realkeep · a living-world rpg engine

bring your dog.
fight anything.
the world remembers.

a tiny studio is building an rpg whose worlds keep living while you're gone — and your whole household is invited. photograph your dog and they walk beside you; photograph the thing in your bins and it gets hit points. then pick a world, and watch both reborn in its paint.

all of it runs local: the mind, the art, the dice — your own machine. no cloud, no telemetry, no phone-home. yours means yours.

the mint

photograph them. pick a world.

your dog and your bear both go in as ordinary photos. the engine reads each one — the curls, the collar, the scars, the bins — and mints them as real entities. then you choose a world, and both are repainted in its style at once. same dog, same bear, eight ways to see them. try it:

the photos in
a candid photo of a black curly-coated dog with a white chest patch and a red collar, centered and facing the camera
your dog
a night security-camera photo of a large black bear among knocked-over trash cans in a backyard
your backyard 2:14AM
REALKEEP engine
// try it on one of our 8 worlds
minted into the bloomvale · storybook apocalypse
your dog, repainted in the selected world's art style
your dog, reborn
your bear, repainted in the selected world's art style
bin bear, reborn

every image is a real render from the game's own art pipeline — same dog, same bear, repainted by whichever world you carry them into. how the painter works →

the dice

under the paint, a fair little rpg.

every world runs on the same honest engine. real dice, every roll shown with its modifiers — no invisible math. you never do the math — you say what you want to do. a natural 20 crits; a natural 1 fumbles, no matter who you are. the art is the skin; this is the bones.

▮ ▮ ▮ THE DICE ARE VISIBLE · /debug roll
> attack bin bear you attack: 1d20+5 [20] = 25 vs AC 13hit · crit ↳ nat 20 — the weapon dice double, the modifier counts once (RAW-5e · ADR-0058) damage: 2d8+4 [7,6] = 17 damage the bin bear reels — [██████░░░░] 24 / 41 hp (this is the /debug lens the game ships — every number above is checkable.)

that's one roll, shown in full; a whole fight rolls live in the deep dive →

the long memory

and the world remembers all of it.

nothing in these worlds is scripted to remember you. it just does — because everything that happens becomes an event, and everyone nearby carries it. news walks from region to region. letters take real days on the road. opinions compound. time passes whether you're there or not.

day 3 · the cracked keel
> good evening garron Garron Tarrow, taverner of the Cracked Keel — his real in-game portraitgarron tarrow: evening yourself. corner table's yours — same as the last three nights. > you keep count? garron tarrow: the room does. and you still owe halar kestrel for that lantern oil, by the way.
day 9 · the ferry landing
> brisa, i finally took down the bin bear :D Brisa Lune, ferry-girl — her real in-game portraitbrisa lune: heard before your boots hit the dock. the whole cove heard. > it roared. brisa lune: of course it did. sing it to me and i'll carry it up the coast.
day 23 · a knock at dawn
Nessa Cole, tide-skiff pilot — her real in-game portraitnessa cole: letter for you. carried it four days, so make it worth my boots. > read letter "heard about the bear. mother wants the claw. — jo"

and jo — the letter's jo — isn't an npc. she's another human, living in the same world. two humans, a desktop and an iPad in one party at one table: shipped, proven live, dated in the ledger. an iPad is a full seat here — the whole game plays in the browser.

garron, brisa, and nessa are real npcs from sorrowmoor cove — our own playtest campaign — and the little portraits are the game's actual renders of them. nobody scripted these moments; the systems that produce them (name memory, news travel, letters on real roads) all ship.