars the same size as the bars beside them, so what you have and what you carry line up at a glance. Click a building (or a torch, chest or workbench) in your inventory, press E, and it is on your cursor ready to put down; Esc or a right-click lets it go. A blueprint builds by itself while you stand on it, with a soft hammering. Walk past tilled soil with seeds and it is planted; walk past a dry crop with water in your pouch and it is watered; only tilling with the hoe is by hand. The workbench's cards are tabs now, Basics, Tools, Buildings and Food, with small icons: rest the mouse on one for what it does and what it costs. The map has its own slot by your character, and the music keeps playing while you look at it. Click an item, then a bar slot, to put it there; a bar slot keeps its item even at 0, faded, and fills again when you get more. Torch light fills the small gaps between torches set close together, so a row of them lights one patch. The title has a short What's new box. Try this: click Try Build 23 on the title for a fresh land with a workbench nearby, seeds, a hoe, a full water pouch, torches and a lean-to; walk to the workbench and press E to see the tabs; hold the right button on it to pick it up; click the lean-to in your inventory, press E and click the land to put it down, then stand on it and listen; hold the mouse on grass next to you to till it and watch it plant and water itself; click the torches, then a bar slot, and use them all up

    2 sessions1 players9 min 34 s median0 comments
  4. B22
    Build 228c5da54

    Goblins, a caged dog, and fights that feel like fights. Fighting is still automatic, but now it goes by distance: with a sword and a bow on, an enemy close by gets the sword and one further off gets an arrow, so stepping back is how you switch. Every hit knocks the one hit back a little and holds it a moment, long enough to pull back for a bow shot and go back in. Everyone takes up room now: you can't walk through animals or enemies, a row of them holding a gap stops you, and something heavier shoves something lighter aside, slowly. A short walk from the start, out of sight, three goblins sit round a small fire with a cage. They are small and weaker than a bear, but they come at you together. Beat them and click the cage: a small dog is inside, wary of you until you feed it berries or cooked meat. Then you name it, and it follows you around. A few short lines tell the story as you go. Try this: click Try Build 22 on the title to start a fresh land a few steps from the camp with a stone sword, a bow and 20 arrows; walk toward the fire until the goblins come, back off to shoot as they close in, and let the sword do the rest; click the cage to open it; click the dog to feed it (you have two cooked meat), type a name and press Enter; walk off and watch it follow. Your Build 21 save carries over, and its land gets the camp.

    6 sessions4 players1 min 8 s median0 comments
  5. B21
    Build 219f03ce7

    The game is called Kindlewatch now. It opens on a title screen: the name over a slowly drifting view of the land, with the music from your first click or key, and one click to Continue your save or start a New game (with a save, New game asks Sure? first). You walk under trees now, straight through the forests, with the canopy over you drawn see-through; deer and bears go through them too. Nights are much darker: past any light you can only just make out the land, and animals show only in the light or close to you. Carry a torch and a small light goes with you from dusk to dawn; carry none and it is just dark. Torches burn out: a placed one after three nights of light, and the light you carry uses up a torch every two nights (a note says so). Rest the mouse on a torch to see how many nights it has left. Your Build 20 save carries over

    1 sessions1 players19 min 16 s median0 comments
  6. B20
    Build 200b07f1f

    Water at the shore, a water pouch, cooking and a map. Walk up to a pond until you touch the water and your Water fills by itself in about two seconds, with a ripple, a flashing Water bar and a small note (holding the mouse on the water still works). Deer now leave a hide as well as meat: two hides at the workbench make a water pouch, which sits in its own Pouch slot by your character, fills at the shore, is what you drink from when Water runs low (or click its slot) and waters a crop with a click. The bucket is gone (an old save's buckets come back as their planks). Meat is raw now: put it in the furnace, which cooks it while it burns wood, and eat it cooked (old meat is raw). A burning furnace lights the land round it at night, and torches light by themselves as you walk past them at dusk and at night. The camera no longer zooms; instead, six planks at the workbench make a map, and M opens it: the whole land, showing only the places you have seen, as they looked when you last saw them. The workbench is one tile now, and its cards only show when you stand at it. Rest the mouse on a crop to see its stage, whether it was watered and when it grows. In the inventory, double-click a stack to send it into an open chest or furnace (or out of one, the furnace's output too), and Alt-click (Option on a Mac) to pick up half a stack. Sound on or off is in the Orebound menu. Your Build 19 save carries over

