Problem
Adaptive narrative systems become hard to reason about when state, model output and game consequences cannot be replayed or audited.
Private lab · deterministic prototype
Private procedural-horror RPG experiment where deterministic state and local AI support a world that reacts to what the player leaves unsaid.
Adaptive narrative systems become hard to reason about when state, model output and game consequences cannot be replayed or audited.
The prototype separates deterministic game state from model-assisted language and preserves replayable state transitions.
A narrative-system architecture where adaptation can remain inspectable instead of becoming an opaque model side effect.
Public disclosure covers the design boundary and deterministic intent, not private content or runtime access.
Authoritative state transitions and replay anchor.
Inspectable durable record of authoritative changes.
Model-assisted text that does not own authoritative state.
Presentation and interaction against bounded authoritative state.
Replayability and verification require state transitions to remain deterministic.
The horror model should not force immediate reaction merely because the player does not speak.
Status: bounded
Open bounded Lab →No project-specific public release record.
Narrative-system design and deterministic intent are public; runtime state and unreleased content remain private
source-contract · checked 2026-08-11 · fresh until 2027-02-07
The website describes the design contract only; game state, private prompts, local models and unreleased content are not exposed.