Docs
How Kinmo works
Every mechanic of the app and its game on one page. The numbers come from the game's rules (game policy 2026-10-22.2, economy policy 2026-10-22.1); the wiki has an entry for every item, pet, place and event.
On this page
Overview
Kinmo is a desktop app that keeps your coding agents in view and turns your team's coding work into a shared pixel world. Every coding tool you use becomes a pet. While your real sessions work, your pets farm for you, and the whole team builds one town and one city together.
- Code with your tools. Kinmo observes sessions in the folders you share with a world.
- Your pets farm. Measured work grows crops, chops wood and breaks stone on your farm.
- Harvest and sell. The market buys your harvest for clovers, your personal game money.
- Spend clovers. Buy seeds, tools and decorations, upgrade your farm and make wishes at the clover pond.
- Build together. Pool harvests into town projects that help every member, trade with teammates and grow the city with the shared treasury.
There are two separate economies. Clovers are personal: each player has a wallet per world, earned only by playing. Coins and gems belong to the world's shared treasury, earned from rewarded coding work and spent on the city. Neither ever converts into the other, nothing is ever bought with real money, and tokens are statistics, never currency.
Getting started
Install and sign in
Download the desktop app for macOS (Apple silicon), Windows (including WSL) or Linux from the home page; builds are not code-signed yet, so your system warns you before the first launch. Sign in with Google or GitHub: your browser opens, and Kinmo continues on its own when you finish there.
Setting up a world
- Your world. Create a world (its name is 2–60 characters) or join one with an invitation link or code.
- Welcome. A short intro with the world's name. Continue, Skip or Escape.
- You. Your display name in this world (1–64 characters; your account name stays the same everywhere) and your character.
- Folders. The folders on this computer this world may see. Kinmo sends the world coding activity only from those folders and their subfolders. Skip for now shares nothing.
- Coding tools. Every coding tool Kinmo finds starts checked; connect them in one action. Kinmo backs up each tool's settings before changing them and removes only its own entries later. Some tools ask you to finish a trust step inside the tool itself.
A world you create or join later asks for the intro, your name there and this computer's folders the first time you open it. Visitors go straight in.
The first-entry tutorial
The first time you enter a world as a member, setting it up ends with a short getting-started tour in the world itself. It points at that world's own buildings, wherever they stand: the seed shop, market, pet shop, general store, notice board and clover pond, your farm, and where your pets work (the campsite, or a building with desks when the world has one). On the farm it has you plant seeds from your hotbar, look at your silo and open the farm menu. A card at the bottom left says what to do and where the next place is, and an arrow points at it on the map.
The tour cannot be skipped: the card folds but never closes, and until you finish, Work, Build, Relax and every page but Play and Settings wait. It never makes you wait, though: each step finishes the moment you do it, in any order, so players who know their way around can speedrun it, and Start playing ends it. It is per world and recorded on the server, so finishing it on one computer finishes it everywhere, and leaving and rejoining a world does not ask again. Visitors, who have no farm, never see it, and players who were already in a world when the tour arrived count as done.
Worlds and roles
A world is your team's shared place: one city, made of the town square and the construction grounds beside it, and a farm for every member. You can belong to several worlds and switch between them; Kinmo opens the last one, and your coding sessions on every computer follow the world you last opened.
Roles
- Owner and admin: rename the world, invite people, change roles and remove members, build and spend the treasury, and decide who may see private rooms.
- Builder: builds and spends the treasury.
- Member: plays: a farm, clovers, trades, projects and wishes.
- Visitor: looks around the public exterior only: no farm, wallet, inventory, trades, presence or wishes.
A role never grants access to anyone's coding sessions; those are shared one by one (see Privacy and sharing).
Invitations and limits
Owners and admins create an invitation in World settings › People: a link and a typable code (XXXX-XXXX-XXXX) for one role (admin, builder, member or visitor), valid for 1–168 hours and 1–50 joins, and revocable. Opening one shows the world, its players and your role, and nothing happens until you choose Join. A world holds at most 5 players, counting its owner and visitors, and one account can own up to 25 worlds.
Worlds can also join a guild with other worlds.
