Story Minds Early access
A field of sculpted polygonal characters in burgundy light

Character intelligence for game developers

Characters that
choose their
next move.

Story Minds is a modular procedural intelligence runtime. Define what characters know, need and can do. They choose their next action locally, without a language-model call for each decision.

Studio artworkCharacter world

Inside
Ruhnu Island.

Historical village · Estonia

Sixteen characters share one village simulation. Follow a resident through their day, then inspect the action the runtime recorded.

Ruhnu Island village and coastline in the working 3D prototype
Fig. 01 / Ruhnu IslandIn-engine world view

From the simulation history

Follow one decision.

Tonu, the village smith, leaves the square for the north forest path. Explore three recorded updates to see his selected goal, movement and arrival.

Recorded decision trace Tonu Village smith
World tick 798

Tonu is in the village square.

The runtime records a communication action. Tonu stays in the square.

Selected aim
Gather for the evening
Action
Communicate
Recorded location
Village square
World tick 799

Tonu takes the north forest path.

The runtime selects “seek solace” and moves Tonu from the village square to the north forest path.

Selected aim
Seek solace
Action
Move to the north forest path
Recorded location
North forest path
World tick 800

Tonu rests on the path.

His selected aim is still “seek solace.” The saved record places him on the north forest path again, this time resting.

Selected aim
Seek solace
Action
Rest
Recorded location
North forest path
Ruhnu Island Saved simulation history Seed 7401
Juhan’s character profile in the village observer
Character viewSee a resident’s location and activity.
Runtime action view showing the residents’ applied decisions
Action viewInspect the actions the simulation applied.

Write the rules.
Run the scene.

Authoring character behaviour

Give characters reusable configurations. When the world changes, inspect how their decisions change with it.

01 / Character

Define a mind.

Configure needs, role, memory and permitted actions. A fisher and a smith can share a work rule while each has a different workplace.

02 / World

Describe the scene.

Connect people to places, reachable routes and usable objects. Supply the amount of a resource or a change in weather as world data.

03 / Decision

Inspect and replay.

Follow the recorded goal and action. Reproduce the supported run, change a priority or input, and compare the resulting decisions.

Today Configuration files, prototype tools and recorded actions. A unified creator interface is in development.

One runtime.
Text or 3D.

Inside a game update

The game supplies facts about the world. Story Minds weighs the character’s needs and goals, selects an available action, applies it and records the result.

01 · InputWorld facts

Paths, resources, hazards

02 · DecideCharacter runtime

Knowledge, goals, permitted actions

03 · PresentText or 3D

Show the recorded action in the game

What makes a decision reproducible?

Use the same runtime version, configuration, starting state, random seed and ordered inputs. The supported deterministic path reproduces the sequence of decisions and state changes. Graphics and engine physics have their own timing.

How does the runtime read a 3D world?

The engine or a procedural generator supplies named locations, routes and objects with available actions. An adapter can tell the runtime that a path is open or an object holds food. A text game can supply the same facts.

Where does dialogue fit?

Ruhnu currently uses template dialogue. We’re developing a compact specialist model to express a selected line using permitted context. Decisions and world changes stay with the runtime. Running the full system locally on typical PCs is a design target while we evaluate dialogue quality and hardware requirements.

Early creator access

Bring a character
from your game.

We’re looking for small narrative and procedural game teams to try the runtime in one scene of their own. Tell us which engine you use, what happens in the scene and how you want a character to behave.

Contact the studio Opens an email draft to info@igikelts.com