Beta

NPCs that remember every player.

Persistent memory, evolving mood, and lore-grounded dialogue. Mistscale is the cognitive layer that turns scripted NPCs into characters who know your players, one WebSocket away.

Free tier. No credit card. Works with any engine that speaks WebSocket.

M
Mira
Tavern keeper · The Hollow Lantern
Try me
Trust
41
Mood
wary
Memory
3 atoms
A new face at the Hollow Lantern. Sit, the fire is warm. What brings you in this late, traveler?

Interactive preview with sample data. The real Mira runs on live memory.

Works with
Unity
Any engine via WebSocket
Listed on Sell With Boost

A brain, not a script tree.

Every Mistscale NPC runs on live systems you can watch working below. No dialogue trees, no resets, no two players treated the same.

Session 1 · day one
I'm Aren. My brother works the copper mines up north.
The mines, eh? Hard coin, that. Safe travels, Aren.
46 sessions later
Session 47 · weeks later
Memory recall · session 1
Aren! Any word from your brother in the mines? The north road has been ugly this season.
name: Arenbrother in copper minesworries about north road

Memory that survives the session

MNEMIS distills every conversation into memory atoms, per player. Weeks later, the NPC still knows.

guardedmood baseline
hostileneutralelated

Mood that moves one step at a time

A 10-step baseline from hostile to elated, shifted only by accumulated pressure. No mood whiplash.

Claim detected"The garrison keeps twelve guards."
memory ·
lore docs ·
brief ·
checking sources... 

Claims checked before they ship

Every specific fact is traced to memory, lore, or the character brief. Unsourced claims get rewritten or refused.

{
  "patience": 62,
  "suspicion": 71,
  "humor": 38,
  "greed": 45
}

Traits that drift per player

Personality is a live map, evolved separately for every relationship.

Market Square heavy rain midnight
Foul night for the square. Step under the awning before you catch your death.

Aware of where it stands

Feed location, weather, and time. The NPC mentions the rain unprompted.

Voice, streamed live

Token-streamed text or sentence-level TTS on the same socket.

In your game in 15 lines.

Drop the component on your NPC, wire one event, ship. Memory, mood, and grounding all happen on our side of the socket.

TavernKeeper.cs · Unity
1using Mistscale.SDK;
2using UnityEngine;
3
4public class TavernKeeper : MonoBehaviour
5{
6 [SerializeField] private MistscaleNPC mira; // drag in the Inspector
7
8 void Start()
9 {
10 mira.OnNPCResponseReceived += reply => dialogueUI.Show(reply);
11
12 mira.SetSpatialContext("The Hollow Lantern", weather: "rain");
13 mira.SendChat("Do you remember me?");
14 }
15}
In-game result
Do you remember me?
chat_metadata { emotion: "warm", trust: +2, recall: true }

Zero to a living NPC in 5 minutes.

01

Create your NPC

Name, role, personality traits on sliders. Mira the tavern keeper takes two minutes in the dashboard.

02

Upload your lore

Drop in world documents. The NPC answers from your canon instead of inventing its own.

03

Connect the SDK

One WebSocket from Unity, Unreal, or anything else. Stream replies token by token.

04

Players talk. NPCs evolve.

Memory, trust, and mood shift per player, automatically, across every session.

Engineering, not vibes

Built like infrastructure, not a chatbot wrapper.

2-3s

to first token, hallucination grounding included

0

invented facts. Every claim is sourced or refused

5 min

from signup to your first live conversation

Built by engineers from Microsoft, Amazon, Salesforce, and Deliveroo.

Give your world a memory.

Your first NPC is free, talking in five minutes, and still remembering its players next month.

AI Context

© 2026 MistScale Inc.

Designed for Living Worlds