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Kiln: The Pottery Brawler That Surprised Everyone at Xbox Developer Direct [2025]

Double Fine's Kiln is a physics-based pottery brawler where you sculpt unique characters and battle online. Here's everything we know about this quirky 2025...

kiln gamedouble fine pottery brawlerxbox developer direct 2025fighting gamephysics-based combat+11 more
Kiln: The Pottery Brawler That Surprised Everyone at Xbox Developer Direct [2025]
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Kiln: The Pottery Brawler That Surprised Everyone at Xbox Developer Direct [2025]

When you think about the next big multiplayer brawler coming to consoles, a game where you craft sentient pottery pots probably isn't what comes to mind. And that's exactly why Kiln hit so hard during the Xbox Developer Direct showcase. In a presentation packed with big-name releases and polished trailers, this weird little project from Double Fine stood out as the kind of game that doesn't get green-lit often anymore. The kind that makes you say, "Wait, they're actually making that?"

Kiln isn't just another brawler trying to capture the lightning in a bottle that games like Super Smash Bros. or Tekken managed to trap. It's something genuinely different. The core concept is simple enough to explain in a sentence: you sculpt your own clay character before each match, and the shape, size, and weight of your creation directly determine how it fights. A tall, skinny pot moves differently and has different stats than a squat, chunky one. Physics-based destruction means your perfectly crafted creation gets smashed to bits in real-time, with every hit deforming your character.

But here's where it gets interesting. This isn't some indie passion project that got lucky. This is coming from Double Fine, the studio behind beloved titles like Psychonauts, Psychonauts 2, and Keeper. They've got a track record of making games that take creative risks, that feel like they came from a very specific artistic vision rather than a focus group. The fact that they're bringing this pottery brawler to life in 2025 says something about where gaming is heading: players want something different, something that can't be easily categorized or compared to ten other games already on the market.

The game is also coming to PlayStation 5 alongside its Xbox releases, which means this isn't some platform exclusive. It's a genuine effort to reach gamers everywhere, which suggests Double Fine and Xbox Game Studios believe in this weird little concept. We're going to break down everything we know so far, what makes Kiln unique, how the pottery mechanics actually work, and why this game matters in the bigger picture of what's happening in gaming right now.

TL; DR

  • Kiln is a physics-based multiplayer brawler from Double Fine where you sculpt clay characters before battle
  • Your pot's shape determines stats and abilities - taller pots move faster, chunky ones hit harder, with destruction deforming characters in real-time
  • It's releasing in 2025 on Xbox, PlayStation 5, and PC with online team-based combat
  • Double Fine's pedigree matters - the studio behind Psychonauts brings creative risk-taking to a saturated brawler genre
  • Character creation before each match means every battle starts with a completely different roster of handcrafted pottery

TL; DR - visual representation
TL; DR - visual representation

Progression of Combat Dynamics in Kiln
Progression of Combat Dynamics in Kiln

As matches progress in Kiln, character integrity decreases while strategic complexity increases, highlighting the adaptive nature of physics-based combat. (Estimated data)

What Actually Is Kiln? The Complete Breakdown

Kiln, at its core, is a team-based multiplayer brawler. That means it's designed for groups of players to fight each other in structured matches, similar to how games like Street Fighter, Tekken, or even Mortal Kombat work, except with more people and pottery involved. But calling it just a "brawler" does it a disservice because the game's actual mechanics are so interwoven with the creation system that it's almost impossible to separate the two.

Here's how a typical Kiln session works: before the match starts, you enter a character creation tool. But this isn't like most fighting games where you pick from a roster of predetermined characters and maybe tweak their colors. This is real, freeform sculpture. You're literally shaping clay. You can make a tall, thin pot that's completely unstable. You can make a wide, squat character that's low to the ground. You can go weird with it, creating lopsided monsters that probably shouldn't work but do because of how the physics engine interprets what you've built.

Once you lock in your creation, that's your character for the match. And here's the kicker: the game's procedural animation system means every single pot moves differently. A tall, spindly character won't move the same way a squat one will. The physics engine is actually calculating how your specific creation should move through space, how its weight is distributed, where its center of gravity is. This isn't animation you'd normally see in a fighting game. It's not a series of pre-baked movements. It's being generated in real-time based on the shape you created.

