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Characters

Off the dialogue tree.

Turn the heroes, NPCs and mascots your players already love into live Human AI they can see, hear and talk to. In your game, at your table, under your brand.

Roll for conversation.

The tavern keeper finally has lines.

The DM who runs the one-shot at 2 a.m., the ogre who guards the bridge and haggles, the knight with a grudge from session zero. They answer the party in character, in their own voice, at the virtual table or on the stream.

Give every NPC a voice.

Every character your players love, live on your platform.

The side quest talks back.

Cozy worlds, unscripted.

The courier who knows every rooftop, the explorer back from the ruins with a story. Players ask what the dialogue tree never offered and get an answer in character, in the style your artists drew.

Your NPCs are waiting.

We plug into your game. You sell the conversation.

The mascot has opinions.

Hosts, sidekicks and monster pals.

The hype host who reads the chat, the monster pal on the esports desk, the sidekick who roasts whoever lost. Same engine, from a 3D render or a drawing, on stream, at the event or in the app.

Bring any character to life.

If your artists drew it, it can talk.

Built for studios. Sold to players.

Your art, your lore, your price.

Your artists drew them and your writers wrote the lore. Add a live character to your game or app in an afternoon, or connect it to the setup you already run. Players never leave your world and never see ours. You decide which characters exist, what they may say and what a minute costs. We run everything underneath.

What your platform gets

The engine, not the wrapper.

Players get a character who talks back. You get the engine underneath, priced by the minute.

Under 200 ms

Faces render inside the gap between turns in a human conversation. Players talk. They do not wait.

Live in an afternoon

One snippet for your web app, or a direct connection to the setup you already run. Your team's afternoon, not their quarter.

Two face models, two tiers

Portrait for everyone, fast and at scale. Presence at the highest fidelity, for the players who pay for it.

From $0.05 a minute

Usage-based, no seats, no minimums. Charge your users what you like. The margin is yours.

Any style, kept

Drawn once. Alive as drawn.

A render stays 3D, a painting stays painted, a cartoon stays a cartoon. The face keeps the style of the image. No rigging, no motion capture, no animation pass.

Runs at your scale

One party or a whole server.

Real-time voice, face and conversation at any scale, from one table to millions of players, without the complexity landing on your team. Launch day is our problem.

Voices they choose, in 20 languages

Library or your own cast.

A voice library or your own voices, cast with consent. Characters answer in the language they are asked in, lip-sync intact.

Boring on paper, on purpose

The legal page, already written.

SOC 2 Type II, GDPR with a DPA, EU AI Act, a German company. The part your legal team asks about, already answered.

Why they come back

Aelis, the fantasy elf

Session zero

The DM walks new players into the world, as long as it takes.

01

Grum, the dungeon ogre

The haggle

Talk the ogre down to half price. Or try.

02

Dex, the hype host

Stream night

The co-host reads the chat so the streamer can play.

03

Momo, the jungle explorer

Language practice

Twenty languages. The tavern keeper does not mind the accent.

04

Give every NPC a voice. Bosses too.

We plug into your game. You sell the conversation.

Questions platforms ask

No. The character runs inside your product, under your login, your store and your brand. Ours never shows.

One image and the character sheet. A render, a painting or a drawing, plus the name, personality, lore and boundaries your writers already wrote. There is no training and nothing to rig. The face keeps the style of the image, so a cartoon stays a cartoon.

They answer from the sheet you give them: who they are, what they know about your world and the lines they never cross. Change the sheet and they change. Nothing else decides what they say.

Live. Every frame is generated while the character speaks. The voice audio goes in, the face comes out in real time, at 25 frames a second, with the lips under 200 milliseconds behind the sound. Nothing is rendered ahead of time, which is why the character can answer a question nobody scripted.

Yes. Characters speak and understand 20 languages and reply in the language they are asked in. The lip-sync follows the audio itself, so it holds in any of them.

Art you have the rights to: your studio's characters, licensed IP, community creations with the rights cleared. Voices from the library, or your own actors with their consent.

Usage-based, from $0.05 a minute, with no seats and no minimums. You set what your users pay on top.