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AI characters for games

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.

Character profiles

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.

Warmth
Memory
Verbosity

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.

Engine SDKs

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);
Frame budget

Where a line of dialogue spends its time

Relative time per stage, streamed so the first words arrive early.

Before → After, trending down
ContextMemory recallFirst tokenFull lineVoice

Pricing

Pay for conversations, not seats

RatePrototype

200000 credits × $0.000

$80.00/mo

FAQ

Questions from studios

Type a word and the list narrows in real time — no page reload, no dead ends.

Start building

Wake your first character tonight

Install the SDK, describe a character and talk to it in your editor.

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Read the docs