The Living World SDK
Drop-in NPCs players can command and talk to in plain English — trained behaviors, not scripts — certified against your game before launch. Installed by an agent in about ten minutes.
⬇ Download the SDK (24 MB)What it is (and isn't)
Not a pip package, not an engine plugin — a kit whose installer is an agent. The zip contains the runtime, the trained brains, the certification tools, and the Claude Code glue that lets an agent wire it into your game and prove the result:
| In the box | What it is | How it installs |
|---|---|---|
runtime/ | the walker runtime (plain JS) + ~30 trained behavior brains (~300KB each, 54MB total) | copied into your game; your engine keeps its own locomotion |
pipeline/ | the certification tools + command router | Python 3.11+, three pip deps (the agent handles it) |
headless/ | the engine exam battery | node headless/run_exam.mjs — CI-ready |
.mcp.json + .claude/skills/ | the installer | open the folder in Claude Code — the auditor agent has its tools and workflow |
Install (the whole thing)
1. Download and unzip 2. Open the folder in Claude Code 3. Say: "integrate my game at ../path/to/my-game"
The agent reads your engine, finds your entities and locomotion, generates the bridge,
runs the certificate, and hands you a play link with a chat box. Read
DISCOVERY_SPEC.md (in the zip) to see exactly what it builds, and
CAPABILITIES.md for everything the NPCs can do.
What your players get
⚡ Instant commands — "follow me", "wait by the car", "everyone spread out". Routed in milliseconds by a trained classifier. Free, offline, no prompt to inject.
✦ Errands — "patrol between the gate and the well until I'm back". A planner writes a step list your players watch tick off.
Reactions in character — draw a weapon and the anxious one cowers while the guard squares up. Trained reaction gate, conditioned on each character's personality.
Honest limits — anything your world can't support declines politely. Commands can be misunderstood, never broken.
The behavior library (29 experts)
Every behavior an NPC can be asked — or decide on its own — to do. Your world earns a subset of these (the manifest, measured from what your game actually supports); everything else declines honestly. Targets: the player, any scene object by name, or another NPC. All behaviors are total — they terminate or hold safely; an NPC can be wrong, never wedged.
| Locomotion & travel | The NPC… |
|---|---|
navigate-to | walks to a point or object, cornering around geometry; stops at the surface, never inside |
approach · approach-object | closes distance and stops at a polite gap |
follow | trails the target, re-closing as it moves |
chase | pursues to contact (tag/catch semantics) |
shadow | follows at a timid distance |
escort | holds a bodyguard post at the player's side |
lead | guides the player toward a destination, waiting when they lag |
wander | roams the map browsing points of interest, hop-and-dwell rhythm |
corridor-follow | walks a passage, hugging its line |
| Cover & stealth | The NPC… |
|---|---|
seek-cover · flee-to-cover | hides behind the structure that best breaks line of sight |
emerge | steps back out to the player-facing side ("all clear") |
slink | moves low-profile, hugging geometry |
stalk | creeps toward a moving target; freezes at striking distance |
| Circling & guarding | The NPC… |
|---|---|
orbit | circles the target, routing around anything on the ring |
size-up | wider, appraising circle |
guard-object | posts up between a structure and the threat |
intercept | cuts off the target's path |
flank | swings around to the target's side or rear |
wall-follow | patrols a structure's perimeter |
| Reactions & moods | The NPC… |
|---|---|
evade · retreat | opens distance from the threat |
avoid-object | keeps clear of a named object |
cower | shrinks away, minimal movement |
dodge | sharp evasive jinks |
confront | squares up face-to-face |
mirror | mimics the target's lateral movement |
pace · pace-anxiously | walks a worried line |
feint · lunge · recoil | short combat-flavored bursts |
idle | stands down (the only behavior that holds by design) |
character line at install time — "a wary blacksmith who distrusts
strangers" — which our pipeline compiles into the compact profile the reaction system
reads. Authored once, zero runtime cost, and it's why the same drawn sword makes one
character hide and another square up. Skip it and the NPC runs a neutral default (legal,
but generic) — your certificate report lists any NPC shipping without one.The certificate (why you can trust it in your game)
Nothing unlocks until your integration passes: scene legality (spawns, reachability, cover), composition (every command verifiably maps to a behavior in your scene), grounding ("the crate" means the nearest crate), a 32-case engine torture battery — including the threat-aim contract: reactions provably move relative to the threat's actual position — and the command router's measured accuracy on thousands of unseen phrasings — with every miss itemized.
The economics (and the weight)
| Piece | Runs | Size on disk | Cost |
|---|---|---|---|
| The full behavior library (34 trained nets) | your game, CPU, frame rate | 15.7 MB — ~460 KB per behavior | free, forever |
| Command routing (the âš¡ lane) | local, milliseconds | 2.2 MB | free |
| Character reactions (unprompted, personality-conditioned) | local, frame rate | 1.5 MB | free |
| Engine core (nav, collision, cover geometry) | plain JS | 28 KB | free |
| ✦ Planner / 💬 conversation | hosted, per use | — | metered — only when invoked |
The entire download — behaviors, gates, certification tools, exam battery — is a 24 MB zip. Every mind your NPCs have weighs less than one 4K texture. No GPU. No per-NPC inference bill. A crowd costs what one costs: nothing.
Requirements & status
- Browser/JS engines — full support (three.js proven in three games, one integrated cold by an agent in 17 minutes): commands, plans, reactions, the whole stack.
- Unity (preview, in the same download) — the C# runtime ships in the kit's
unity/folder: behaviors, in-character reactions, personas, and the certification battery, driven through the official Unity CLI. Cold-run proven: an agent with only this kit put Boss Room's own character under our brains in 9 minutes 33 seconds, certified 12/12 inside the game project. Plain-English commands work too: type "go wait by the crate then follow me" and the same local command router grounds it against your scene and the NPC executes both steps — proven live in-editor. Conversation (💬) is the remaining Unity milestone. - Claude Code (any plan) for the agent install; Python 3.11+ and Node for the tools.
- Early access — this download is the real kit, and we'd love to watch you break it.