Modes and controls
Play, Work and Build
The city and your farm share one toolbar in the top-right corner with three modes. Play is the default: walk around, open buildings and farm. Work covers the world with your sessions and their conversations while the game stays loaded underneath. Build opens a catalog on the left for editing the map; only people who may build see it enabled. A mode that is unavailable stays in the toolbar and says why.
Moving around
Click the map to give it focus, then walk with W A S D. The camera follows your character at a fixed scale; scrolling never zooms. Walls, water, buildings and the map's edges block you. Click a building, a person or a pet at any distance to open it; whatever can be opened glows gold under the pointer. Walk north into the front door of one of the city's buildings to go inside, and walk out through an outside door, or use Back to city, to return.
In Play, a travel bar sits at the top left: Visit Farm from the city, Visit City from a farm and, on your own farm, the Farm menu. Each trip puts you at the city's arrival point or on your farmhouse's doorstep. A Places menu, revealed when you move keyboard focus onto the map's controls, opens every shop and panel without the mouse.
On your farm
Your farm has a twelve-slot hotbar with your items. Pick a slot with the mouse or its number key; pick it again, or press Esc, to empty your hand. With an empty hand, clicking anything opens its card. Holding an item, a left click uses it (seeds plant a plot, crops feed a pet, tools equip it) and a right click still inspects. Drag seeds across several empty plots to plant them all at once; hold Shift while feeding to feed through to the next level. E opens the farm menu: Backpack, Pets, Farm stats, Wardrobe and Visit.
Keyboard shortcuts
| Keys | What they do |
|---|---|
| W A S D | Walk (Play); pan the camera (Build) |
| Ctrl/⌘ + 1 2 3 | Work, Build, Play |
| Tab | Switch between Play and Work (outside text fields) |
| Esc | Put down what you hold, cancel a Build tool, then leave Work or Build |
| E | Farm menu (your own farm) |
| R / Shift + R | Rotate a piece while placing it in Build |
| Ctrl/⌘ + Z | Undo a terrain stroke or wall edit in Build |
Build controls
Choose a building, decoration, terrain brush or piece of furniture in the catalog (search and tabs filter it). Its ghost follows the pointer, yellow where it fits and red where it does not; a click pins it and the arrow keys nudge it. Right-click, or Enter, places it; the server then checks the footprint, price and your permission before anything is spent. Terrain is painted with a right-click or right-drag, previewed, and saved only when you press Apply. Click a placed piece for its move, rotate and remove actions. Kinmo asks before throwing away unsaved walls or terrain.
Display
The world runs at 30 frames per second, or 60 on request. Low power caps it at 15 and stops ambient animation. Still world, or your system's reduced-motion setting, holds every animation on a still frame and moves characters in steps instead of walking.
Sessions and work
Kinmo works alongside Codex, Claude Code, OpenCode, Gemini CLI, Cursor, Muse, Qwen Code, Factory Droid and Copilot CLI. Your tools keep running where they already are, with their own trust and approval settings. Once a tool is connected, a session in one of the world's shared folders registers itself the first time it reports activity.
Activity and states
A session is active for an hour after its last real message or tool activity, then idle; after 24 hours it leaves the session lists unless a published brief keeps it as published work. Heartbeats and metadata never count as activity.
| State | Meaning |
|---|---|
| Running | The tool reports a running turn on an online computer; its pet works. |
| Waiting for user | The tool is waiting for an approval you give inside the tool; Kinmo never answers it. |
| Blocked | The tool, or the published brief, reports a blocker. |
| Idle | Nothing is running; the tool said so, or there was no activity for an hour. |
| Offline | No live session on an online computer. |
Work mode
Work lists your sessions across worlds and the sessions others share with you in this world, beside the selected conversation. New session starts Claude Code, Codex, OpenCode or Muse on this computer in a folder the world shares, with every tool call approved.
Work briefs
A brief is what you choose to tell people about a session: the task, a phase (Planned, In progress, Testing, Blocked, Ready for review or Completed), progress, a blocker and a result. Blocked needs a blocker and Completed needs a result. Publishing is a deliberate act; nothing is summarized from a conversation automatically.
