Interactive products: produce, then play
These products own their production workflows, assets, and saves, and all remain previews. They usually reference definite world versions; text open world also accepts an explicitly selected novel range through its own production flow.
| Product | Experience | Main current limitation |
|---|---|---|
| TTRPG | AI hosting, investigation, rules, and sessions | Public online multiplayer is not deployed |
| Character chat | Conversations with defined characters, relationships, and memory | Primarily text; long-term results remain under validation |
| AI town | Residents' lives and relationships after an ending | Long-term model behavior, assets, and performance need testing |
| AVG | Branching narrative, backgrounds, sprites, and audio presentation | Literary and audiovisual quality require per-work acceptance |
| Text adventure | Actions, resources, quests, and endings | Professional production is connected; real-model and human acceptance remain |
| Text open world | Regional exploration and evolving quests | Production and player UI are connected; real-provider calibration and human acceptance remain |
Shared flow
- Seal a world: prepare a referenceable world version.
- Product direction: save goals, rules, and scope inside the product. Some products allow a draft without a world source.
- Product execution: before formal production, select and check required world versions and explicitly confirm starting. Inspect outputs, then publish a definite product version.
- Play: start an independent save from the published version.
Saving a direction draft does not mean formal production requirements are satisfied. Play state and character memories do not automatically write back to the shared world.
To try a prepared result first, see Built-in works and examples.
For a novel source, follow the dedicated text open world production guide to select and freeze the range. Converting the novel to a shared world first is not required; original-work ownership is preserved.