    1 sessions1 players5 min 26 s median0 comments
  7. B19
    Build 1900309d1

    Pause and a tidier screen: press Space to pause and Space again to go on. While paused the land, the clock, Food and Water, the animals, crops and furnaces all stop, and a small Paused label shows; switching to another tab pauses the game too. The notes when you pick something up ("+3 wood") are now small, sit off to the side of your character clear of what you are working on and of your mouse, have no box behind them, and pick-ups in a row add up on one line ("+6 wood"). New game and the speaker button are now behind one Orebound button in the corner: it opens a small menu with Pause, Sound on or off, How to play and New game (still two clicks), and the game waits while it is open. Your Build 18 save carries over

    1 sessions1 players20 s median0 comments
  8. B18
    Build 18fc75de1

    Hover boxes: rest the mouse on anything for a second and a small box says what it is, what a click or a hold does right now and what you get: a tree and how long it takes with the axe you have, a rock that needs a pick, a blueprint and the seconds left to build it, a bed that only works at night, things too far away. It works on your bar, inventory, chests, the furnace, your tools and the workbench cards too, where it shows the cost and what you are missing. You now eat and drink by yourself when Food or Water drops below a third: the food that fills you best without wasting any, and a full bucket of water. Thin lines under the Food and Water bars show how much food and water you are carrying. Your Build 17 save carries over

    8 sessions6 players26 s median0 comments
  9. B17
    Build 176982b25

    Sound and music: soft 16-bit ambient music made inside the game, a bright tune by day and a lower, slower one from dusk to dawn, with quiet gaps between phrases. Chopping, mining, footsteps, picking things up, putting things down (and a lean-to finishing) and menu clicks each have their own sound. Sound starts with your first key press or click; press M or the speaker button beside New game to turn it all off, and the game remembers. Your Build 16 save carries over

    0 sessions0 players0 s median0 comments
  10. B16
    Build 16dd5aea8

    Far zoom: roll the mouse wheel out past the widest view and the land turns into a map: forests become dark green patches, ponds flat blue shapes, rock grey flecks and ore rust, and you and your buildings small markers, with lit torches as warm dots at night. Keep rolling and the whole land fits the screen. You can still walk on the map; roll back in to work the land, and you land on exactly the view you left. Your Build 15 save carries over

    1 sessions1 players10 min 28 s median0 comments
  11. B15
    Build 153c28efe

    A bed: at the workbench 10 planks make a Bed, two tiles long, which goes down only inside a building (not on the doorway, never across a wall). Click it at dusk or at night to sleep: the screen fades, the night is skipped and you wake beside it in the morning, with Food and Water as they were. The last bed you slept in is where you wake if your Health runs out; hold the right button on it to take it back. Your Build 14 save carries over

    2 commits in this build
    • 1e0b165 Guard layout against a zero-size window (hidden tab crashed the veil)
    • 3c28efe Build 15: a bed to sleep in
    0 sessions0 players0 s median0 comments
  12. B14
    Build 14d41793c

    A lean-to: at the workbench 20 wood make a Lean-to, which you put down as a blueprint and build by holding the mouse on it for 20 seconds. Walk in through its door and the roof lifts away: the walls are thin lines between the tiles, nothing gets through them, and you can put a torch or a chest inside. Walk behind a building or a tree and it turns see-through so you can still see yourself, and your Build 13 save carries over

    0 sessions0 players0 s median0 comments
  13. B13
    Build 13640ead2

    Iron tools: at the workbench, iron bars and wood make an iron axe, an iron pick and an iron sword, and each takes the stone one's place in its slot. The iron axe and pick work twice as fast as stone, the iron sword hits twice as hard and beats a bear in a few seconds, and your Build 12 save carries over

    0 sessions0 players0 s median0 comments
  14. B12
    Build 129daf972

    Ore and a furnace: patches of iron ore lie out on the land, the nearest a short walk from the start, and you mine them with the stone pick like rock. In the build list 10 stone make a furnace: place it, click it, put in iron ore and wood, and it turns the ore into iron bars by itself, one every 10 seconds, while you do other things. The bars have no use yet, and your Build 11 save carries over