Messages, suggestions and help
Messages reach Codex sessions through Codex's own queue (queued, not yet run) and Claude Code sessions through Claude's inbox, which never confirms delivery; the other tools are read-only. Someone you let suggest sends guidance that waits up to an hour for your approval. A teammate with suggest access can also ask a help request of one shared session; it waits up to 24 hours for you to accept, decline or answer it privately.
Needs you
Kinmo counts your own sessions that need you (an approval waiting in the tool, a help request, a blocker, a recent failure, a task ready for review or just completed) on the dock or tray badge. Settings can also send a system notification when one of your sessions starts waiting, blocks, fails or completes.
Pets
Every coding tool you use becomes one persistent pet, whatever model or computer it runs on. Several sessions of one tool are still one pet, and the pet shows how many are running. A new tool hatches as one of the 10 free starter species you are not already using; species are unique among your own pets, and every species has exactly one look.
Pets act out what their sessions really report: they work only while a visible session on an online computer is running, go idle after an hour without activity and go offline with no live session. Waiting and blocked states show over everything else. A pet never invents work it was not given.
Pets live in the city and on your farm. At the campsite they sit on the stumps with their laptops; at a desk inside a building they work on its floor instead of outside. On your farm they plant, water, chop and mine (see How pets farm). Your favourite pet follows you around the town.
Supercharge
On your own farm, a pet with several working top-level sessions at once is supercharged: two sessions reach stage I, then each extra session adds a stage up to IV, and six or more is overdrive. Its aura grows and warms from cyan through green, gold and orange to red flames, and it walks and tends a quarter faster per stage. The stage presents a real production bonus, explained in multipliers. A supercharging tool and the Spark amulet artifact each add a stage while the pet has at least one working session, so with either a single session is already stage I.
How pets farm
Only your own pets work your farm, and only from what the server measured of their real work in this world. Nothing you click in the game produces anything by itself.
Work
| Source | Base work |
|---|---|
| Output tokens a pet's sessions report | 1 per 250 output tokens, per pet and day |
| Committed changes attributed to a pet | 1 per 2 lines added or removed, counting at most 1,000 lines per change, each change once |
Only OpenCode reports token usage today, so the other tools produce from committed changes. The farm says which of your tools have reported tokens and never shows an unreported number as zero.
The daily allowance
At most 1,200 base work is credited per UTC day; the allowance resets at 00:00 UTC. Work over it is recorded as capped and never credited later. Your pets' bonuses apply after the allowance, so they still raise what you get.
Before the passive-economy cutover (an explicit operator step, not yet taken on every server) the allowance is per farm and taken in pet order, tokens before lines. After it, the same 1,200 is shared by every farm, pet and computer of your account.
Multipliers
Each pet multiplies its base work. It starts at 100% and adds:
- 2% for every level above 1;
- its equipment's bonus when the equipment suits the pet's current job (the lucky horseshoe suits every job), plus 1% per constellation level of collected equipment;
- 0.5% per constellation level of its species and of each collection look it wears, at most 3% in all (see constellations);
- 5% for fields work once the town's Community garden is built, and 5% for every job once the Town hall is.
A pet's multiplier is capped at 1.52×. Fractions of work carry over to the next batch instead of being rounded away.
Supercharge. Each extra working top-level session of a pet adds 5% times a crew scale, and the cap grows by the same scale. The scale rewards small crews: it is 3 when one pet is working, 2 with two and 1 with three or more. So one busy pet with many sessions can reach 4.56×, two can reach 3.04× each, and bigger crews 1.52×. A session counts while it is open, running, consented, not in the background and active within the last hour on a computer that has not been removed; subagents and ended sessions do not. Idle pets never dilute another pet's bonus.
The multiplier is frozen when work is admitted: later changes to equipment, sessions or the town never reprice work already credited.
When the farm produces
The server produces 15 to 30 seconds after new token usage or a committed change arrives, and again before every farm action you take (planting, upgrades, feeding, decorating, painting). Looking at the farm never produces, and running it again with nothing new changes nothing.