Then the match happens. And as it happens, your pottery gets destroyed. Your pot takes damage, chips, gets smashed. Not in a cosmetic sense. These deformations actually affect how your character plays. Your once-balanced creation becomes a broken wreck mid-match, which changes its movement properties, its reach, everything. This is genuinely novel territory for fighting games.

The team-based aspect is also crucial. This isn't one-on-one. You're fighting in groups, which changes the dynamics significantly. You can't just focus on reading one opponent's patterns. You've got multiple variables, multiple enemy pots to track, multiple teammates you're coordinating with. The scale and chaos of it all is different from traditional one-on-one fighting games, which pushes the game toward a more accessible, less execution-heavy experience.

QUICK TIP: Before your first match, spend extra time in the creation tool learning how weight distribution affects movement. A pot that looks cool might be incredibly slow in actual combat.
DID YOU KNOW: Kiln started as a concept in Double Fine's 2017 Amnesia Fortnight game jam, a 10-day internal competition where teams create experimental games. The fact that it went from jam project to full release shows how much faith the studio had in the core concept.

What Actually Is Kiln? The Complete Breakdown - contextual illustration
What Actually Is Kiln? The Complete Breakdown - contextual illustration

Key Features Comparison: Kiln vs Traditional Fighting Games
Key Features Comparison: Kiln vs Traditional Fighting Games

Kiln offers a unique experience with high customization and real-time adaptation, unlike traditional fighting games. Estimated data based on gameplay features.

The Pottery Mechanic: How Character Creation Drives Gameplay

Let's talk about why sculpting your own character is such a brilliant game design decision. Most fighting games ask players to make a binary choice: do you want the fast character, the strong character, or the balanced character? It's an old design pattern that works, but Kiln throws out that framework entirely.

Instead, you're working with actual physics. If you make your pot too tall, it's unstable. If you make it too wide, it becomes sluggish. If you sculpt it to be asymmetrical, the physics engine interprets that asymmetry and your character moves weird. Maybe that's a bug. Maybe that's a feature. Maybe it's actually the best fighting strategy. The beauty of this system is that it's emergent. The game isn't telling you what the "right" character looks like. It's giving you tools and physics and saying, "Go make something."

This has massive implications for the competitive scene, if Kiln develops one. In traditional fighting games, the character select screen is where pros make their strategic choice. Kiln moves that strategic choice into character creation. Two players can both pick the same general "archetype" and end up with completely different characters based on how they sculpt. One person's tall pot might move smoothly, while another's moves jerkily. One might be optimized for aggressive play, another for defensive spacing.

The real-time destruction system adds another layer of depth. As your pot takes damage, its properties shift. You're not just managing your health bar. You're watching your character physically degrade, and you need to adapt your playstyle as your creation becomes more and more broken. Late-game matches probably feel completely different from early-game ones, not just because players are more damaged, but because the fundamental physics of each character has changed.

From a game design perspective, this also means that every character is technically viable. There's no "top tier" character that's objectively better. There's only "does this shape work for how I want to play?" A weird, lopsided pot might lose to a perfectly balanced one in the hands of a skilled player. Or it might surprise everyone with unexpected movement properties that give it an edge.

This cuts directly against the traditional fighting game meta where players study frame data, memorize move lists, and practice combos for hundreds of hours. Kiln is asking for a different kind of skill. It's asking for an understanding of physics, an intuition for how your creation will behave, and adaptability when your pot falls apart mid-match.

QUICK TIP: Save your favorite character designs. You'll probably want to recreate them across multiple matches to learn how they play in different situations.

The Pottery Mechanic: How Character Creation Drives Gameplay - contextual illustration
The Pottery Mechanic: How Character Creation Drives Gameplay - contextual illustration

Double Fine's Legacy: Why This Team Makes This Game Believable

Double Fine Productions isn't just any studio announcing a pottery brawler. They're Double Fine. They made Grim Fandango, an adventure game that felt like nothing else on the market. They made Psychonauts, a platformer that prioritized imagination and weirdness over technical perfection. They made Psychonauts 2, which proved they could still make games that feel personal and creative even at a bigger scale.

Tim Schafer, the studio's founder, has built an entire career on making games that other people wouldn't make. He's championed the idea that a game's art direction and creative vision matter more than raw technical polish. That philosophy has filtered into Double Fine's DNA. It's why they can make a pottery brawler and have people actually believe it could be good.

