AI NPC game maker for characters with memory
Capybara helps you build games where NPCs matter: villagers with routines, suspects with secrets, companions with context, and AI characters that react to game state instead of acting like generic chatbots.
Playable scene
AI NPC scene screenshot
AI NPCs should be grounded in the game world
The strongest AI NPC games do not start with an empty chat box. They start with a role, a place, a current objective, known facts, relationship values, inventory, clues, and limits on what the character will reveal.
Capybara’s planning guidance treats memory as a gameplay consequence. NPCs can remember gifts, promises, disrespect, secrets, debts, rumors, or town events, while the game still owns the facts that make quests and mysteries solvable.
Plan first, then build the NPC loop
The planning agent decides which NPCs matter, what they know, how they move, and what changes when the player talks, inspects, or chooses. After approval, the build chat wires the scene, dialogue UI, memory hooks, objective updates, and state changes.
What Capybara can make first
Keep the first version small enough to finish and complete enough to play.
Plan first, then build with the chat agent
Start with a plain-language idea. Capybara may ask a few focused questions when a decision changes the first map, NPCs, mechanics, or player goal.
Once the plan is ready, approve the first playable slice. The build chat uses that plan as the source of truth, then you keep improving the game by asking for clearer feedback, stronger NPCs, better objectives, new areas, or more polish.
Start with a prompt, then refine
Use one of these as a first message, or rewrite it in your own words.