What pets work on
Every pet can do every job, and all pets share all the work spots. Each batch of work goes to the first goal that applies:
- Plant an empty plot when a seed is in your backpack.
- Water growing crops, oldest first, until they ripen.
- Restock wood or stone that is below its reserve: the larger of what your next field block and next silo level cost, and at least 30 wood and 20 stone.
- Fill the silo with spare fields work.
- Gather whichever material you hold less of.
Wood takes 8 work and stone 12 work per unit; partial progress carries over. Work that no crop, silo or stack can take is recorded as wasted.
Auto-farm
Pets always farm on their own. Each time the farm produces, they harvest ripe crops into your backpack and fill empty plots with seeds you already own, plot by plot choosing the crop you will hold least of (ties go to the crop worth more per unit of growing work, then the quicker one). A crop whose stack in your backpack is full stays ripe in its plot. Pets never buy seeds; that stays your job. Plots you plant yourself are yours first; auto-farm fills the rest.
Your farm
Every member has one farm in each world: a 40×32-tile clearing with a farmhouse, a silo, a woodlot, a quarry, a pond, a gate and 4 field blocks of 8 plots, the first one unlocked. Your clovers, backpack, pets' levels and equipment are kept per world.
Crops
| Crop | Seed price | Work to ripen | Harvest | Sells for | Pet xp each |
|---|---|---|---|---|---|
| Wheat | 2 clovers | 20 | 3 | 2 clovers | 3 |
| Carrot | 5 clovers | 45 | 3 | 5 clovers | 8 |
| Berries | 8 clovers | 80 | 5 | 4 clovers | 12 |
| Pumpkin (after the Greenhouse) | 20 clovers | 160 | 1 | 70 clovers | 40 |
Growth
A planted crop grows as your pets water it with fields work. It shows as sprouting, then young from 25% of its work, grown from 60%, and ripe at 100%; a ripe crop takes no more work. Planting draws first on the work stored in the silo, so a full silo can ripen new crops at once. Your pets harvest ripe crops into your backpack the next time the farm produces (see auto-farm).
Planting by hand
Hold seeds from the hotbar and click an empty plot, or drag across several. Seeds come from the seed shop; plots you plant are reserved before auto-farm fills the others.
The silo
Fields work that no growing crop needs fills the silo, up to 100, 300, 800 work at levels 1, 2 and 3; whatever does not fit is wasted. The next crops you plant draw on it straight away.
Wood and stone
Pets chop wood at the woodlot and break stone at the quarry. Both pay for farm upgrades and town projects, and both sell at the market.
Farm upgrades
| Upgrade | Cost |
|---|---|
| Field block 2 | 80 clovers, 30 wood |
| Field block 3 | 200 clovers, 60 wood, 40 stone |
| Field block 4 | 400 clovers, 100 wood, 100 stone |
| Silo level 2 (holds 300 work) | 100 clovers, 40 wood, 20 stone |
| Silo level 3 (holds 800 work) | 250 clovers, 80 wood, 60 stone |
Pet levels and food
Feed crops to a pet to level it from 1 to 10: reaching the next level from level L takes 40 × L xp, and each level above 1 adds 2% to its multiplier. Hold a crop and click a pet to feed it; hold Shift to feed it through to the next level in one go. Only crops are food.
Equipment
Each pet wears one piece of equipment. Equipping moves it out of your backpack and swapping returns the old piece. The bonus counts while the pet works on the equipment's job. Two clover pond tools also have a perk: a supercharging tool lifts its pet one supercharge stage while it has a working session, and a teaching tool gives its pet 1 xp for every 20 output work it does.
| Equipment | Job | Bonus | Perk | Source |
|---|---|---|---|---|
| Watering can | Fields | +8% | None | Pet shop, 120 clovers |
| Axe | Woodlot | +8% | None | Pet shop, 120 clovers |
| Pickaxe | Quarry | +8% | None | Pet shop, 120 clovers |
| Golden watering can | Fields | +15% | None | Clover pond |
| Lucky horseshoe | Every job | +8% | None | Clover pond |
| Golden axe | Woodlot | +15% | None | Clover pond |
| Crystal pickaxe | Quarry | +15% | None | Clover pond |
| Stormcloud can | Fields | +15% | +1 supercharge stage | Clover pond |
| Sage's hoe | Every job | +10% | Learns from its work | Clover pond |
Decorations and paths
In Build, place decorations from your backpack anywhere they fit and turn them a quarter at a time; removing one puts it back in your backpack. Paint grass for free, and each tile that becomes an earth or cobble path it was not costs 1 clover. Water, the farm's buildings, the field blocks and the row in front of each, the gate and the work spots in front of the woodlot and quarry stay clear.
