In Development

Games

Nekojin Interactive builds games that are laboratories — testing grounds for autonomous AI, emergent systems, and systemic design.

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🍂 Key Art in Progress

✦ Features

What to Expect

Every system interlocks. Every NPC thinks. Every world runs while you're not watching.

🧠
Emergent AI
NPCs run on a Utility AI + GOAP hybrid. They remember, plan, and surprise you.
⚔️
Tactical Dungeon Crawl
Grid-based exploration with real-time decision making and strategic depth.
👥
Up to 32 Players
Soul–Brain–Body multiplayer architecture keeps the server authoritative and responsive.
🌍
Living World
Chunk-based world streaming, dynamic quests, and a simulation that runs whether you're watching or not.
🍂
Cozy Aesthetic
Warm pixel art, seasonal themes, and a tone that balances comfort with challenge.
🎒
Deep Systems
Inventory, skills, quests, and crafting — all interlocked, all emergent.

✦ Development

Recent Progress

A solo dev build — real updates, real challenges, real progress.

April 2026 — Active Dev
Skill System & Combat Architecture
Named skill ID registry replacing hardcoded integers. Elemental and class skill trees refactored. Immutable blueprint pattern finalized — skills are data, not objects.
March 2026 — Multiplayer
Networking & NPC Behavior
Client-server architecture finalized with Soul/Brain/Body separation. A* pathfinding grid implemented after NavAgent2D performance issues at scale. NPC behavior trees running on Utility AI with GOAP planning.
2026 — UI Systems
Inventory & Character Profile
Click-and-drag UI windows, inventory slot rendering, and the character profile screen in active development. Dictionary-based blueprint system replacing file-based resources.
2025 — Foundation
Engine Selection & World Architecture
Godot 4.6 selected after evaluation. Chunk-based world streaming designed. Quest system scaffolded. Steam page live with wishlist base. Steam Deck compatibility testing begun.