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. 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.

the mint

photograph them. pick a style.

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:

the photos in
a black curly-coated dog with a white chest patch and a red collar, centered and facing the camera
your dog
a large black bear among knocked-over trash cans in a dark backyard
your backyard 2:14AM
REALKEEP engine
// try it on one of our 8 painted styles
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 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 →

byom

bring your own brush.

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.

the aphelion drift's shore, in the comic mediumthe salt-father, in the house control stylethe brine-ward relic, rendered as a loot icona bloodwrath avatar, in the stained-glass medium
the diffusion research bench → 661 renders, receipts included
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. 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.

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. 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.