The World Engine
One engine. Every story.
A world is a prompt + rules + referee, not a scripted tree. Define the physics of consequences and let the engine render the scene live.
World bible
Define tone, characters, and the physics of consequences. The bible is the foundation every later scene is measured against — the engine refuses to contradict it.
$ world: "Kyiv, November 1917"
· tone: noir
· characters: 14
· physics of consequences: v2.3
> loading ruleset v2.3
> choice 7 arbitrated in 1.1s
· consistency: 98%
Rules + referee
Set strictness and laws. The engine acts as a consistent arbiter for all interactions, maintaining narrative integrity — no hallucinated plot armor, no broken worlds.
Play
The scene is shot at the moment of play.
Launch the world. Every session is unique, rendered in real time from the player's choices and the ruleset — nothing is pre-bounced, nothing is canned.
Chapter · Why Now
Production turned on its head
Classic AAA pipeline
- Concept & script
- Storyboard
- Mocap
- Edit & QA
- Months and millions per scene with three variants
Generative pipeline
- ● world = prompt + rules + referee
- ● the scene is shot at the moment of play
- ● consequences read off the frame
Not 12 branches — endless ones.
Responsible AI
Player safety & moderation
Story worlds are age-gated, and the referee filters harmful directions before they reach the frame.
Guardrails on generated content
Every generated frame and line passes safety checks; worlds define their own hard limits on tone and themes.
Data privacy
We never train our models on player stories. Save data belongs to the player and is deletable on request.