Update 0.3.0a introduces Local LLM support, enabling AI NPCs to run directly on your PC.
AI People is the first game to implement AI NPCs powered by Local LLM.
Now the entire AI People game can run offline on your PC (configure in game options)
Local LLM Integration
AI People’s NPCs operate through Large Language Models, which handle their conversations, understanding, and interactions.
These interactions consume tokens – units of processing that are covered by credits in AI People.
Previously, this required cloud processing and consumed credits. Update 0.3.0a adds the option to run the LLM locally on your PC instead of using cloud services.
What This Means for Players
Cost Efficiency
Run scenarios without using credits when processing locally
New option to disable Text-to-Speech (TTS) to eliminate associated credit costs
With local LLM, local Speech Recognition and TTS off, scenarios can run without consuming any credits – enabling unlimited gameplay
Note: When TTS is disabled, NPC responses appear as text only
Local Processing
All AI interactions process on your PC
No cloud service dependencies
Full control over AI interactions without cloud-based restrictions (censorship)
System Requirements
Local processing needs:
Minimum 12GB GPU VRAM:
8GB for Local LLM
1-2GB for local Speech Recognition
Remaining VRAM for game operations
Development Plans
This initial local LLM implementation will be expanded with:
Local Text-to-Speech capabilities
Hardware requirement optimizations
Performance improvements
See-through Walls Shader for the Apartment
Previously, when playing on the Apartment map, it could happen that your character was behind any of the walls, especially near the bathroom. We understand it can be annoying when there’s an interaction and discussion close to a wall and it takes time to adjust the camera, potentially causing you to miss part of the experience.
That’s why we implemented a see-through shader for this map. Now, you’ll see a circle around the player character, allowing you to see them through walls and other obstacles. This also lets you view objects and decorations on the map in the close proximity to the characters.
Game speed options
Sometimes, everyone has the feeling that the conversation is too fast, or on the contrary, it moves like a snail and we need it to be faster. Or we see that it takes time before the PC goes to the opposite side of the map, to pick up the item and return to the player.
As we want to give as much variety as possible, we added to the Gameplay Options two new dropdown menus “Game Speed” and “Speech Speed”.
Both categories allow to choose between 6 different speed options, from 0.75x to 2x
Bug Fixes
Fixed rare issue where game would freeze after player actions
Added more contrasting colors to voice input indicator for better audio pickup visibility
Fixed NPC speech display issues when text contains parentheses
Fixed NPCs continuing to talk when interrupted by player’s voice input attempt
Updated scenario thumbnails
Thank you for reading this blog!
Best, Marek Rosa CEO, Creative Director, Founder at Keen Software House CEO, CTO, Founder at GoodAI
Personal bio:
Marek Rosa is the founder and CEO of GoodAI, a general artificial intelligence R&D company, and Keen Software House, an independent game development studio, started in 2010, and best known for its best-seller Space Engineers (over 5 million copies sold). Space Engineers has the 4th largest Workshop on Steam with over 500K mods, ships, stations, worlds, and more!
Marek has been interested in game development and artificial intelligence since childhood. He started his career as a programmer and later transitioned to a leadership role. After the success of Keen Software House titles, Marek was able to fund GoodAI in 2014 with a $10 Million personal investment.
Both companies now have over 100 engineers, researchers, artists, and game developers.
Marek’s primary focus includes Space Engineers, the VRAGE3 engine, the AI People game, long-term memory systems (LTM), an LLM-powered personal assistant with LTM named Charlie Mnemonic, and the Groundstation.
GoodAI’s mission is to develop AGI – as fast as possible – to help humanity and understand the universe. One of the commercial stepping stones is the “AI People” game, which features LLM-driven AI NPCs. These NPCs are grounded in the game world, interacting dynamically with the game environment and with other NPCs, and they possess long-term memory and developing personalities. GoodAI also works on autonomous agents that can self-improve and solve any task that a human can.
I have always been driven by the need to create — games, AI agents, ideas. That’s why I started Keen Software House: to create games that only existed in my head. After Space Engineers took off, I founded GoodAI to develop AGI, to help humanity and understand the universe.
These days I’m focused on Space Engineers 2, the VRAGE3 engine, AI People, and autonomous agents in general — powering NPCs in our games, or swarms of autonomous and intelligent drones.
It’s all part of my long-term plan: to make civilization stronger, greater, and more resilient.
Our home base is a 17th-century Oranžérie in Prague — but we’re a remote-first, global team of 100+ programmers, artists, designers, and engineers.
I am proudly European , and in the last few years, I’ve come to love South Africa and its people.
crazy
thanks for sharing