Interactive Games, Generated Live

A Film You Play.
A World That Answers.

Adventures, detective stories, horror, fairy tales — 15–40 minutes each. The frame and the motion appear as you choose, and consequences read off the screen — not just off the page.

DetectiveNoirFantasyHorrorHistory
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Chapter 01 · The Genre

Between film, gamebook, and RPG

Film

The visual language of cinema. Every frame is rendered in real time, responding to your presence and your choices.

Gamebook

Deep, choice-driven storytelling — but the branches are not 12. They are endless, and consequences are visible on screen.

RPG

A world with governing rules and physics of consequences. A referee keeps it consistent; your decisions actually matter.

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Referee Console LIVE

$ world: "Kyiv, November 1917" · rules: v2.3

> player spared the courier [choice 7]

> consequence: letter never arrives → rendering branch 14.b…

> latency 1.8s · status: resolving

Play a choice

9 Worlds in Development

across nine genres, from detective to languages

<2s Scene Render

target latency on current prototype builds

15–40 Minutes per Story

a complete playable episode, start to credits

2025 Founded in Kyiv

a small senior team, remote-first

About these figures: internal prototype measurements and product targets — verified playtest numbers ship with the public release.

The Games

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What secrets does this forest hide?

Worlds we are building. Every title is a playground for your curiosity, where the story adapts to how you play it.

See all worlds →

The Engine

World Bible: Noir City

tone: noir · rules: 12 · referee: strict

> define.physics: "always raining"

> define.society: "corruption 8/10"

> define.goal: "find the killer by dawn"

One engine. Every story. Our team grows new worlds from a prompt, a ruleset and a referee — partners and educators can define their own.

How the engine works →

Chapter 02 · Why Now

Production turned on its head

Classic AAA Pipeline

  • ○ Concept & scriptwriting
  • ○ Storyboarding & mocap
  • ○ Post-production & QA
  • Months and millions for a scene with three options

Generative Pipeline

  • ● world = prompt + rules + referee
  • ● the scene is shot at the moment of play
  • ● live engine, real-time outcomes
  • Infinite variability at the cost of a prompt

How a world is built

01

World Bible

Define tone, characters, and the physics of consequences. This is the foundation.

> init.world_bible("noir_city")
02

Rules + Referee

Set strictness and laws. The engine acts as a consistent arbiter for all interactions.

> set.referee_strictness(8/10)
03

Play

Launch the world. The scene is shot at the moment of play. Every session is unique.

> status: rendering_live

Frequently asked questions

01 Who owns the worlds and the stories played in them? +

Creators own the worlds they define; players keep their personal save stories. We never resell user content, and we never train our models on player stories. Full terms ship with the public playtest.

02 What are the generation limits? +

Playtest sessions are capped to keep the render queue fast: a story runs 15–40 minutes, and scenes render in under two seconds on current builds. Limits widen as the engine scales.

03 Is there a press kit? +

Yes — write to press@postblend.game and we will send key art, b-roll and founder background. Embeddable demo builds arrive with the public playtest.

The first worlds go live soon.

JOIN THE PLAYTEST →
✓ Early access
✓ Free during playtest
✓ No card required