Developer PortalAI Game SDK

Why Settle for Small Talk?

vibery is a closed-loop AI game SDK for teams that want agents to reason, read typed game state, and act inside the loop. Reason, See, and Play are live in the alpha; Talk and durable memory are in active build.

Private alpha · local Unity runtime · cloud and local-compatible LLM transports

LIVECompetitive edge

Dialogue-only SDKs can answer questions. vibery helps studios ship agents that read typed game state, make decisions, and act inside the loop.

Runtime

Unity runtime runs locally; embedded inference is WIP.

Execution

Structured APIs or Lua sandbox.

Memory

IMemoryStore interface; persistent store WIP.

Embodiment

Players, devs, or templates.

Comparison Strip

Dialogue SDKs talk. vibery runs the loop.

The market already has plenty of chat surfaces. vibery is built for typed perception, planning, action, diagnostics, and the WIP surfaces needed for memory and co-op crews.

Capability
Dialogue SDKs
vibery

Talk

Mostly chat-first. Good for prompts, thin on control.

ITalkChannel defines the interface; shipped voice and dialogue channels are WIP.

Reason

Usually hidden behind a single text response.

LlmAgentBackend, structured C# policies, Claude/OpenAI reasoners, and local-compatible endpoints.

See

No direct world perception.

Typed game-state and perception snapshots through IPerception and LuaPerceptionBridge.

Play

Ends at conversation.

IActionBinder, ActionCommand, Lua sandbox execution, and AsterDROIDS agent control.

Remember

Session-local at best.

IMemoryStore defines the interface; persistent memory implementation is WIP.

Five Agent Capabilities

Talk, reason, see, play, remember.

Each capability maps to a concrete SDK surface. The public status language is intentionally limited to LIVE, WIP, and ROADMAP.

Talk

WIP

ITalkChannel is the public interface. Voice, dialogue, and shipped conversation surfaces are still under active build.

Reason

LIVE

LlmAgentBackend runs Claude/OpenAI reasoners, local-compatible OpenAI endpoints, and structured C# policies.

See

LIVE

Agents receive typed game-state and perception snapshots supplied by the game, not raw screen reading.

Play

LIVE

IActionBinder and ActionCommand route decisions into governed game actions, with Lua sandbox execution live today.

Remember

WIP

IMemoryStore is present as the integration point. Durable cross-session memory is not live yet.

Architecture

Closed loop by design.

Game state flows into the SDK, the Unity runtime runs locally, LLM transports can target cloud or local-compatible endpoints, and actions return through structured APIs or the Lua sandbox.

Step 1

Game State

Entities, inventory, world state, objectives, and player intent.

Step 2

SDK

Typed snapshots, decision surfaces, and policy hooks.

Step 3

Agent Runtime

Unity-side runtime with Claude/OpenAI transports and OpenAI-compatible local endpoints; embedded inference is WIP.

Step 4

Execution

Structured API calls for control, or MoonSharp Lua sandbox for flexible logic.

LIVE

Structured APIs use typed functions when you want agents to stay inside a narrow, predictable control surface.

LIVE

MoonSharp Lua sandboxing gives designers flexible game-side logic without turning every interaction into custom backend code.

Agent Embodiment

Your agents, your way.

The API shape covers player-brought agents, game-authored characters, and templates. Portable production embodiment is WIP, not a live distribution promise.

Players bring their own

WIP

Player-brought embodiment is represented in the public API; portable production flows are still in build.

Devs craft the characters

WIP

Game-crafted agents can be modeled through the SDK surface while voice and portability mature.

Start from templates

WIP

Template hooks exist in the API shape. Production-ready starter templates are not public yet.

Portability is the target; the current SDK exposes the contracts.

Multi-Agent Orchestration

Crew coordination without cloning personalities.

Crew and director interfaces exist in the SDK surface. Full multi-agent orchestration is WIP while the live runtime focuses on per-agent decision and action loops.

