Compare Kin and Quarry prices across 50+ stores and find the best deal. Developed by The Fox Knocks. Published by The Fox Knocks. Released on 1/16/2026. Available on PC. Genres: Casual, Indie.

A cozy incremental digger with genuine charm buried under a rough first impression - worth the 3-5 hours if pixel-art warmth and a ticking day-night mine loop sound like your kind of evening.

My first hour with Kin and Quarry was legitimately confusing, and I say that as someone who loves a slow onboarding. The Fox Knocks drops you into a mine, shoves a stack of ores, upgrades, cursor interactions, and kin management at you simultaneously, and trusts you to sort it out. A lot of players bounce here. I nearly did. But stick with it past that cluttered opening and something surprisingly handcrafted starts to emerge. The structure is a day-cycle incremental loop. Each run you guide tiny fox-like workers into a mine, helping them dig deeper by clicking, swiping, and hovering your cursor to boost their output. The Geomancer villain seals the mine at nightfall, so every session has a natural end point. Over time you upgrade your tools, unlock over 20 ore types, and collect more than 150 artifacts that slowly grow your crew. The roguelite tag is technically there but light - this reads more like a cozy idle game with a fantasy skin than anything with meaningful run variance. The day-night loop gives it rhythm; the artifact collecting gives it a collector's itch. The pixel art and animations are where the craft really shows. The kin themselves are expressive little creatures, and the general aesthetic lands somewhere between a children's illustrated novel and a forest spirit fable. The music choices have been singled out repeatedly by the community for good reason - there is a deliberate, unhurried quality to the soundscape that matches the digging pace. This is not a game that wants to spike your cortisol. It wants to share a quiet afternoon with you. The rough edges are real though and worth naming honestly. The UI is cluttered and the lack of keyboard shortcuts for navigating upgrade menus gets tiresome quickly - you are clicking "return" a lot. The artifact discovery system is opaque enough that players hunting specific rare drops for the museum have reported grinding dozens of runs at the right layer with no result. Late-game performance also degrades noticeably; this is a solo-developer Godot project, and that shows when the mine fills with entities. Completion runs in the 3-5 hour range, which feels right for the price and scope, but anyone expecting deep replayability will be disappointed once the museum is filled. For what it is - a single-developer incremental with a cohesive aesthetic, a light fantasy narrative about a sacred Evertree and an antagonist Geomancer, and enough tactile digging to keep your hands busy - Kin and Quarry is quietly well-made. It has already earned a combat-focused spinoff called Kin and Conquest, which suggests the developer is building something with genuine staying power. This first entry is unpolished in the expected places, but the handcraft underneath is worth your afternoon. Kai, Scout Team

Kin and Quarry
CasualIndie

Kin and Quarry

Jan 16, 2026The Fox Knocks
GamerScout Says

A cozy incremental digger with genuine charm buried under a rough first impression - worth the 3-5 hours if pixel-art warmth and a ticking day-night mine loop sound like your kind of evening.

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About Kin and Quarry

My first hour with Kin and Quarry was legitimately confusing, and I say that as someone who loves a slow onboarding. The Fox Knocks drops you into a mine, shoves a stack of ores, upgrades, cursor interactions, and kin management at you simultaneously, and trusts you to sort it out. A lot of players bounce here. I nearly did. But stick with it past that cluttered opening and something surprisingly handcrafted starts to emerge. The structure is a day-cycle incremental loop. Each run you guide tiny fox-like workers into a mine, helping them dig deeper by clicking, swiping, and hovering your cursor to boost their output. The Geomancer villain seals the mine at nightfall, so every session has a natural end point. Over time you upgrade your tools, unlock over 20 ore types, and collect more than 150 artifacts that slowly grow your crew. The roguelite tag is technically there but light - this reads more like a cozy idle game with a fantasy skin than anything with meaningful run variance. The day-night loop gives it rhythm; the artifact collecting gives it a collector's itch. The pixel art and animations are where the craft really shows. The kin themselves are expressive little creatures, and the general aesthetic lands somewhere between a children's illustrated novel and a forest spirit fable. The music choices have been singled out repeatedly by the community for good reason - there is a deliberate, unhurried quality to the soundscape that matches the digging pace. This is not a game that wants to spike your cortisol. It wants to share a quiet afternoon with you. The rough edges are real though and worth naming honestly. The UI is cluttered and the lack of keyboard shortcuts for navigating upgrade menus gets tiresome quickly - you are clicking "return" a lot. The artifact discovery system is opaque enough that players hunting specific rare drops for the museum have reported grinding dozens of runs at the right layer with no result. Late-game performance also degrades noticeably; this is a solo-developer Godot project, and that shows when the mine fills with entities. Completion runs in the 3-5 hour range, which feels right for the price and scope, but anyone expecting deep replayability will be disappointed once the museum is filled. For what it is - a single-developer incremental with a cohesive aesthetic, a light fantasy narrative about a sacred Evertree and an antagonist Geomancer, and enough tactile digging to keep your hands busy - Kin and Quarry is quietly well-made. It has already earned a combat-focused spinoff called Kin and Conquest, which suggests the developer is building something with genuine staying power. This first entry is unpolished in the expected places, but the handcraft underneath is worth your afternoon. Kai, Scout Team

Tags

singleplayerachievementscloud-savestier:sub-5Day-Night Cycle LoopArtifact CollectingCursor InteractionFantasy IdleMouse-DrivenCozy IncrementalMuseum CompletionSolo DeveloperGodot Engine

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Graphics
6GB VRAM Graphics Cards

Recommended

Memory
8 GB RAM
Graphics
8GB or Higher VRAM Graphics Cards

Reviews & Ratings

No ratings available

Game Info

Developer
The Fox Knocks
Publisher
The Fox Knocks
Release Date
Jan 16, 2026

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