Starter grant
A new farm starts with 40 clovers, 6 wheat seeds, 3 carrot seeds, 1 watering can.
Before the passive-economy cutover, every member's first farm in each world gets it. After the cutover, only the first farm an account ever opens does.
Visiting farms
Visit a teammate's farm from the farm menu's Visit page or the city. You see their map, crops and pets, but never their clovers, backpack, production or what their pets are working on, and you cannot change anything there.
Clovers and the market
Clovers are your personal game money, one wallet per world. They come only from selling at the market, the farm's starter grant, refunds for extra wish copies and trades. You can never buy them, and they never turn into the treasury's coins or gems or back. Every change is written to an append-only ledger.
The market
The market buys anything with a price in the items list: crops, wood, stone, equipment and decorations, but never seeds. Once the town finishes its Market stalls, every sale pays 10% more, rounded down. You can sell up to 9,999 of an item at a time, buy up to 99 at a time, and hold up to 1,000,000 of one item. A sale or purchase that is retried never happens twice.
The City square
Play opens your world's city. Its town square, 52×40 tiles around the clover pond, is shared by everyone in the world; the construction grounds where the team builds are to the west (see the city builder). In the square:
- Seed shop: north-west of the clover pond.
- Pet shop: north-east of the clover pond.
- General store: south-west of the clover pond.
- Market: west of the clover pond.
- Notice board: north-east of the clover pond.
- Clover pond: around the clover pond.
- Fountain: north of the clover pond.
Shops
- Seed shop: Wheat seeds (2 clovers), Carrot seeds (5 clovers), Berry seeds (8 clovers), Pumpkin seeds (20 clovers, after the Greenhouse).
- Pet shop: Watering can (120 clovers), Axe (120 clovers), Pickaxe (120 clovers), Straw hat (150 clovers), Bandana (100 clovers).
- General store: Fence (5 clovers), Tree (10 clovers), Bench (15 clovers), Street lamp (20 clovers), Flower bed (25 clovers), Hay bale (8 clovers), Flower pot (12 clovers), Bush (6 clovers), Berry bush (8 clovers), Birch (12 clovers), Cherry tree (18 clovers), Willow (22 clovers), Boulder (10 clovers), Tree stump (5 clovers), Reeds (5 clovers), Wildflowers (6 clovers), Planter (12 clovers), Iron lamp (22 clovers), Log bench (10 clovers), Picnic table (18 clovers), Birdbath (14 clovers), Sprigg statue (25 clovers), Barrel (6 clovers), Crates (8 clovers), Wheelbarrow (10 clovers), Woodpile (10 clovers), Signpost (8 clovers).
The pet shop's straw hat and bandana are collection looks: each can be bought once and then belongs to your account.
Town projects
The notice board lists the town's projects. Anyone in the world can contribute items or clovers; contributions are permanent and stop at what a project still needs. A project completes the moment its last need is met, and its building replaces the construction site. Each unbuilt site already hints at its building, and clicking a site or a finished project building opens just that project.
| Project | Needs | Effect | Requires |
|---|---|---|---|
| Market stalls | 120 Wheat, 60 Wood | The market pays 10% more for every sale | — |
| Community garden | 60 Carrot, 40 Berries, 40 Stone | Members' pets in the fields work +5% (500 bps) | — |
| Greenhouse | 150 Wood, 100 Stone, 300 Clovers | Pumpkin seeds in the seed shop | — |
| Lantern festival | 60 Wood, 30 Berries, 150 Clovers | Lanterns light up the town square | — |
| Town hall | 300 Wood, 300 Stone, 20 Pumpkin | Members' pets work +5% (500 bps) at every job | Market stalls, Community garden, Greenhouse |
Decorating the square
Owners, admins and builders can place decorations from their own farm backpack in the square. Unlike on a farm, removing one from the square gives nothing back.
