Pre-seed round open. Backing the persistence layer for game worlds?

The persistence layer
for game worlds.

Identity, relationships, and state that carry across every session, so what players do keeps mattering. AI Characters are the first product built on it, with more world systems built on the same foundation.

Works with your engine

Unity
Unreal Engine
Godot
Custom Engines
and many more →

Game backends persist progress. They don’t persist the world.

A save file keeps flags. It does not keep what happened between people. With MistScale, one moment keeps shaping the world days later.

Day 1A player threatens the blacksmith.

Save file only

  1. Day 1

    The session ends. The save keeps gold and position.

  2. Day 3

    The guard greets the player like a stranger.

  3. Day 9

    The blacksmith is as friendly as ever.

  4. Day 14

    Nothing that happened between them carried forward.

With MistScale

  1. Day 1

    Entity state

    The blacksmith remembers the threat.

  2. Day 3

    Information flow

    The guard has heard about it, unverified.

  3. Day 9

    Relationships

    The blacksmith's trust toward the player has dropped.

  4. Day 14

    AI Characters

    When the player returns, both characters bring it up in their own way.

Your world at the center. The platform around it.

MistScale keeps the entities of your world, their state, and everything between them persistent. What it stores, it can also pass on, so systems build on the same foundation instead of each keeping its own copy of the truth.

MistScale

Your world

Players, characters, and everything between them

Identity

Every player and every NPC has one persistent identity.

Entity state

Memory, relationship state, and identity state for each entity.

Relationships

Trust, patience, and mood per player. Directional trust between NPCs.

Information flow

Facts pass to the characters that are trusted enough. One hop.

AI Characters

NPCs that read and write the state of the entities around them.

Also part of the platform: scene context (location, time of day, weather) sent from your game in real time.

Built on the platform

AI Characters are the first product built on the platform.

The clearest proof of persistent state is a character that knows who just walked in. Memory, mood, relationships, and lore are one consumer of the same foundation.

Persistent memory

Each character keeps what happened with each player, across sessions.

Mood that moves slowly

A fast per-message emotion over a mood baseline that shifts one step at a time.

Per-player relationships

The same character can trust one player and be wary of another.

Grounded in your lore

Grounding checks specific claims against memory, lore, and the character brief.

No characters in this project yet

Interactive preview with sample data.

Build your first character

Model research

We are training our own model.

MistScale AI runs on a cognition layer we built: retrieval, grounding, relationship state, mood. A general model sits at the center of it today. Varen is ours: a language model fine-tuned for game cognition, so the character work lives in the model rather than in the prompt around it.

Working name

Varen

A language model fine-tuned for game cognition and in-world characters.

Type
Fine-tuned LLM
Built for
Game cognition and NPCs

In development

Built for the loop, not for chat

The job is not open conversation. It is reading persistent state, grounding an answer in it, holding character, and deciding what was worth remembering. That is what it is tuned on.

Grounding as an objective

Today a separate pipeline checks specific claims against memory, lore, and the character brief. We are training that behaviour in rather than bolting it on.

State as a native input

Per-player memory, trust, and mood are already structured on our side. A model trained on that shape does not need it flattened into a prompt first.

We are not publishing weights, evaluations, or a date. When there is something worth measuring, we will show the working.

One fact, many readers.

The state is the product. One moment in your game becomes a fact that more than one system reads. This is one example of state that persists and moves, not the whole platform.

One fact

A player burns the village mill.

It reaches MistScale through conversation. Sharing follows per-character rules and trust thresholds.

  1. 01

    Entity state

    The player boasts about it to the tavern keeper, who stores it as a memory about that player.

  2. 02

    Relationships

    The tavern keeper's trust and mood toward the player shift over time.

  3. 03

    Information flow

    The tavern keeper is set to Open and trusts the miller at 6 out of 10, so the miller receives the fact as unverified hearsay.

  4. 04

    AI Characters

    When the player next talks to the miller, he can bring up what he heard.

For developers

Connect your game in minutes.

Engine SDKs for Unity, Unreal, and Godot, plus Web, REST, and WebSocket. State lives on the server, so there is nothing to save or restore on the device.

1using Mistscale.SDK;
2using UnityEngine;
3
4public class TavernKeeper : MonoBehaviour
5{
6 [SerializeField] private MistscaleNPC mira; // drag in the Inspector
7
8 void Start()
9 {
10 mira.OnNPCResponseReceived += reply => dialogueUI.Show(reply);
11 }
12
13 // call this from your chat input or interaction key
14 public void TalkTo(string message)
15 {
16 mira.SetSpatialContext("The Hollow Lantern", weather: "rain");
17 mira.SendChat(message);
18 }
19}
Works with Unity, Unreal, Godot, and more.
Simple WebSocket or REST API
Persistent state, server side

Built for worlds that last.

Persistent RPGs

Characters remember each player across a long campaign, and word of what they did gets around.

Survival and sandbox worlds

Settlers and traders keep track of who helped them and who did not.

Social simulations

Relationships between characters decide who hears what, and from whom.

Co-op worlds

Every player in the party builds a separate relationship with the same character.

Player-driven worlds

Players shape a world where relationships, knowledge, and consequences carry forward.

Persistent multiplayer worlds

Give every player a world that remembers what happened, across sessions and across characters.

Give your world a memory

Your first character is free, talking in five minutes, and still remembering its players next month.

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