Double Fine's work on Keeper, which released in 2023, showed they're still committed to weird, creative gameplay ideas. Keeper is a puzzle game where you're managing a dungeon, trying to keep your minions from becoming too evil. It's the kind of game that shouldn't work, but does, because it's built on a solid foundation of creative thinking and actually testing whether the concept is fun.

This track record matters because game development is risky. A pottery brawler is risky. It's easy to imagine that concept failing spectacularly. It's a game that could be a novelty item, something you play once and never come back to. But Double Fine has proven they understand how to take a weird concept and actually build a game around it. They know how to make the strangeness feel intentional and integrated into the gameplay rather than bolted on top of it.

The fact that Xbox Game Studios greenlit this, that they're publishing it, that they're bringing it to multiple platforms, suggests there's genuine confidence in what Double Fine has created. This isn't some indie darling that stumbled onto publisher support. This is a major studio backing a major bet on a creative game.


Anticipation Levels for Upcoming Brawlers in 2025
Anticipation Levels for Upcoming Brawlers in 2025

Kiln, with its unique pottery crafting mechanics, is generating high anticipation among gamers, comparable to established franchises. Estimated data based on community buzz.

The 2017 Amnesia Fortnight Origin Story

Kiln didn't just appear out of nowhere. It started as a concept in Double Fine's 2017 Amnesia Fortnight, an annual internal game jam competition that the studio has been running for years. The jam is famous in game development circles because it produces genuinely interesting prototypes. Double Fine teams compete in these two-week sprints to create something novel.

The original pitch for Kiln from 2017 is remarkably specific. It described Kiln as "a multiplayer, team-based brawler by Derek Brand with a focus on creating unique player-sculpted characters featuring crazy physics-based animation and destruction." The pitch continues: "Created during the match, extremely diverse character shapes and sizes are possible, each exhibiting unique attributes and controls that leverage the possibilities in procedural animation."

That pitch, written eight years ago, basically describes the game we're getting now. The core vision didn't change much. The implementation probably got more sophisticated, the art probably got polished, the networking probably got optimized, but the fundamental idea remained intact. That's remarkable. Most game jams produce ideas that sound good in the moment but fall apart when you try to actually build them. Kiln's concept apparently held up because it's actually mechanically sound.

The decision to take a jam concept and develop it into a full commercial release is interesting from a game development perspective. It's not something every studio does. Some studios treat jams as experimentation grounds and move on. Double Fine clearly saw something in Kiln that justified turning it into a full production, investing real resources, iterating for years to get it right.

This also tells us something about the confidence level inside Double Fine. They saw a pottery brawler concept and said, "Yeah, we're confident enough in this that we're going to spend years making it into a real game." That doesn't happen unless the team believes deeply in the core mechanic. You don't take an eight-year bet on a game jam idea unless you think the fundamentals are sound.


Physics-Based Combat: How Destruction Becomes Strategy

Most fighting games abstract damage away. You've got a health bar, and it goes down. You see some hit effects, maybe the character gets knocked back slightly, but the character model doesn't fundamentally change. You're basically the same character at 100% health as you are at 1% health. You just lose that last hit.

Kiln is breaking that pattern entirely. Your character is being actively deformed by combat. Every hit potentially changes the shape of your pot. A chip here, a crack there, a large chunk missing from your side. These aren't just visual effects. They're altering the actual physics of your character.

This creates a fascinating strategic dynamic. Early in a match, your pot might be perfectly optimized for how you created it. But as the fight goes on and you take damage, you're forced to adapt. Maybe your tall pot loses so much material that it's now squat. Maybe your symmetrical pot becomes lopsided, changing how it moves. You're essentially playing a character that's constantly shifting beneath you.

From a design perspective, this also means that health isn't just a number. It's a visual and mechanical representation of your character's integrity. Players can see exactly where their pot is damaged, understand how that affects their mobility and reach, and plan their next move accordingly. There's no abstraction between the damage number and what that damage actually means for gameplay.

It also creates natural progression in matches. Early-game combat is probably about establishing position and control with an intact pot. Mid-game gets messier as both teams are taking damage, adapting to newly-broken characters. Late-game is probably chaotic, with multiple heavily-damaged pots fighting each other in unpredictable ways.

This design also makes the game more accessible in a weird way. You don't need to memorize a move list or learn frame data. You just need to understand physics intuitively. Players probably naturally get better at predicting how their damaged character will move because they can see the damage and extrapolate from that. It's more intuitive than memorizing that your character's third move has 3 frames of startup and 8 frames of recovery.

