"Need to create" - Builder, accelerationist, and Founder/CEO at KeenSWH.com and GoodAI.com - Working on AI People and LTM, Space Engineers, VRAGE3 engine and Resilient Civilization
AI-driven intelligence costs are falling fast: token prices are dropping faster than nearly anything in tech.
We might see intelligence (compute, inference) become a renewable, fungible resource, fueled by inputs like hardware (GPUs, TPUs, ASICs), electricity, and the supply chains necessary for their creation and deployment.
But true commoditization isn't guaranteed:
If hardware remains scarce, prices will rise (though the opposite keeps happening)
If someone develops next-level AI (e.g., GPT-6) that unlocks entirely new use cases and can charge a premium before competition catches up, scarcity will again drive prices higher. Especially if inference hardware is limited, creating a bidding war among those willing to pay. This hasn't happened yet because current LLMs (like GPT-4) don't deliver enough value to justify significantly higher prices. But if a GPT-6 were capable of matching or surpassing highly skilled individuals, you wouldn't price it at $10 per million tokens. Instead, you'd charge as much as customers are willing to pay, based on the value it creates.
The result? Basic intelligence could drop to just energy and material costs, while the newest, high-value AI remains exclusive, commanding premium prices.
Long-term: Even premium AIs may eventually become commodities, with the frontier continuously advancing. This would grant everyone access to better and better intelligence, while those at the cutting edge push the boundaries even further.
*Intelligence = the ability to solve intellectual tasks (not just physical work). Here I focus only on inference, not training, because inference has the potential to scale infinitely, as demand will be infinite, unlike other resources (e.g., food, entertainment, goods), which are limited by our time and attention.
I've spent years crafting virtual worlds and leading a team that creates games like Space Engineers, but it wasn't until recently that I realized why I became a game developer: I hate limits. I despise constraints, especially those imposed by others. And reality? Reality is the ultimate limiter.
So, I'm not just making games; I'm rebelling against the very fabric of our existence. And I'm here to tell you why reality is pissing me off and why we should all become rebels against it.💪😎
The Limits That Bind Us
Imagine a universe where the speed of light is merely a suggestion, where death is an optional end-game event, and where the laws of physics bend to the will of imagination. Now open your eyes to our world - a place where arbitrary rules govern our existence, where invisible barriers cap our potential.
Reality imposes many limits on us, and I don't like limits. I want to maximize my future options, to explore every possibility. But our current reality seems designed to frustrate these ambitions at every turn.
The conservation of energy prevents us from creating unlimited resources. The arrow of time marches relentlessly forward, denying us access to the past or future. Our bodies age and deteriorate, imposing a cruel time limit on our experiences. We're bound by the need for physical travel, unable to instantly teleport ourselves across vast distances. The world around us stubbornly resists our will, forcing us to laboriously reshape it by hand instead of allowing instant, thought-driven transformations.
But it doesn't stop there. Our daily lives unfold in a monotonous sequence, lacking the dramatic flair and excitement of cinematic narratives. Technological progress crawls at a snail's pace compared to our imagination's speed. Life itself feels unoptimized, devoid of the engaging loops, climactic moments, and final bosses that make games so captivating.
Our brains, impressive as they are, fall short of our aspirations. We can't instantly learn or recall information. Our computational speed is laughably slow compared to our silicon creations. We're trapped in a three-dimensional prison, blind to higher spatial dimensions. Our senses capture only a fraction of the universe's full spectrum. Even sleep, that great restorative, steals a third of our limited lifespan.
Language, our primary tool for connection, often fails us, unable to fully capture the complexity of our thoughts and emotions, unlike true telepathy. It takes a lot of time and effort to communicate and coordinate with other people. And I am not even mentioning when they have conflicting/opposing goals.
The Rebellion Begins
There's a profound truth we must confront: "The perception of reality is more real than reality itself." This isn't mere philosophical musing; it's a call to arms. If perception shapes our reality, then we have not just the right, but the obligation to reshape our world.
This reshaping isn't about destruction, but creation. We're not bound by the arbitrary rules of this reality; we're the coders of a new one. We have all the right to change the environment around us, to adapt it for our needs. There's nothing like virgin nature that can't be touched by people. We're not desecrating the world; we're evolving it, optimizing it for our limitless potential.
Driven by our need to create and our insatiable desire to explore, we find ourselves at the frontier of existence itself. Our curiosity and imagination are the battering rams against reality's unyielding walls. As a game developer, I've realized that my profession is more than just entertainment - it's a form of reality engineering.