Presence
While you have Play open, your character walks the square, the construction grounds and the buildings with your favourite pet in tow, and everyone else in the world sees you there. Positions are shared live and never stored: yours disappears 45 seconds after you last moved, or when you leave. A square holds up to 64 players, and one account walks at most four towns at once. In private rooms, only people allowed in the room see who is inside.
The clover pond
Wish at the clover pond with clovers: one wish costs 100, ten cost 1,000. Each wish rolls a rarity, 3★ 80%, 4★ 17%, 5★ 3%, then an entry of that rarity, every entry equally likely. The server draws the random numbers.
Banners
Clover Wish is always open. A limited banner rates one entry up: when a wish lands on its rarity, the featured entry is picked outright 50% of the time, and the rest are shared equally among that rarity's entries, the featured one included. The current limited banner is the Lucky Clover Festival, featuring Clovra, taking wishes until November 4, 2026 (00:00 UTC). After its end, a limited wish is refused and nothing is paid.
Copies and constellations
Every result adds a copy to your account's collection, up to 7; each copy past the first raises its constellation by one. Decorations and equipment also put the item in your backpack every time. A pet, character, cosmetic or aura rolled when you already hold 7 copies refunds clovers instead: 20 for 3★, 60 for 4★, 250 for 5★.
- Pets, cosmetics and auras: +50 basis points output per constellation level while a farm pet is that species or wears them (at most +300 basis points per pet).
- Equipment: +100 basis points output per constellation level while equipped; a tool's perk is the same at every level.
- Decorations: sparkle from constellation 3.
- Characters: avatar outfits for the town, with no effect on output.
- Artifacts: attached to your character, up to three; each has its own effect, the same at every constellation.
- Each copy past the first adds a constellation level, up to 6; a pet, character, cosmetic, aura or artifact copy past that refunds clovers (3★ 20, 4★ 60, 5★ 250).
The collection belongs to your account and shows in every world: collected pets become species your tools' pets can take, characters become outfits, and cosmetics become wearable. A wish plays a short scene at the pond; Skip, Escape or Still world go straight to the results. See every entry in the wiki.
Clovers are only ever earned in the game. There are no paid wishes.
Trades
Send any other member of your world an offer: up to 8 different items and up to 1,000,000 clovers on each side. Sending it confirms your side. They accept or decline, you can cancel it, and an open offer expires after 72 hours. Accepting checks both backpacks and wallets again and swaps everything at once, so nothing is ever duplicated. There is no open marketplace and no trading between worlds.
Guilds
A guild links worlds; each world belongs to at most one, and a guild holds up to 50 worlds. The owner or an admin of a world founds one and gets a 10-character join code, shown once; the owner or an admin of another world joins with it. The founder renames the guild and replaces its code; a world's owner or admin, or the founder, can remove a world. Everyone in a member world sees the guild. A world plays the same with or without one.
The city builder
West of the square lie the construction grounds, a 32×32-tile map that starts as open ground with a free campsite and a guided first Workshop. Building is always optional: it never blocks browsing or coding sessions.
The treasury
Each world has one shared treasury of coins (common) and gems (scarce), shown in the top bar. A new world starts with 300 coins and 10 gems, once (after the passive-economy cutover, once per founder and organization rather than per world). Coins and gems come from rewarded coding work; owners, admins and builders spend them. They are never bought, sold or exchanged for clovers.
