Time is the scarce resource.
People who grew up on deep games now have jobs and families. The games did not adapt. We build for the hours they don't have.
A technology company for people who play
We build the technology that keeps a game alive when life pulls you away: heroes that act on your plan, remember what happened, and answer when you ask.
AI in games has been pointed at the wrong job: chattier NPCs, cheaper art. We start from the player's side of the screen.
People who grew up on deep games now have jobs and families. The games did not adapt. We build for the hours they don't have.
A character that converses is a novelty. A character that carries out your intent, and tells you how it went, changes what a game is.
Your hero keeps a life of its own between your visits, in the same world as everyone else.
The principle
One loop sits under everything we make. It works whether the player is at the desk, on a phone, or asleep.
In text or by voice, in your own words.
On our servers, inside the same living world.
Reports, asks for a decision, remembers the answer.
your reply becomes the next instruction
First proof · Dominus Automa · August playtest
All dayUTC · hourly average
At every hour of the day, most heroes online were playing without their player.
hourly average · 18–23 Aug 2026 playtest · UTC
The experiment
Mid-playtest we raised the offline limit from 2 hours to 6. Players used it, and asked for more.
The team
A complete team, working full time: developers with commercially successful games behind them, and former hardcore live-service players who feel the problem we solve.

Founder / CEO

Founder / CTO

Lead Marketing

Lead 3D Artist

Lead AI Developer

Lead Server Developer

Project Manager
Studios · best-selling game · most hours in a live-service game
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