Create on OpenKine
Every OpenKine game is a Kinemium project. Build it in the editor, script it in Luau or Kilang, and host it with the Kinemium server.
Download Kinemium v1.19.2
All releasesThe full archive includes the editor, the client and the server.
Windows
x86_64
macOS
arm64
From idea to server
- 1
Build in the editor
The Kinemium editor is where you place parts, edit objects, write scripts and playtest, all in one window.
- 2
Script it
Scripts run on Luau with familiar services like Players, RunService, TweenService and UserInputService. Kilang, Kinemium’s own language with Luau-style syntax, is available too.
- 3
Save a KINE map
Save your world as a KINE version 1 map. The file can hold a Model, a Folder, a Part or a whole Workspace.
- 4
Host a server
The server runs headless on port 1234 and loads your map before anyone joins.
kinemium-server --map path/to/world.kine - 5
Let players join
Players connect with the client. They do not need the map file, the server sends it to them.
kinemium-client --address <your server address> --port 1234
Build from source
Kinemium is built with just. Clone the repository and pick a target.
| Target | Command | What it does |
|---|---|---|
| Editor | just editor | Opens the built-in editor for building, scripting, editing objects and playtesting. |
| Client | just client | Joins a server. Connects to 127.0.0.1:1234 unless you pass --address and --port. |
| Server | just server | Runs headless on 0.0.0.0:1234 and can load a KINE v1 map with --map before players join. |
| Web | just wasm | Builds the js_wasm32 target: the same Luau VM, services and Jolt physics, running in the browser. |
Publishing to OpenKine
OpenKine is an experiment, so there is no upload flow yet. The games listed on this site show what a catalog of Kinemium games could look like: each one would point players at a server running its KINE map.