Multi-character scenes, NPC orchestration, ensemble Game maker
Multi-character scenes, NPC orchestration, ensemble.
Generate your first persona in five minutes.
Typed, bidirectional edges between personas — friend, ex-lover, mentor, rival, parent-child — that the chat runtime injects into multi-character scene prompts.
Define typed relationships between personas, open a session with multiple speakers, and orchestrate scene turns without their voices collapsing into each other.
Persistent, in-character NPCs across long play sessions. Multi-character scenes with ensemble relationships. Voice drift checks so the wizard doesn't slowly turn into a sarcastic AI.
Ensemble relationships between personas — for UX research panels, creative writing dialogue partners, internal simulation tooling, and interactive fiction prototypes. Moonborn provides the character layer; orchestration is yours.
Pair Moonborn's chat runtime with your game engine's scene state. Turn order, branching, save/load — what belongs on which side.
Declare typed edges between personas — rival, ex-lover, mentor — and let multi-persona prompts pick up the context.
Run the provocation suite against your full cast before shipping a chapter. Catch characters that break under player pressure.
Stand up a playable prototype with three NPCs in an afternoon. Wire Moonborn into a minimal CLI or web shell; iterate on writing before committing to an engine.