Unity SDK + REST API
NPCs that stay
in character.
Drop intelligent characters into your game who draw every word from your world's lore, remember every player they meet, and hold real relationships with each other, from a single companion to a living MMO.

One backend. Every kind of world.
The same lore-grounded mind powers a pixel-art shopkeeper, a cinematic companion, and ten thousand townsfolk in a live MMO. You bring the world. LoreMind makes it speak.



From lore to living characters in three steps.
No prompt engineering, no model wrangling. Bring your world and your engine. The platform handles the intelligence.
Feed it your world
Point the Lore Scanner at your existing game files and it extracts characters, places, and history automatically, or write lore documents straight in the dashboard. Everything is embedded and vector-searched at runtime.
Give them a self
Each NPC is an Entity Mind: personality, backstory, speaking style, what they know and what they must never reveal. Wire them into a relationship graph so they understand their place in your world.
Watch them come alive
One call from your game server. LoreMind assembles lore, memory, live context, and relationships, then returns dialogue that stays in character, every time, for every player.
Your world
remembers itself.
Most AI NPC tools give you one clever companion. LoreMind gives you a cast. You define how your characters are bound to each other, and each one keeps its own memory of every player it meets, so the barkeep who has served you all game answers you differently from the one who has never seen you.
- Lady Mirafamily
- Capt. Valerival
- Sister Wrenenemy
- Bjornemployee
- Elenafriend
- Gruffstudent
Production-grade intelligence, handled for you.
Lore-Grounded Intelligence
Your documents are embedded and vector-searched on every line, so NPCs speak only from your world. When they don't know something, they deflect naturally, never inventing canon, never breaking character.
Long-Term Memory
Memories are extracted from conversations automatically, retrieved by meaning, keyword and recency, then consolidated over time, and scoped per player, so every adventurer has their own history with your characters.
Runtime Context
Pass live state from your game: location, time of day, weather, nearby characters, NPC mood, player state, and any custom fields. Dialogue bends to the moment a player is actually standing in.
Managed Security
No API keys ever ship in your build. Your game server proxies players with a server key while we handle authentication, rate limiting, and abuse prevention, so a leaked client can't drain your credits.
What LoreMind is not.
LoreMind NPCs are fully intelligent. They simply stay in character.
One component. One call.
The Unity SDK is the fastest path. Not on Unity? Every feature is one REST call from your game server: Unreal, Godot, or anything else.
// Player talks to an NPC, call from YOUR server
POST /api/loremind/v1/npc/interact
Authorization: Bearer sk_server_•••
{
"entityMindId": "gruff_the_barkeep",
"playerId": "player_8f3a",
"text": "Who really runs the silver mines?",
"context": { "location": "tavern", "npcMood": "wary" },
"memory": { "retrieve": true }
}
→ 200 OK
{
"success": true,
"character": "Gruff the Barkeep",
"response": "The Ashfords hold the deed, aye.
But it's the watch that takes their cut."
}Unity SDK
RECOMMENDEDDrop in the .unitypackage, add the LoreMindNPC component to any GameObject. It handles conversation history, scene context, proximity, location zones, voice input, and memory.
REST API
ANY ENGINEUnreal, Godot, or a custom engine? Call /npc/interact from your server. Lore, memory, context, and relationships all work through the API.
Local speech-to-text
Works out of the box with on-device models like Whisper, with no cloud overhead or extra cost.
Bring any text-to-speech
Give NPCs voices with ElevenLabs, local models, or pre-recorded audio. LoreMind handles the words.
Author in the dashboard
Build NPCs, manage lore, and test in the playground on the web, with no rebuild required to iterate.
Plans that scale with your world.
Pick a monthly plan for a fresh pool of credits every cycle. Run past it? Top-ups cover the overage, and those never expire.
One-time credits for when a busy month runs past your plan. They stack on top of your monthly allotment and never expire.
Custom credit pricing, priority support, and dedicated onboarding for live games at scale. Built for worlds with thousands of NPCs and millions of interactions.
Monthly credits refresh each cycle and do not roll over · top-ups never expire · optional auto-reload keeps live games running past the allotment
Bring your world
to life.
Import your lore, define your NPCs, and integrate with the Unity SDK or REST API. Your players could be talking to intelligent characters today.