Buildings
| Building | Price | Footprint | Desks per floor | Floors | Floor size | Requires |
|---|---|---|---|---|---|---|
| Campsite | Free, pre-placed | 4×3 | 4 | 1 | 4×3 | — |
| Workshop | 100 coins | 4×3 | 4 | 5 | 12×9 | — |
| Studio | 180 coins + 2 gems | 4×4 | 6 | 5 | 14×12 | A Workshop with 2+ floors |
| Guild Hall | 300 coins + 5 gems | 6×4 | 8 | 5 | 20×12 | A Studio |
| Library | 220 coins + 4 gems | 5×4 | 4 | 3 | 16×12 | A Workshop with 2+ floors |
Every other building depends on a Workshop, so the first one is always a Workshop. Things go inside the map, on land (water is the only ground you cannot build on), and never overlapping. The server checks the footprint, prerequisites, price and both balances in one step: a purchase either happens completely or not at all, and the short construction animation afterwards is only for show.
Decorations and paths
Garden (40 coins), Plaza (60 coins), Fountain (80 coins + 1 gem), Tree (10 coins), Bench (15 coins), Street lamp (20 coins), Fence (5 coins), Flower bed (25 coins), Bush (6 coins), Berry bush (8 coins), Birch (12 coins), Cherry tree (18 coins), Willow (22 coins), Boulder (10 coins), Tree stump (5 coins), Reeds (5 coins), Wildflowers (6 coins), Planter (12 coins), Iron lamp (22 coins), Log bench (10 coins), Picnic table (18 coins), Birdbath (14 coins), Sprigg statue (25 coins), Barrel (6 coins), Crates (8 coins), Wheelbarrow (10 coins), Woodpile (10 coins), Signpost (8 coins). Decorations add no income. Painting grass, tall grass, dirt and sand is free; each tile that becomes an earth or cobble path it was not costs 1 coin. Water is never painted.
Floors and upgrades
- Extra floor (functional buildings): floor n costs the building's price × n ÷ 2 in coins plus n − 1 gems. For a Workshop: floor 2 costs 100 coins + 1 gem, floor 3 150 coins + 2 gems, floor 5 250 coins + 4 gems. Each floor brings its desks, its own interior and stairs up from the floor below.
- Capacity (once per floor): +2 desks for 40 coins + 1 gem, if the open floor has room for them.
- Efficiency (per building, levels 1–5): +5% per level on the rewards of eligible work done at a desk there after the upgrade; level L costs 60 × L coins + L gems before the passive-economy cutover and 20 × L coins after it.
- Collaboration (the whole world, levels 1–2, needs 2 functional buildings): +5% per level; level L costs 200 × L coins + 3 × L gems before the passive-economy cutover and 50 × L coins after it.
Together these bonuses cap at 1.5× (1.35× after the cutover). Upgrades are in-game earning bonuses only: agents do not get faster, models do not get better and nothing gets cheaper.
Desks
Choose one desk per world in the app; while it is yours, the work your sessions start there earns that building's bonus, and your pets sit at it inside. A full building still lets you work in the common area at the base rate. A desk is released when you release or move it, or after 12 hours without session activity of yours in that world (and at least 12 hours after you took it); closing the app never releases it.
Interiors and rooms
Each floor comes with its outer walls, a front door on the ground floor, stairs and its desks. Builders draw walls, doors, windows and rooms for free, move furniture, desks and stairs, and buy furniture. A room can be private: people without access see a locked block, and the server never sends them what is inside. A wall only hides things on screen; room access and session sharing are separate permissions.
Furniture
Chair (5 coins), Potted plant (8 coins), Floor lamp (10 coins), Filing cabinet (10 coins), Bookshelf (15 coins), Rug (15 coins), Whiteboard (15 coins), Coffee station (20 coins), Sofa (20 coins), Server rack (25 coins), Meeting table (25 coins). Furniture is decorative: no desks, no income, and removing it refunds nothing.
Deleting a building or decoration asks first and refunds nothing, and is refused while it would strand an occupied desk. Moving things never refunds or charges.
Coins, gems and rewards
The treasury earns coins and gems from evidence of real work by the world's members. Tokens, idle time, messages and an agent saying it is done never earn anything.
| Work | Reward | Rule |
|---|---|---|
| Added lines in a committed change | 1 coin per 20 lines | At most 25 coins per change |
| A non-empty commit | 3 coins | Once per commit |
| A pull request opened | 10 coins + 1 gem | Once per pull request; reopening never pays again |
| A pull request merged | 30 coins + 2 gems | Once per merge |
| A confirmed regression fix | 20 coins + 3 gems | Needs linked evidence, a merged fix and a maintainer's confirmation |
Empty changes, generated, vendored and lock files, binaries and replayed patches do not count. Building efficiency and collaboration bonuses raise the commit and line rewards of work admitted after the upgrade; gem rewards are never multiplied.
