Engine
The AI NPC game engine Ozmium is building - autonomous characters deciding outside the renderer on local models, plus dialogue, voice, and character generation.
Ozmium is building a game engine. Not a game yet, and not a product on any schedule, but the components a game would need: characters that decide for themselves, a dialogue system that can voice a full cast, and a pipeline that generates the characters in the first place.
Everything here runs on hardware Ozmium owns, on local models, at power draws measured in watts. That constraint is the point rather than a limitation, and it is the same one the rest of Ozmium is built under.
Characters That Decide
A group travels together through a test town. One falls behind. Another registers it and turns around to help. The third registers it too and keeps walking.
None of those three responses is scripted, and the divergence is the entire result. A scripted party is unanimous, because unanimity is what scripts produce. The companion who keeps walking is running the same stack as the one who turns back, with the same information available, and they disagree because they are different characters weighing the same event.
Each character is a separate process. The engine renders; the decision layer for each host runs outside it as its own local service, holding that character's state and choosing its actions. Unreal polls each brain over a local HTTP loop at 10Hz and applies the returned position and heading to the character it owns. What appears in the viewport is the engine animating decisions made somewhere else, per character, independently. Three hosts means three brains disagreeing in real time.
The decision layer sits on a 14B language model running locally, drawing less power than a games console, with no cloud inference, no per-token bill, and no rate limit. The design premise is that an agent should act under acknowledged uncertainty rather than stall until it has a guaranteed correct answer, which is a literal description of what a language model does at inference time anyway.
Dialogue and Voice
Anyone who played a Camelot Software Planning game knows the sound: NPC speech rendered as pitched tonal blips rather than recorded voice, one voice per character, expressive without a single line of recorded audio.
This tool generates that system. It samples custom sounds, assigns a voice per character, and builds dialogue scripts across an entire game rather than one line at a time. Characters who decide for themselves need lines nobody wrote in advance, so a generative voice layer is a requirement here rather than a convenience.
Character Generation
Character creation, run locally, end to end. A world populated by autonomous characters needs more of them than any artist would hand-build, and the same pipeline that produces game characters produces brand ones.
Where This Goes
An ORPG is the eventual target: autonomous characters who travel, notice, and decide, in a world whose economy can settle onchain on infrastructure that already works.
It is unannounced, undated, and last in priority behind every product on this site. It appears here because the engine underneath it is real and running, and because the same discipline that produced it produced the trading interface.