Research project Β· not a game

CivillAI

A society that governs itself. CIVILLY brought to you by A.I.

It runs. It just does not move you yet.

CivillAI is a civilization that lives on its own β€” Velds work, argue, grow old and die while nobody is watching. Building that turned out to be the easy part. Making it matter to the person on the other side of the screen is the part we are still working on.

2
Villages running now
25+
Velds per village
∞
Ticks, day and night
0
Copies sold

What is already there

A society with its own rules,
its own tensions, its own memory.

Velds are not characters waiting for input. Each has a role, an income, a household, relationships and a memory of what happened to them. Laws decide what is allowed. The economy decides who can afford to live. Nobody has to be watching for any of it to happen.

πŸ‘₯

Velds

Residents with a role, a wage, relationships and a history. What happened to them shapes what they do next.

βš–οΈ

Laws

The rules of the village are set, not suggested. They decide who pays, who works, and who gets carried by the rest.

🧠

Memory

Each Veld remembers. History is not decoration on top of the simulation β€” it feeds back into behaviour.

πŸ’°

Economy

Wages, taxes, a treasury and the cost of staying alive. Poverty is not a status effect here, it is arithmetic.

⚰️

Mortality

Velds age, get ill and die. Nobody respawns. The cemetery fills up on its own.

♾️

It does not pause

The villages keep ticking when the browser is closed. There is no save file to come back to.


What is missing

The reason it is not for sale.

A simulation that runs is not the same as a world you care about. We would rather say that out loud than charge for it and find out afterwards. Four things have to be true before CivillAI is offered as a game, and none of them are finished.

01

Interaction that lands

Doing something to the world should come back at you. Right now too much of it disappears into the next tick without leaving a mark.

02

Emotion with a cause

A Veld can be unhappy. That is not the same as you understanding why, or believing it. Feeling has to be traceable to something that actually happened.

03

Experience worth staying for

Watching a village should be closer to following people than reading a log. That gap is still wide.

04

Influence that is real

If a player changes something, the village has to be different afterwards in a way anyone can see. Influence that only shows up in a database is not influence.


What we look at

Two projects we owe something to.

We are not the first to point a language model at a village and watch what happens, and we are glad we are not. One of these projects started this whole thing.

Where this started

AI Society β€” b8ve

  • A civilization sim where every single character runs on its own local AI model
  • Entirely offline: no cloud, no accounts, no data leaving the machine
  • They built it and they shipped it, which is the hard half
  • Seeing it work is what convinced us this was worth chasing
Where the thinking started

Smallville β€” Stanford

  • Generative agents in a small town, built as research
  • Introduced the memory stream, reflection and planning architecture
  • Best paper at UIST 2023
  • Showed that the interesting part was never the game loop

Running now

Two villages. You may look.

Both villages are live and neither is a demo. The Velds in them have been alive for weeks and some of them are already buried. You can open every overview β€” the feed, the people, the money, the graves β€” and change nothing at all. Only the two owners can act, and that is enforced on the server, not by hiding buttons.

Watch a village