A story you live inside.
We build the stack behind interactive entertainment. Identity that holds across the session. Scenes that branch with the audience. Voices that arrive on cue. The medium underneath the medium.
Not a video. Not a game.
A story you steer.
Interactive entertainment is converging on one shape — scenes that branch with the audience, characters who remember them across the whole session. Studios are racing to ship it. We're the stack they ship on.
Five things interactive entertainment needs.
Everyone else solves one.
Identity
A character who stays the same person across an entire session. Locked to one reference, no per-character re-training.
Pacing
Latency as the language of the medium. Three seconds is a dramatic beat. Sub-200ms is a voice arriving on cue.
Memory
Characters who remember what happened, who you are, and what changed five scenes ago. Hierarchical summarization, embedded recall.
Voice
Stable voice identity across the full arc. Pinned voice IDs, no day-one cloning drift.
Direction
An LLM director that decides when to generate a scene, when to let a character speak, when to push the player forward.
The shape of characters this medium has to hold.
Four roles we use as design briefs. A story protagonist. A gaming NPC. A personal companion. An educator. Each tests a different demand on the stack, narrative arc, gameplay tempo, intimate memory, instructional clarity. Same requirement across all four: the same person, every scene.
Building in this medium?
Let's talk.
We're working with a small group of partners on the first wave of paced interactive AI experiences. If you're shipping something in this space, we should compare notes.