Daily caps
Per person and world each UTC day: 15 coins from commits and 50 from lines. Per person across all worlds: 600 coins + 20 gems a day. Per repository: 300 coins a day. A reward that would pass a cap is not paid at all and stays visible with its reason.
Evidence
Under the default strict policy, what your computer reports waits as pending until GitHub corroborates it (through the world's connected GitHub App) or a maintainer confirms it. An owner may switch a world with private or local projects to relaxed: local commit and line rewards are paid at once, labelled unverified, and capped at 20 coins per person and world and 40 per person across worlds each day, with no gems. A policy change applies only to work reported afterwards. Owners and admins can reverse a reward, with a reason everyone can read.
A passive economy is built in but switched on only by an explicit operator cutover; until then, the rules above apply. After it, each account earns at most 40 base coins a day and 100 a week into one earning world it chooses: 20 coins for a qualifying day of real tool work, and GitHub rewards of 4 for a pull request ready for review, 12 for a merge and 4 for a review (16 a day and 40 a week at most). The first qualifying evidence of a week also earns 1 gem. Bonuses then add at most 35%.
Customization
The Customize tab sets your character and display name for the world, and dresses your pets. Give each of your tools' pets a name, a species (any free starter or a species from your collection, swapping with another of your pets if it already has it) and one cosmetic per slot: head, face, neck, back, front, effect, desk and nameplate. Names and looks never change what a pet or tool can do.
| Unlock | Cosmetics |
|---|---|
| Free from the start | Red cap, Round glasses, Red scarf, Cocoa mug, Wooden nameplate |
| Sessions with the pet | Knit beanie (3), Star hat (25), Blue scarf (5), Desk succulent (10) |
| Committed changes by the pet | Flower crown (5), Explorer pack (10), Hero cape (50), Star pin (1), Brass nameplate (25) |
| Output tokens reported for the pet | Headphones (100,000), Sparkle orbit (1,000,000), Ribbon nameplate (10,000,000) |
| Owned in your collection (pet shop or clover pond) | Straw hat, Bandana, Sunflower crown, Leaf cape, Firefly aura, Clover swirl, Petal drift |
A world shows a progress cosmetic only when the work visible in that world meets its requirement, so a look never reveals work done elsewhere. Collection items reveal no work and show everywhere. See every look in the wiki.
Your character also holds up to 3 artifacts from the clover pond, attached in the farm menu's Wardrobe and kept when you change character: Swiftwind boots (you walk 25% faster in the city and on farms); Haggler's coin (the market pays you 5% more); Hearty ladle (feeding gives your pets 50% more xp); Harvest charm (every farm pet works +3% (300 bps)); Gardener's almanac (crops you plant need 10% less work to ripen); Spark amulet (working pets are one supercharge stage higher: one session is already Supercharge I). See them in the wiki.
Privacy and sharing
Kinmo shares as little as it can by default, and every kind of access is a separate choice:
- Folders. Each computer chooses, per world, which folders it shares. Activity anywhere else never leaves the computer. Change them in Permissions › Folders.
- Observation. Watching your connected tools is allowed by default; the Enabled switch in Settings › Coding tools turns Kinmo off on that computer. It never grants anyone control of a tool.
- Sessions. Your sessions are private. You share one session, a project or a folder with a person, a team or everyone in the world, choosing what they may do: see it, read its conversation, suggest, message or interrupt. No role, not even owner, sees your sessions without that.
- Rooms. Private rooms hide what is inside from people without access, and the server never sends it to them. Walls only hide things on screen.
- Visits. Teammates visiting your farm never see your clovers, backpack, production or what your pets are working on, and a pet's figures in a world count only the work visible there.
Visitors see the public exterior and nothing of the game. See the roles for what each role can do.