    0 sessions0 players0 s median0 comments
  15. B11
    Build 11c0008ce

    Farming: make a hoe at the workbench (2 wood, 2 stone) and hold the mouse on grass to turn it into soil. Pick the wild seed plants for seeds, put them on the bar and click the soil to plant, then water each day from a bucket (4 planks) filled at a pond. After two watered days the turnips are ripe to pick and eat, crops left dry wilt and die, and your Build 10 save carries over

    0 sessions0 players0 s median0 comments
  16. B10
    Build 106b7dfbe

    Day and night: a day lasts about 8 minutes, then about 4 minutes of night, and the land grows dark from dusk until dawn; a small sun or moon beside your bars shows the time, with the day number. At the workbench, 1 wood and 1 plank make a torch: place it on the ground and click it to light it. It throws a small pool of light through the night and goes out at dawn, so light it again each evening. Hold the mouse on a torch to pick it back up. Your Build 9 save carries over, starting in the morning

    0 sessions0 players0 s median0 comments
  17. B9
    Build 928aaf3c

    A chest: make one at the workbench from 8 planks and place it on the ground like the workbench. Click it to open its twenty cells beside your inventory, drag or shift-click stacks between them, and hold the mouse on an empty chest to pick it back up.

    0 sessions0 players0 s median0 comments
  18. B8
    Build 8df7bb61

    Wild animals, a little way from where you start: deer that bolt when you come close, and a few bears that charge and swipe at you. You can fight back with your bare hands, but you will probably lose; hold the mouse on an animal to hit that one, and a charging bear is fought without asking. At the workbench, make a stone sword, a bow and arrows: the bow shoots animals up to 8 tiles off if nothing is in the way, and a deer leaves meat you can pick up and eat for much more food than berries. Your Build 7 save carries over

    1 sessions1 players30 s median0 comments
  19. B7
    Build 74bab5fc

    A bigger land with water: the plot is four times the size, with ponds and wild berry bushes, and the mouse wheel zooms the view in and out. You now have Health, Food and Water: hold the mouse on a pond to drink, pick berries and right-click them in your inventory to eat, and if food or water runs very low you slow down and the edges of the view close in. The inventory and the bar along the bottom are drawn smaller and sharper, and the bigger land is a new start: older saves do not carry over

    1 sessions1 players30 s median0 comments
  20. B6
    Build 6d5c0baf

    A character area in the E panel: under the inventory there is now a picture of you with two equipment slots beside it, Axe and Pick. Tools you make at the workbench go straight into their slot and work from there, so they no longer take up inventory space; a Build 5 save carries over with its tools moved across

    1 sessions1 players30 s median0 comments
  21. B5
    Build 5989e33d

    Tools. By hand everything is now slow: a tree takes seven and a half seconds and a loose stone a second and a half. At the workbench, 3 wood and 3 stone make a stone axe, and the same makes a stone pick: just having one in your inventory makes trees and loose stone three times faster, and they never wear out. With the pick you can also mine the rock outcrops themselves: hold the mouse on the rock for a stone every two seconds, five to a tile, until the tile is gone and you can walk where it stood. A Build 4 save carries over

    2 commits in this build
    • f89efc0 Build 5: tools (stone axe, stone pick, mining the outcrops)
    • 989e33d Build 5: the view fills the whole window (full screen); New game sits in the corner
    2 sessions1 players21 s median0 comments
  22. B4
    Build 4e5625a8

    Stone, an inventory and a workbench. Grey rock outcrops now stand on the plot with loose stones lying beside them: hold the mouse on a loose stone, or on a tree, to gather it (E no longer cuts). Press E for the panel: an inventory of 20 cells, and a build list where 10 wood and 5 stone make a workbench. Drag things from the inventory onto the 10 slots along the bottom, pick a slot with a click or its number key, and place the workbench on the grid; standing beside it you can saw wood into planks. From this build Orebound is a computer game, played with keyboard and mouse; a Build 3 save carries over

    2 sessions2 players1 min 8 s median0 comments
  23. B3
    Build 34ed4db4

    A new start, much smaller: a tiny pixel plot seen from far above. You are three pixels tall and walk freely in any direction with WASD or the arrows (on a phone, hold a finger on the land). Stand by a tree and hold E, or hold the mouse or a finger on it, to cut it down: it takes a couple of seconds, leaves a stump, and the wood is counted. The mine from Builds 1 and 2 is set aside; this build starts its own save

