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.
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.
$ 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
across nine genres, from detective to languages
target latency on current prototype builds
a complete playable episode, start to credits
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
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
World Bible
Define tone, characters, and the physics of consequences. This is the foundation.
Rules + Referee
Set strictness and laws. The engine acts as a consistent arbiter for all interactions.
Play
Launch the world. The scene is shot at the moment of play. Every session is unique.
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.