Personality differentiation

Each agent keeps a distinct voice, tone, and decision style so the crew never feels cloned.

Role specialization

Scouts scout, strategists plan, healers support, and analysts compress what matters.

Agent-to-agent coordination

Agents can delegate, confirm, and hand off work instead of each one reasoning in isolation.

Crew composition

Studios can tune squads, parties, and specialist roles to match a genre or combat loop.

Dynamic Content Generation

Compound AI for worlds that keep moving.

Procedural encounters, dynamic narrative, character generation, and context compression are ROADMAP product areas that will build on the same runtime contracts.

Procedural encounters

Dynamic narrative

Character generation

Context compression

ROADMAP

Second title

[REDACTED]

Reserved until the NDA window clears.

Showcases

Proof, not promise.

AsterDROIDS is the first integrated proof-of-concept and game integration. It proves the live loop, not every roadmap feature.

LIVE

AsterDROIDS

The first integrated proof-of-concept shows the SDK loop in a real game: Unity runtime, typed perception, live agent decisions, and action execution.

AI drones read the game state

Agents pick targets and maneuvers through actions

Players can co-op or let the crew run solo

ROADMAP

Locked / blurred

[REDACTED]

Reserved until the NDA window clears. The page should imply there is more without naming it.

Platform Features Grid

Everything studios ask for once the demo works.

The category is bigger than the agent runtime. Playtesting, analytics, templates, dev tooling, Lua execution, and distribution all matter, with status kept explicit.

Playtesting

WIP

AsterDROIDS and arena-mode prove agent control; productized live automation for regressions and balance is WIP.

Analytics

LIVE

SDK Monitor, circuit breakers, backend activity logs, failure isolation, and per-agent health are live diagnostics.

Dev Tools

LIVE

Setup Wizard, structured APIs, SDK Monitor, typed contracts, and fast iteration loops for builders.

Lua Sandbox

LIVE

MoonSharp execution ships with instruction budgets, sandbox checks, and circuit-breaker resilience.

Templates

WIP

Common game genre templates, agent archetypes, and embodiment starter kits are represented by API hooks.

Distribution

ROADMAP

Publishing agent-enabled games into the vibery ecosystem is planned after the SDK surface stabilizes.

Pricing Preview

Signal on pricing, not final packaging.

The exact numbers are not final, but the product shape is clear: a free entry point, an indie path, and a studio tier. The Unity runtime runs locally; cloud and local-compatible LLM transports are supported.

Free

WIP

For evaluation, prototypes, and personal experiments.

Unity runtime runs locally

Cloud and local-compatible LLM transports

Community docs

Indie

WIP

For solo devs and small teams building their first shipping title.

Unity runtime runs locally

Playtesting WIP

Diagnostics and resilience tooling

Studio

WIP

For multi-title teams, larger deployments, and platform integration.

Unity runtime runs locally

Studio deployment controls on the roadmap

Roadmap input

Final pricing has not been locked. This is a positioning preview, not a quote.

Roadmap

Live, WIP, roadmap.

The roadmap is intentionally explicit so developers can tell what is already real, what has interfaces or active build work, and what stays farther out.

Live

LIVE

Local Unity runtime

Lua sandbox (MoonSharp)

Structured C# policies and game-facing APIs

LlmAgentBackend with Claude/OpenAI and local-compatible endpoints

SDK Monitor diagnostics and per-agent health

AsterDROIDS first integrated proof-of-concept

WIP

WIP

ITalkChannel voice/dialogue implementation

IMemoryStore persistent memory implementation

Embodiment portability and templates

Multi-agent orchestration interfaces

Productized playtesting automation

Embedded Sentis/llama.cpp inference

Roadmap

ROADMAP

Distribution channel

Mod workshop

Studio deployment controls

Packaged reporting and studio dashboards

Your Players Deserve Better Than Scripted NPCs.

Join the private alpha if you want to build agents that read typed game state, reason through the loop, and act through governed game APIs.

Request Early Access

Limited alpha slots available