    2 commits in this build
    • 5fc35d0 Build 3: tiny plot, free movement, cutting trees
    • 4ed4db4 Build 3: hold E to cut a tree (was Space)
    4 sessions2 players35 s median0 comments
  24. B2
    Build 29b3ec56

    The pixel look: the whole game is now pixel art, seen from a fixed angle so rock stands up as blocks with a front face. Odda walks and swings in frames, the lamp lights the mine in steps, rock breaks into chunky bits, and the HUD and menu use a pixel font. On a phone one tap on the rock beside you digs it. Same mine and rules; your save carries over

    1 sessions1 players30 s median0 comments
  25. B1
    Build 1c20ee20

    Walk and dig: one mine level you carve yourself. Soft rock breaks in one swing, hard rock in three, bedrock never. Two ores, a stamina bar, a pack of twelve, a crate on the surface that keeps count, one secret pocket, a menu and autosave. Arrows, WASD or a tap

    2 sessions1 players1 min 7 s median0 comments

Stats

11
Players
34 sessions
1.6 h
Time played
1 h 38 min
35 s
Median session
18%
Came back
played again 30+ min later
0%
Win rate
0 wins, 0 deaths

Phone vs desktop

Phone 4 · 12%Desktop 30 · 88%

Measured by the ShipGames recorder in every build: anonymous, no names or cookies. A session counts once the player presses something; bots and rapid repeat plays are left out.

Feedback

Comments tied to the build they're about.
What's working, then one thing to try.

Any ShipGames account can leave feedback, player or maker, tied to the build they played. Making one takes a minute.

Sign in to leave feedback

    No comments yet. Play a build and say what's working, then one thing to try.

    Devlog

    Behind the scenes, build by build.
    B1Drafted from the build history

    Build 1: walk and dig

    Started Nov 9 with one idea: a mine you dig yourself. Build 1 is only the digging. You walk a tile grid, swing a pick at soft and hard rock, pick up two kinds of ore, watch a stamina bar, and carry twelve pieces at a time up the ladder to a crate.

    Build clock

    23 h 56 min from the first commit to build 25Self-reported

    From the game's own git history: 28 commits, 25 builds. Self-reported. Not verified: GitHub has no record of these commits being pushed. Checked Nov 10, 2026 by tools/verify.mjs (gh CLI).

    Nov 9, 2026, 7:29 PMNov 10, 2026, 7:25 PM
    Every commit
    • B25 Build 25: the dog's behaviours
    • B24 Build 24: a look pass, and Kraig's notes on Build 23
    • B23 Build 23: Kraig's playtest notes on Build 21
    • B22 Build 22: fighting by distance, knock-back, bodies that take room; the goblin camp and the caged dog; Try Build 22
    • B21 Build 21: Kindlewatch, a title screen, walking under trees, darker nights, torches that burn out
    • B20 Build 20: water at the shore, the water pouch, cooking, the map; workbench 1x1
    • B19 Build 19: Space pauses, small pick-up notes, the menu behind the game's name
    • B18 Build 18: hover boxes, eating and drinking by itself, reserve lines
    • B17 Build 17: sound and ambient music
    • B16 Build 16: far zoom, the map view
    • B15 Build 15: a bed to sleep in
    • Guard layout against a zero-size window (hidden tab crashed the veil)
    • B14 Build 14: the lean-to and the building system
    • B13 Build 13: iron tools and an iron sword
    • B12 Build 12: ore and a furnace
    • B11 Build 11: farming
    • B10 Build 10: day, night and torches
    • B9 Build 9: a chest
    • B8 Build 8: deer, bears, a sword and a bow
    • B7 Build 7: a bigger land, water, food and health, zoom
    • B6 Build 6: character and equipment (tools live in the panel's Axe and Pick slots)
    • B5 Build 5: the view fills the whole window (full screen); New game sits in the corner
    • Build 5: tools (stone axe, stone pick, mining the outcrops)
    • B4 Build 4: stone and a workbench
    • B3 Build 3: hold E to cut a tree (was Space)
    • Build 3: tiny plot, free movement, cutting trees
    • B2 Build 2: pixel look, locked three-quarter view
    • B1 Build 1: walk and dig
    Report this game