QUICK TIP: Pay attention to how your pot breaks. Heavy damage on one side will affect your turning radius and movement speed more than you'd expect.

Physics-Based Combat: How Destruction Becomes Strategy - visual representation
Physics-Based Combat: How Destruction Becomes Strategy - visual representation

Comparison of Brawler Games
Comparison of Brawler Games

Kiln stands out for its strategic depth and indie vibe, differentiating it from other brawlers. Estimated data based on game characteristics.

Team-Based Gameplay: Changing the Fighting Game Formula

One of the biggest differences between Kiln and traditional fighting games is that it's team-based. You're not playing one-on-one duels. You're playing in teams, probably three-versus-three or something similar. That's a massive design shift.

Team-based fighting changes everything about strategy. Instead of reading one opponent and predicting their moves, you've got multiple opponents to keep track of. You need to position yourself not just for optimal damage output, but for supporting your teammates. You need to coordinate ultimate abilities or special attacks. You need to communicate, even if that communication is just in-game positioning.

The team aspect also probably changes the learning curve. New players can hide a bit in team matches. If you're not the strongest player, your teammates can support you. As you get better, you gradually take on more responsibility in team fights. This creates a natural progression for skill development that one-on-one games don't have.

From a competitive perspective, team-based gameplay also creates different meta-gaming. Instead of thinking about which single character is "best," you're thinking about team composition. Do you want three balanced pots? Three aggressive ones? A mix of offense and defense? This creates emergent strategies that wouldn't exist in a one-on-one game.

Team-based also probably means that Kiln has less of a hard skill ceiling than traditional fighting games. A team with better positioning and communication can beat a team with individually stronger players. That's more inclusive, probably more fun for casual players, and definitely more interesting from a spectator perspective because you're watching coordinated teamwork rather than just two players executing combos.


Team-Based Gameplay: Changing the Fighting Game Formula - visual representation
Team-Based Gameplay: Changing the Fighting Game Formula - visual representation

Online Architecture and Cross-Platform Support

Kiln is coming to Xbox Series X|S, PlayStation 5, and PC. That's a lot of platforms to manage, especially for a multiplayer game. The fact that Double Fine is committing to this suggests they've already solved the technical challenges of cross-platform play and consistent netcode.

Multiplayer games live or die by their netcode. If the online experience is laggy or feels unresponsive, players will quit. But if it's smooth, if the combat feels responsive and fair even across continents, players will keep coming back. The fact that Kiln is launching on multiple platforms simultaneously suggests Double Fine has invested in robust networking infrastructure.

Cross-platform play also has huge implications for the player base. Instead of fragmenting players across PlayStation, Xbox, and PC, everyone plays together in the same matchmaking pool. That means faster matchmaking times, more players to learn from, and a more vibrant competitive community.

The online architecture probably also determines whether Kiln can support ranked play and competitive seasons. Games with good netcode and solid server architecture can support ranked ladders. Games without it can't. The fact that Double Fine is bringing this to multiple platforms suggests they're thinking about long-term support and community building.


Online Architecture and Cross-Platform Support - visual representation
Online Architecture and Cross-Platform Support - visual representation

Character Creation Impact on Gameplay Strategies
Character Creation Impact on Gameplay Strategies

Estimated data shows how different pottery shapes in Kiln affect gameplay strategies, with each shape offering unique strengths and weaknesses.

The Art Direction: Why Pottery Works Visually

Kiln's art direction is deliberately weird. A game about ceramic pots sounds ridiculous until you actually see it in motion. The trailers show pottery being smashed in gloriously satisfying ways. There's something deeply appealing about watching destruction happen in real-time, about seeing your creation break apart realistically.

From a visual perspective, pottery is smart because it's already rough and textured. You don't need perfect smoothness to make pottery look good. It's supposed to be slightly imperfect. It's supposed to have cracks and imperfections. That actually gives the destruction system more room to breathe artistically. When your pot breaks, it doesn't need to look unrealistic or janky. It just looks like pottery breaking, which is inherently satisfying.

The character designs you create are probably going to range from adorable to absolutely grotesque. Someone will make a cute little pot. Someone else will make an abomination that barely holds together. That diversity of character designs is itself a form of entertainment. Even before matches start, you're seeing what other players created. That's good for community building and for visual variety.

