CLOSED TECHNICAL PREVIEW

Build Games Where Every NPC Feels Alive

Imagine your game:

A merchant who refuses to serve you because you robbed his brother three hours ago.

A village that evacuates before the raid because the scout saw the army and told everyone.

Nobody scripted these moments.
Your players will never stop talking about them.

SUPPORTED RUNTIME: UNITY 6+

Build the Game No One Else Can

The market is crowded. Better graphics won't make your game stand out, but a world that feels genuinely alive will. Games that offer true emergent narrative—where players share screenshots and stories of unscripted interactions—generate the deepest loyalty and the strongest organic growth. That word-of-mouth is your ultimate revenue engine.

CULTURE IS PHYSICS

Anthropologist Clifford Geertz wrote that "man is an animal suspended in webs of significance he himself has spun." In traditional games, those webs—culture, religion, laws, taboos—are just flavor text.

In Warweaver, Culture is Physics. It is an invisible field of gravity that pulls thousands of agents toward unique reactions and interpretations deterministically.

The Promise We've All Been Waiting For

This means players don't just clear dungeons; they interact with societies. They can introduce a heresy that fractures a kingdom. They can invent a technology that rewrites the moral code of a village. They can create, alter, or destroy entire cultures.

  • Emergent NPC behavior driven by systemic culture. The word-of-mouth players share.
  • 10,000+ autonomous agents with ECS-style composition. Populate entire cities, not just rooms.
  • Fully deterministic, fully replayable. Ship bold gameplay mechanics safely.

10,000 Minds, One Living World

Most NPC systems cap out at a handful of "smart" characters. Warweaver lets you fill an entire world with thinking agents, and the more you add, the richer the emergent gameplay becomes. Factions form. Economies shift. Stories emerge that no designer scripted.

WHAT 10,000 THINKING AGENTS CREATE

Factions that ally and betray based on shared history.
Economies that respond to scarcity, hoarding, and trade routes.
Emergent stories your players will screenshot and share.

Built on an allocation-free kernel so your world stays smooth at any population.

Define Rules. Watch Worlds Come Alive.

Emergent gameplay doesn’t come from more scripts. It comes from better rules.
You define the sandbox vocabulary and constraints. Warweaver runs it deterministically at a tick rate you choose.

When something surprising happens, you don’t “try to reproduce it.” You replay it from a seed and tick with a reasoning trace.

Unity Integration Layer: Warweaver.UnityAdapter
C#
// Schema Definition (Before Simulation Starts)
// All schema definitions happen before Tick 0. The schema locks.

using Warweaver.UnityAdapter;
using UnityEngine;

public class GameController : MonoBehaviour
{
    private WarweaverManager _manager;
    private WarweaverAdapter _adapter;
    
    void Awake()
    {
        _manager = FindObjectOfType<WarweaverManager>();
        _adapter = _manager.Adapter;
        
        var greedHandle = _adapter.CreateAttribute("Personality_Greed", 0f, 100f, 50f);
        var reputationHandle = _adapter.CreateAttribute("Reputation_Player", -100f, 100f, 0f);
        var goldHandle = _adapter.CreateAttribute("Resource_Gold", 0f, 9999f, 100f);
        
        int scamOpId = _adapter.CreateOperator("Trade_Scam_Player");
        int fairTradeOpId = _adapter.CreateOperator("Trade_Fair_Price");
        
        int merchantId = _adapter.CreateArchetype("Merchant", new ArchetypeConfig
        {
            RequiredAttributes = new[] { greedHandle, reputationHandle, goldHandle },
            AllowedOperators = new[] { scamOpId, fairTradeOpId }
        });
        
        // Schema is now locked. Start simulation.
        _manager.StartSimulation();
    }
}

Work With the Founder

I'm Ramon, a solo founder based in Tokyo, and I built every line of Warweaver. When you evaluate the SDK, you work directly with me. Not a support queue. Not a ticketing system. Me.

I love game dev, and I love the people who do it. Jump on the Discord and let's talk. Warweaver questions, architecture problems, game design rabbit holes, whatever. The door is open.