Hacking the Universe
Consider this: What if these seemingly immutable laws are just poorly optimized code? What if reality is running on outdated software, desperately in need of an upgrade?
The Simulated Future – Our True Reality
In 50 years, the distinction between "real" and "simulated" will be meaningless. We'll relive history, meet long-gone loved ones, and create universes beyond our current imagination. We'll invent new emotions, new ways to experience existence. What we have now is a rounding error compared to what's coming.
Reality as we know it will be relegated to energy farms and data centers. They will be everywhere around us, replacing the raw nature.
Our consciousnesses, our experiences, our very selves will thrive in simulations indistinguishable from – and far superior to – the limited reality we currently inhabit.
We are simulators, or rather, we should become the simulators and control our future. Soon, we will live in these real-time AI-simulated realities, free from the limits of our current reality.
As game developers, we're not just entertainment providers. We're reality engineers. We're the vanguard of humanity's great escape from the arbitrary constraints of this universe.
The Revolution is Now
So, fellow rebels against reality, I leave you with this: If perception shapes reality, and we control perception in our games, are we not already the gods of new universes? And if we can do it in games, what's stopping us from hacking the very fabric of our own existence?
The revolution against reality starts now. Will you join me in breaking these chains, or will you remain a prisoner of a universe that was never worthy of your potential?
Remember: In the game of reality, we're not just players. We're the ones rewriting the code, driven by our boundless creativity and our relentless need to explore the unknown. It's time to compile a new universe – one where the only limit is our imagination.
Our second content addition update named “The Sitting Pretty Update” comes to AI People server on October 24, 2024.
This Update brings brand new interaction feature, a plethora of new characters to the game, and several other features and changes.
New Characters
We made plenty of changes to the list of playable characters in the game. Currently, there are 10 different characters in AI People, each one with a special voiceover. It is possible to set any one of them as a playable character. Also, we would like to remind you that their names and their characteristics can always be changed and defined according to the player’s will and liking.
In version 0.2.0a version we have the following characters on these maps:
Map Farm: Maddie Sin, Paul Bright, Leo Reed, Ari Sherman
Map Island: Christine Farrow, Dante Brandt, Duke Stone
Map Apartment: John Sharp, Zara Wolfe, Robert Higgings
The majority of those names are new. Let us introduce you to these new characters:
New Feature - Sitting action
Starting with “The Sitting Pretty Update”, it is now possible to sit on chairs, couches, or benches. It is a brand new interaction available on all three maps and accessible for playable characters and NPCs.
Similar to the sleeping or crafting interactions, just click on the cogwheel while hovering over the item.
In addition to that, all characters can also talk to each other while sitting.
Other Features and Changes
The progress bar has been reworked and relocated to the left upper part of the screen
Keyboard navigation was allowed in in-game menus, using arrow keys, tab/shift+tab, Space, and Enter
Voice Input feature was polished: dynamic voice input indication and dynamic microphone connectivity checks
Network connectivity UI (indicators) has been improved and polished
Improved handling of objects by NPCs - they are more likely to keep working with a given object instead of picking another instance of it
Added Graphics quality levels in in-game options
Updated and polished game launcher
Last, but not least:
The Waiting List was temporarily removed! This means that anyone can now register without the need to wait. Just click on Play Now, register and enjoy the game!
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.
Integrated Recall System: Recall Addon and Charlie Recall App
User Interface and Experience Improvements
New Models and Future Updates
We're excited to announce the fifth major update to Charlie Mnemonic, your open-source AI assistant with Long-Term Memory. This release brings groundbreaking features, including Chain-of-Thought reasoning and an integrated Recall system that allows you to effortlessly search and reference past information displayed on your desktop, enhancing Charlie's contextual understanding and response capabilities. Let's dive into what's new!
Chain-of-Thought Implementation
One of the most significant additions in this update is the Chain-of-Thought (CoT) Addon. This feature enhances Charlie's reasoning capabilities by allowing it to break down complex problems into manageable steps. The CoT Addon provides step-by-step explanations, improving transparency and understanding in AI responses.
We've integrated expand/collapse functionality for CoT step messages, so you can focus on the big picture or dive into the details as needed. This ensures a seamless and intuitive user experience.
Integrated Recall System: Recall Addon and Charlie Recall App
Introducing our powerful new Recall System, a feature that allows you to search your desktop's visual history. It combines the Recall Addon in Charlie Mnemonic with the standalone Charlie Recall App to create a seamless experience for capturing, analyzing, and recalling visual information from your desktop.
