a tiny studio is building an rpg whose worlds keep living while you're gone — and your whole household is invited. it's multiplayer: up to four in one party, on any mix of screens. photograph your dog and they walk beside you; photograph the thing in your bins and it gets hit points. then pick a painted style, and watch both reborn in it.
all of it runs local: the mind, the art, the dice. no cloud AI service, no api meter, no analytics or trackers — a build test fails if anything the browser loads reaches an outside origin. run it yourself and that machine is yours — never a third party's. yours means yours.
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 painter, and both are repainted in its style at once. same dog, same bear, eight ways to see them. try it:
every image is a real render from the game's own art pipeline — same dog, same bear, repainted by whichever painter you hand them to. these eight are styles, not eight finished worlds: four campaigns are playable today — strata deep, sorrowmoor cove, emberfall, and the last relay — and the rest are painters we've built and not yet written worlds for. how the painter works →
the painters are swappable. realkeep is built so the diffusion model doing the painting is one you bring and bless — license shown, official source, your click. no model weights ship with the engine. and the licenses themselves are read, not skimmed: the licence ledger carries every one first-hand, dated, and re-read as they move.
and choosing a brush isn't guesswork. every candidate gets tested on real game content and published with the receipts attached — checkpoint, sampler, steps, seed, render-seconds. wins and losses both.



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.
that's one roll, shown in full; a whole fight rolls live in the deep dive →
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. npc letters take real days on the road — about a day per hop, and the hops are real. opinions compound. time passes whether you're there or not.
garron 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.
brisa 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.
nessa 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. that's the other half of this: it's multiplayer. parties of up to four, a /join that pulls a friend into your fight, one shared world underneath — 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. the machinery under these scenes ships: name memory, news that walks region to region, and the npc letter carrier that really does spend about a day per hop. one thing here runs ahead of the build — jo's letter. player-to-player mail is sealed, carried, capped and read today, but only inside your own crew, and it lands in about a minute rather than on the carrier's slow roads. there is no compose screen in the client yet, so today you read a crew letter rather than write one.