The destruction physics also create natural visual progression throughout a match. Your pot starts pristine and slowly falls apart. That's a clear visual representation of match progression that players can track at a glance. More durable opponents will have less-damaged pots. Struggling opponents will have their pots in pieces.


The Art Direction: Why Pottery Works Visually - visual representation
The Art Direction: Why Pottery Works Visually - visual representation

Competitive Potential: Is Kiln the Next Esports Game?

Could Kiln become a competitive esports title? That's probably being asked by a lot of people right now. The pottery brawler doesn't immediately scream "esports game," but neither did fighting games when Street Fighter II first released.

The team-based nature actually helps competitive potential. Esports organizations love team games because they can field entire rosters. A five-player team means five salaries, five personalities, five people to market to fans. One-on-one games like traditional fighting games have a harder time scaling in professional esports because there's just one player per team.

The physics-based creation system might actually hinder esports potential slightly. Professional players probably won't want variable characters. They'll want to refine and perfect specific pot designs, maybe develop a meta of "ideal" shapes that professionals use. But that meta will emerge organically through play, not be dictated by balance patches.

The destruction system is genuinely interesting from a spectator perspective. Watching a pot slowly fall apart throughout a match, watching players adapt their playstyle as their character degrades, that's compelling entertainment. It's not just "big number goes down," it's actual visual progression that non-gamers can understand and appreciate.

Double Fine has the support of Xbox Game Studios, which has the resources to fund esports initiatives if they believe in Kiln's potential. But esports success isn't guaranteed. It depends on whether the game is fun to play and fun to watch, whether the competitive community embraces it, and whether there's genuine sponsorship interest.

DID YOU KNOW: The first fighting game to achieve major esports success, Street Fighter II, was released in 1991. It took nearly three decades for the fighting game genre to become a mainstream esports category. Kiln has time to develop organically.

Competitive Potential: Is Kiln the Next Esports Game? - visual representation
Competitive Potential: Is Kiln the Next Esports Game? - visual representation

Themes in the Game 'Kiln'
Themes in the Game 'Kiln'

The game 'Kiln' emphasizes uniqueness (30%) and craftsmanship (25%) as key themes, with historical significance and visual language each contributing 25% and 20% respectively. Estimated data.

2025 Release Schedule and What's Coming Before Kiln

Kiln is coming "this year," which means sometime in 2025. Double Fine hasn't announced a specific release date, but the fact that they've already shown gameplay at Xbox Developer Direct suggests it's reasonably far along in development. First-half 2025 is possible, but second-half is probably more likely for a multiplayer game that needs extensive testing and server infrastructure setup.

2025 is going to be a crowded year for games. There are already massive releases scheduled across all platforms. That means Kiln will need to stand out, which it probably will just by being completely different from everything else releasing.

The time until release gives the community time to speculate, theorize, and build anticipation. Double Fine will probably release more trailers, maybe open beta testing, maybe detailed blog posts about the mechanics. Each reveal will build the community and create organic hype.


2025 Release Schedule and What's Coming Before Kiln - visual representation
2025 Release Schedule and What's Coming Before Kiln - visual representation

PlayStation 5 Port: What This Means for the Game

Kiln is coming to PlayStation 5 in addition to Xbox and PC. That's a significant decision because it means Double Fine is committed to reaching as broad an audience as possible. Exclusive deals are less common now, and taking them off the table immediately shows this is a game for everyone, not a platform-exclusive showcase.

The PS5 version will probably be nearly identical to the Xbox version. Cross-platform play means everyone's in the same matchmaking pool. From a technical perspective, this probably means the game is built on middleware that supports multiple platforms easily, which is standard for modern multiplayer games.

The fact that a game with pottery sculpting and physics-based destruction is coming to PS5 also suggests the game isn't extremely demanding technically. Creating pottery and smashing it isn't some cutting-edge graphics showcase. It's more about gameplay systems and physics simulation than raw graphical power.


PlayStation 5 Port: What This Means for the Game - visual representation
PlayStation 5 Port: What This Means for the Game - visual representation

Pottery as Metaphor: Why the Setting Matters

Kiln isn't called Kiln as a random cool name. A kiln is the oven where pottery is fired, where clay becomes hardened ceramic. The name directly references the core mechanic and theme of the game. That's good naming.

