A cloud SDK that replaces scripted NPC logic with behavior-driven agents. Your game sends a perception. The NPC picks an action, forms a private intent, then speaks — or stays silent.
No scripts, no branching trees. Pick a character and have a real conversation — each one has a distinct personality, memory of what you've said, and knowledge of their world.
Swap scripted dialogue for a single API call. You send a perception event and an action menu — the NPC decides what to do and whether to speak. Your game stays in control.
user_said, event_occurred, or world_observation.
POST /perceive { "character": "walter", "session_id": "your-session-id", "perception": { "kind": "user_said", "content": "I know what you cook." }, "actions": [ ... ] }
Send the NPC an action menu for this moment in your game. In production it changes dynamically — a disarmed NPC can't threaten, a grieving NPC gets comfort options.
Drop in a perceive() call where your game currently runs a dialogue tree. The NPC handles everything — action selection, intent reasoning, speech gating, and memory — server-side.
# 1. Send what happened in your game response = npc.perceive( session_id="player-123", perception={ "kind": "user_said", "content": player_input, }, actions=[ {"label": "reply_coldly", "describes": "voice goes flat, no softening", "addresses": "speaker"}, {"label": "stay_silent", "describes": "silence is the answer", "addresses": "none"}, ], ) # 2. Use the result in your game if response.spoke: trigger_dialogue(response.dialogue) else: trigger_animation(response.action)
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Questions? founder@neuralspacestudios.com