Memory becomes context.
Every encounter leaves a durable trace that can shape what happens next.

Sentient gives NPCs memory, personality, dynamic dialogue, and contextual decision-making through one developer-first runtime.
Every encounter leaves a durable trace that can shape what happens next.
The same world state produces different choices for different characters.
Characters reason from relationships, location, time, and authored game state.
Sentient only uses the tools, permissions, and boundaries you explicitly provide.
Characters retain what matters—people, places, promises, and consequences—across every encounter.
Conversation emerges from personality, knowledge, relationships, and the immediate state of your world.
NPCs evaluate goals and surroundings, then choose from the actions your game explicitly makes available.
You define the boundaries. Sentient operates inside deterministic tools, permissions, and gameplay rules.
Sentient turns events into durable character context. Memories decay, strengthen, connect, and surface when they matter—without handing narrative control to a black box.
Integrate character state, world events, and allowed actions without rebuilding your gameplay architecture.
Local-first development tools. Production runtime observability. Predictable controls at every layer.
Sentient is infrastructure, not a replacement for authored design. Give characters intelligence while retaining authority over lore, tone, cost, latency, and behavior.
import { Sentient } from "@sentient/runtime";
const kael = sentient.character({
personality: "watchful, principled",
memory: { persistence: "long-term" },
actions: [observe, speak, guide]
});
await kael.respond(world.currentState);Integrate memory, personality, dialogue, and controlled actions with the Sentient SDK for Unity and Godot.