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#002: NPC Relationships and Information Sharing

NPCs can now hold trust toward each other and pass on what players tell them to the characters they trust.

Characters in the same project can now form relationships with one another and share what they learn about a player with the characters they trust. A player's actions no longer stay with the one NPC who heard about them.

Highlights

  • NPC-to-NPC relationships. Directional trust between any two NPCs in a project, managed through the API.
  • Information sharing. A per-NPC setting that controls whether, and with whom, an NPC passes on what it learns.
  • Off by default. Every existing NPC is set to Never, so nothing changes until you enable it.

NPC-to-NPC relationships

A relationship records how much one NPC trusts another, on a scale from 0 to 10. Relationships are directional: an NPC can trust a character that does not trust it back. Both NPCs must belong to the same project.

Method Endpoint Description
GET /v1/npcs/{id}/relationship-edges List the relationships an NPC holds
PUT /v1/npcs/{id}/relationship-edges/{targetNpcId} Create or update a relationship
DELETE /v1/npcs/{id}/relationship-edges/{targetNpcId} Remove a relationship

Request body for PUT:

{
  "trust_level": 9
}

Information sharing

When a player tells an NPC something worth passing on, the NPC shares it with every character it trusts at or above the threshold for its setting.

Setting Shares with Minimum trust
Never (default) No one Not applicable
Cautious Close confidants only 8
Open Most characters it trusts 4

Configure it in the dashboard under NPC > Behaviour Rules > Information sharing, or through the API with the sharing_preset field on NPC create and update:

{
  "sharing_preset": "cautious"
}

Accepted values are never, cautious, and open. Any other value returns 400. Omitting the field on update leaves the current setting unchanged.

How shared information behaves

  • One hop only. An NPC that receives a detail does not pass it on again. Other characters only learn it if the player tells them directly.
  • Treated as hearsay. A shared detail reaches the receiving NPC as an unverified claim made by the player. The NPC does not present it as confirmed fact, and it never overrides your world knowledge or character definitions.
  • Secrets stay secret. Anything an NPC is instructed not to reveal is never shared.
  • First-hand memory takes priority. If the receiving NPC already knows the same detail from the player directly, its own memory is reinforced rather than replaced.
  • Deletion is complete. Deleting a Playground session removes that player's shared details from every NPC in the project.

Upgrade notes

  • No action is required. Existing NPCs keep their current behavior until you change their sharing setting.
  • Sharing runs in the background after a conversation turn, so a detail can take a few seconds to reach other characters.

More updates

Build NPCs that remember and evolve.

Everything in this release is available in the platform today.