NPCs that remember, react and stay in character
Hollowmind gives every character a personality, a memory of the player and goals of its own — running inside your engine, inside your frame budget.
Tune who they are, not just what they say
Each archetype is a starting point; every trait is yours to adjust.
Short answers, long memory. Warms up to players who come back.
Inside the runtime
Designed with your designers, not around them
Lore guardrails
Characters only know what your world bible says they know.
Player memory
Remembers choices, favours and grudges across sessions.
Quest-aware
Reads your quest flags and never spoils a reveal.
Voice ready
Streams lines to your text-to-speech pipeline as they're written.
Runs where you need it
Cloud for big worlds, on-device models for offline play.
A few lines to wake a character up
Pick a language, copy the snippet, paste it in.
var smith = Hollowmind.Character("blacksmith");
smith.Remember(player, "returned the stolen hammer");
var reply = await smith.Say(player, playerLine);
dialogueBox.Show(reply.Text, reply.Emotion);Where a line of dialogue spends its time
Relative time per stage, streamed so the first words arrive early.
Pricing
Pay for conversations, not seats
RatePrototype
200000 credits × $0.000
$80.00/mo
Questions from studios
Type a word and the list narrows in real time — no page reload, no dead ends.
Wake your first character tonight
Install the SDK, describe a character and talk to it in your editor.