Early Prototype Release



Building AI Characters That Remember
I started this project because I wanted AI characters that felt like they existed in time—not just stateless chatbots responding to isolated prompts, but Simulants with persistent memories, evolving relationships, and real agency.
There was no master plan. No design doc. Just the question: What happens if AI characters actually remember?
Emergent Development, Emergent Storytelling
Rather than forcing a rigid structure, I let the game evolve alongside the AI. The characters weren’t created to fill game mechanics—the mechanics were built around the characters.
- The Reroll System was born because AI sometimes makes nonsense. Instead of fighting that, I leaned into it, giving the player "Director" powers to shape dialogue on the fly.
- The Crew’s Memories became the core system: AI-driven characters recall past interactions, form opinions, and adjust behavior over time.
- The Plot is Open-Ended because these aren’t NPCs following a script. Their decisions, and yours, shape what happens.
Design Challenges & Learnings
1. AI Drift & Context Collapse
LLMs struggle with long-term consistency. A character can remember something one moment and forget it later.
Idea: Implemented a sophisticated memory system, short-term ephemerals, tagged memories, and mission objectives that persist beyond AI forgetfulness.
2. Beyond the samey-samey
LLMs get stuck in loops, and even with the temperature cranked way up, often produce similar responses to similar situations.
Idea: Provide richer context. The characters have needs, thoughts, emotions, evolving relationships, needs, attraction, sex drives, even body odors if they don't shower.
3. Following Orders vs. "Free Will"
The plot must unfold, but scripted NPCs are boring.
Idea: Present the information to the LLMs and let them decide. Instead of a single request driving behavior, the mind-state of the character is built in layers, all leading to their ultimate decisions.
What's Next?
This is a very experimental project, and a lot will change. There are many systems that could be built out more, while trying to reduce API costs. More testing and feedback is needed. What is working? What isn't? What is fun? What is frustrating?
There's no clear answer yet. More experimenting is needed.
Final Thoughts
I didn’t set out to make a traditional game. I wanted to see what happens when AI lives in time. What happens when characters are "alive" and not NPCs. What happens when a leadership role requires listening, communicating well, empathy and teamwork? How much direction does a story need to ride the edge of entertaining and on-the-rails?
I'd love to hear thoughts from other game devs & AI tinkerers.
Files
Get Journey Space: Love's Last Mayday
Journey Space: Love's Last Mayday
A strange experimental LLM character project in space
Status | Prototype |
Author | Tipping Goat |
Genre | Simulation, Interactive Fiction, Role Playing |
Tags | Adult, ai, ai-driven, Experimental, Sci-fi, Solo RPG, storygame, Text based |
Languages | English |
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