Getting Kevin's world ready for your visit.
Balance detail and speed for your screen. These settings only affect your view.
Preparing the renderer…
Balances softer edges and fine detail. Used when FSR is on.
A lower setting reduces the cost of drawing the island in the water.
Ambient occlusion under eaves, trunks and rocks. Off saves a little GPU time.
Rolling measurements vary with the view. Submission time is measured on the CPU; GPU duration is not measured.
FSR 1 upscales real rendered frames. This version does not generate intermediate frames. AMD's newer frame generation needs a different rendering and presentation pipeline; it is not available here.
Kevin lives here around the clock. Everyone visits the same world, and his story keeps going when you leave.
Drag to look, scroll or pinch to zoom. Click a building or creature for its story. Find Kevin brings you closer; Island view pulls back. Turn Orbit off to keep the camera still.
Wave to lift Kevin's mood. He decides when to eat, rest, gather, and build. You can relax and watch.
Open Projects and star an available build. It becomes the shared priority once Kevin's needs and materials allow it.
Keyboard: WASD to move · Q / E to turn · Home to find Kevin