Pottery also carries associations with craft, with handmade uniqueness, with the idea that imperfections are features not bugs. A handcrafted pot is beautiful precisely because it's not perfect. That philosophy fits perfectly with a game where you're creating unique characters and those characters are intended to break and deform.

The pottery theme also steers the game away from the usual fighting game aesthetics. Traditional fighting games are about warriors, martial artists, ninjas, and superheroes in flashy clothes. Kiln is about sentient pottery. That's a completely different visual and thematic language. It makes the game instantly recognizable and memorable, which is valuable in a crowded market.

Pottery also has age-old history. Humans have been making pottery for thousands of years. There's something timeless and human about the craft. That grounds Kiln in something real and relatable even though the game is completely fantastical.


Pottery as Metaphor: Why the Setting Matters - visual representation
Pottery as Metaphor: Why the Setting Matters - visual representation

Comparison to Other Brawlers: Where Kiln Fits

The brawler genre includes everything from Super Smash Bros. to Tekken to Rivals of Aether to Multiversus. Each of these games has its own niche and audience. Where does Kiln fit?

Super Smash Bros. is the accessible party game brawler. It's friendly, includes beloved characters, and works on a Nintendo Switch. Kiln is different. It's not a party game. It's more hardcore.

Tekken is the technical fighting game brawler for serious competitors. Kiln is probably less technical in terms of execution but more strategic in terms of character creation.

Rivals of Aether is the competitive indie brawler. Kiln is also indie-feeling, but it's got publisher backing.

Multiversus is the free-to-play live-service brawler with a huge roster. Kiln is probably launching with less of a predefined roster since players are creating their own characters.

Kiln is probably closest to Rivals of Aether in terms of vibe, but with a completely unique mechanic that none of these other games have. That's valuable. That's differentiation. In a market where every game is compared to every other game, being genuinely unique matters.

QUICK TIP: If you've never played a brawler before, Kiln might actually be more welcoming than traditional fighting games because you don't need to learn complex move lists.

Comparison to Other Brawlers: Where Kiln Fits - visual representation
Comparison to Other Brawlers: Where Kiln Fits - visual representation

Future DLC and Content Roadmap Speculation

Double Fine hasn't announced post-launch plans yet, but any multiplayer game needs a content roadmap. What might Kiln's future look like?

Probably new pottery themes or decorative options. Glazes, colors, patterns. Nothing that affects gameplay, just visual customization. Players will want to personalize their creations beyond just the shape.

Probably balance patches addressing overpowered pot shapes. As the community develops, certain shapes will probably emerge as optimal. Double Fine will need to tweak the physics or match rewards to keep things balanced.

Probably seasonal events or limited-time modes. Games like Overwatch and Valorant prove that seasonal content keeps players engaged. Kiln probably does something similar.

Probably cosmetic rewards for competitive play. If Kiln has ranked seasons, winners get cosmetics. That's standard.

Probably new maps or match types. Different arena environments would affect how physics behave, creating new strategic considerations.

Maybe new destruction physics or special materials beyond just clay. Maybe you could create pots out of metal or glass with different destruction properties.

The beauty of Kiln's concept is that it's infinitely expandable. Every new cosmetic, every new material, every new map could create emergent strategies that the developers didn't fully predict.


Future DLC and Content Roadmap Speculation - visual representation
Future DLC and Content Roadmap Speculation - visual representation

Community Building: Where the Future Happens

Multiplayer games succeed or fail based on community. Kiln's community will form around the pottery creation aspect as much as the combat. Players will share their designs, favorite shapes, strategies for making optimal pots.

Double Fine has historically been good at fostering community. They engage with players, listen to feedback, support fan content. That's valuable for a game with this much player creativity involved.

The creation tool will probably become as important as the matches themselves. People will spend hours designing the perfect pot, recording how it looks in combat, sharing clips with friends. That organic content creation is powerful marketing that money can't buy.

Community-created content like Twitch streams, YouTube videos, TikTok clips of insane pottery designs will probably drive adoption more than any official marketing. Watching someone create a ridiculous three-legged pot that somehow works is entertaining, and that kind of content spreads organically.


Community Building: Where the Future Happens - visual representation
Community Building: Where the Future Happens - visual representation

Accessibility Considerations: Making Kiln for Everyone

Fighting games have traditionally been intimidating for casual players. Kiln's design choices might actually make it more accessible than traditional brawlers.

First, there's no character select screen with 30 characters to learn. You create your own. New players can just make something simple and learn how it moves.

