Use case · Game NPCs
Characters that learn the game.
Behavior inside engines and open worlds — single characters or whole populations that learn instead of being scripted.

The shape of the work
Scripted behavior caps out where players get creative. The gym trains characters inside the engine itself — movement, combat, economy, cooperation — with evaluators built from the metrics you already track: engagement, difficulty curves, exploit rates. Designers stay in the loop: demonstrate the behavior you want, and it becomes training signal.
01
In-engine training
The game is the environment. No lossy reimplementation of your world.
02
Single agents or populations
One boss, a faction, or a whole economy of NPCs trained together.
03
Behavior gates
Exploit rate, difficulty, and style checks gate what ships to players.
04
Designer in the loop
Play the behavior you want; the demonstration trains the character.
Work with us
Bring an agent and a goal.
We are taking a small number of design partners. The bar is a real workload, not a logo. Everything runs on your hardware, and you keep the machine.