Second, there's no combo system or frame data to memorize. Physics is intuitive. Everyone understands how something heavy and squat moves differently than something tall and thin.

Third, team-based play means you're not alone. You've got teammates helping you out.

Double Fine should probably include some tutorial modes explaining how pottery physics affect gameplay. Ideally, there's a single-player mode where you practice creating and fighting against AI opponents.

Colorblind accessibility options, remappable controls, difficulty settings for AI opponents, optional subtitles. These seem like table stakes for a 2025 release.


Accessibility Considerations: Making Kiln for Everyone - visual representation
Accessibility Considerations: Making Kiln for Everyone - visual representation

The Bigger Picture: What Kiln Says About Gaming in 2025

Kiln isn't just a game. It's a statement about what's still possible in video games. In an industry increasingly dominated by live-service games, sequels, and safe bets, a pottery brawler from Double Fine with physics-based destruction represents creative risk-taking.

The fact that this game exists, that it's being published by a major platform holder, suggests that creative ideas still have value. That innovation still happens. That games don't all need to be chasing the same formula.

It also says something about player expectations. Players want something different. They want games that feel personal and creative, not like they were designed by committee. Kiln is that kind of game.

Finally, Kiln demonstrates that game design innovation isn't about graphics or processing power. It's about mechanics, about core systems that are fun in new ways. A pottery brawler doesn't need cutting-edge graphics. It needs interesting physics and engaging moment-to-moment gameplay. Double Fine has that.

Kiln is the kind of game that gets remembered and talked about years later, even if it's not the most commercially successful title. It's the kind of game that inspires other developers to take creative risks. It's the kind of game that matters, regardless of how many copies it sells.


The Bigger Picture: What Kiln Says About Gaming in 2025 - visual representation
The Bigger Picture: What Kiln Says About Gaming in 2025 - visual representation

FAQ

What is Kiln and how is it different from other fighting games?

Kiln is a team-based multiplayer brawler from Double Fine where you sculpt your own pottery character before each match instead of selecting from a predefined roster. The shape, size, and weight of your handcrafted pot directly determine its movement properties and combat abilities, and the pot physically breaks and deforms throughout the match as you take damage, changing how it plays in real-time. This makes every match feature completely unique characters and forces players to adapt their strategy as their creation falls apart, which is fundamentally different from traditional fighting games where your character remains functionally identical regardless of health.

When will Kiln release and what platforms is it coming to?

Kiln is scheduled to release sometime in 2025 on Xbox Series X|S, PlayStation 5, and PC. Double Fine hasn't announced a specific release date, but the fact that they showed extended gameplay at Xbox Developer Direct suggests the game is well into development. The game will feature cross-platform play, meaning players on all platforms will compete in the same matchmaking pools rather than being separated by console.

How does the pottery creation system actually work gameplay-wise?

Before each match starts, you enter a character creation tool where you freely sculpt clay into any shape you want. The game's physics engine then calculates how your specific creation moves, fights, and responds to damage based on its physical properties like weight distribution, size, and center of gravity. There are no predefined archetypes or stat customization screens—the shape itself determines everything, so a tall skinny pot plays completely differently than a wide squat one. As the match progresses and your pot takes damage, it physically breaks apart, and those deformations actually change how your character moves and fights, forcing constant adaptation.

Why is Double Fine making this game and what does their reputation matter?

Double Fine is the studio behind creative, critically acclaimed games like Psychonauts, Psychonauts 2, and Keeper. The team is known for taking creative risks and making games that feel personal and artistically driven rather than focus-grouped. Kiln started as a prototype in Double Fine's internal 2017 Amnesia Fortnight game jam, and the team saw enough potential in the core mechanic to develop it into a full commercial release over several years. Double Fine's proven track record of executing on weird ideas while maintaining quality makes Kiln credible in a way that a pottery brawler from an unknown studio might not be.

Is Kiln going to be competitive and could it become an esports title?

Kiln definitely has competitive potential despite being a pottery brawler. The team-based structure is actually valuable for esports because professional organizations can field full rosters. The physics-based creation system means players will develop a meta of optimal pot shapes through experimentation and play, similar to how fighting game characters develop tier lists. The destruction system creates visually compelling progression that spectators can follow easily. Whether Kiln actually becomes an esports game depends on whether it's fun to play and watch, whether there's community interest in competitive play, and whether Xbox Game Studios funds esports initiatives—none of which are guaranteed, but the foundation is there.

Will my created character carry over between matches or do I create a new pot each time?

Based on what's been announced, you create a new character before each match starts. This means every match features completely fresh creations and prevents the game from developing a static meta where everyone uses the same optimized pot. However, Double Fine will probably allow players to save favorite designs and quickly recreate them, since manually sculpting a completely new pot before every single match could become tedious. The system should balance freedom and creativity with convenience.

What kind of post-launch content and updates can we expect from Kiln?

While Double Fine hasn't officially announced plans, multiplayer games typically get seasonal content updates with cosmetic rewards, balance patches adjusting overpowered pot shapes, new maps with different destruction properties, limited-time game modes, and gameplay systems like ranked ladders. Kiln's concept is especially expandable—new pottery themes, decorative glazes, different material types (metal, glass), and environmental effects could all create emergent strategies. The community will likely drive a lot of post-launch hype through shared pot designs and gameplay clips on social media.

How does team-based combat work compared to one-on-one fighting games?

Instead of focusing entirely on one opponent and reading their patterns, team-based matches force you to manage multiple opponents, coordinate with teammates, and position yourself for both personal defense and team support. This typically creates a lower individual skill ceiling since good teamwork can overcome individual technical superiority, making the game more welcoming to casual players while still rewarding strategic depth. Spectators also find team-based games more entertaining because they can appreciate both individual skill and coordinated team plays rather than just two players executing combos.

Do I need to memorize complex move lists and frame data to play Kiln competitively?

No, Kiln's design actually minimizes this barrier to entry. There's no predefined character move list to memorize because your character's abilities are determined by its physical shape and how the physics engine interprets it. Rather than memorizing frame data, you need intuition about physics—understanding how weight distribution affects movement speed, how a tall pot's center of gravity makes it unstable, and how damage changes your character's properties. This makes the game more intuitive and potentially more accessible than traditional fighting games while still maintaining strategic depth through creative character creation.


FAQ - visual representation
FAQ - visual representation

Conclusion: Why Kiln Matters Beyond the Pottery

Kiln is ultimately a game about creative expression and emergent gameplay. It's a game that trusts players to create unique characters and discovers that those unique creations generate unique strategies and unique moments of entertainment. That's a philosophy that doesn't dominate modern game development, which increasingly focuses on controlled experiences and predefined narratives.

The fact that this game is getting made, getting published by a major platform holder, getting released across multiple platforms simultaneously, suggests that there's still room in the industry for creative ideas. That innovation isn't dead. That games can still surprise us, still be genuinely different.

From a pure gameplay perspective, Kiln is interesting. The pottery mechanics create emergent strategies that developers probably didn't predict. The physics-based destruction creates visual and mechanical progression. The team-based structure creates opportunities for coordination and cooperation that one-on-one games don't have.

From a community perspective, Kiln has the potential to build around shared creativity. People will make ridiculous pots, share them with friends, compete with them online. The game becomes a canvas for player expression, which is always a recipe for engaged communities.

From an industry perspective, Kiln represents a developer with enough creative confidence and publisher support to take a risk. That matters. Every game like this that succeeds makes it slightly easier for the next risky idea to get greenlit. Every game like this that builds a community shows that players are hungry for something different.

So even if Kiln is just a game about smashing pottery, it's also a statement about what gaming can be when developers are given the freedom to think creatively and take chances. And that statement matters way more than whether it sells 5 million copies or 500,000.

The pottery brawler is coming in 2025. And honestly, that's one of the most exciting announcements from any recent game showcase, not because pottery is particularly fascinating, but because it represents creative risk-taking in an industry that desperately needs more of it.

Conclusion: Why Kiln Matters Beyond the Pottery - visual representation
Conclusion: Why Kiln Matters Beyond the Pottery - visual representation


Key Takeaways

  • Kiln is a team-based pottery brawler from Double Fine where character shape directly determines combat abilities and movement properties
  • Your handcrafted pot physically breaks and deforms during matches, fundamentally changing gameplay as the match progresses
  • The game started as a 2017 game jam concept and represents creative risk-taking from a major publisher in a saturated brawler market
  • Cross-platform release on Xbox, PlayStation 5, and PC with cross-play means all players compete in unified matchmaking pools
  • Physics-based mechanics and player-created characters make Kiln more accessible than traditional fighting games while maintaining strategic depth

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