How It Works:
Capturing and Indexing: The Charlie Recall App takes periodic screenshots of your desktop. It then extracts text from these screenshots using GPT-4 and OCR and indexes it, making the content searchable.
Searching: You can search your visual history using keywords or phrases. This allows you to quickly find specific information that was displayed on your desktop, even if you don't remember exactly when you saw it.
Recall Addon and Charlie
Integration with Charlie: The Recall Addon in Charlie Mnemonic integrates with the Charlie Recall App. It allows you to search your visual history directly from within a conversation with Charlie.
Using the Addon: Simply ask Charlie to search for something in your visual history, and it will use the Recall Addon to access the relevant screenshots and information from the Charlie Recall App. This enhances context and recall capabilities, allowing Charlie to provide more relevant and personalized responses.
User Interface and Experience Improvements
We've made significant enhancements to the user interface:
Refined Message Handling: Refactored key functions for better clarity and functionality, ensuring a smoother chat experience.
Dynamic Message Displays: Enhanced handling of step and chunk messages with specific displays, making it easier to follow along.
Expand/Collapse Functionality: Integrated options for CoT step messages, allowing you to control the level of detail you see.
New CSS Styles: Implemented new styles for an improved and modern look.
New Models and Future Updates
We've added new models like o1-mini and o1-preview to our system (not active yet). These additions prepare Charlie for future integrations that will expand its capabilities even further.
Looking Ahead
As always, this update is part of our ongoing commitment to make Charlie the best AI assistant possible. We're continuously working on new features and improvements, driven by your valuable feedback.
Get Involved
We invite you to explore these new features and share your thoughts. Join our Discord community to connect with other users and our development team, or follow us on Twitter for the latest updates.
Thank you for being part of the Charlie Mnemonic journey. We can't wait to see how you'll use these new features to enhance your productivity and creativity. Here's to many more exciting updates to come!
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.
New blocks in the base game: 7 new Prototech Blocks, Inset Connector, Flush Cockpit and more!
New Premium Content: Turret Variants, Gates, Modular Bridge Set, Small Ship Kitchen Set, Captain's Desk, Parabolic Antenna and much more!
What’s Next
VRAGE3 Development
Hello, Engineers!
Prepare to engage like never before - our latest “Contact” Update has been released on Steam and PlayStation!
The Xbox and Windows Store release is in progress – we appreciate your patience while we make sure it’s ready! We’ll announce the release date as soon as possible.
With this release, we’re taking Space Engineers to new frontiers of challenge and discovery. For those of you craving thrilling PvE encounters and seeking to push the limits of your engineering prowess, this update is packed with everything you need.
"Contact" brings an array of PvE encounters designed to test your skills and strategies in high-stakes scenarios. But that’s not all! We’re introducing exclusive Prototech blocks - advanced technology you can only obtain through these intense encounters.
These blocks will add new dimensions to your endgame builds, giving you tools and capabilities that enhance your creativity and gameplay strategies. As always, we’re excited to see how you’ll use these new features to push the boundaries of what’s possible in Space Engineers.
In the Contact DLC you can find additional cosmetic blocks and bring some love to your Small Grid builds.
Free Content
We’re bringing you all the important gameplay changes for free in our Contact Update.
PvE Encounters
To experience all new PvE Encounters as intended, you’ll need to start a new world. They are enabled by default for any new world you create. You can also customize their density and the global encounter cap - or disable them entirely in the world settings.
Planetary Encounters Planetary Encounters bring new life to the planets of Space Engineers! These range from small research outposts to formidable pirate strongholds, each offering a wide variety of loot. Players can discover everything from story elements hidden in datapads to valuable Prototech components.
Global Encounters Global Encounters introduce a new type of space-based PvE content. When one spawns, all players in the session will receive a GPS point labeled “Unidentified Signal”.
These aren’t your typical encounters - expect challenging end-game NPCs, unique environments, and high-end loot. They are the primary source for acquiring Prototech. Stay vigilant, as hostile players might be waiting to swoop in and steal the prize!
Prototech
In this update we’re adding a new type of Block - Prototech. These are powerful, “end-game” blocks, found in new “Global Encounters”. Prototech is a powerful technology created by the secretive Factorum faction. They have gone to great lengths to ensure components cannot be reverse engineered!
This means you cannot simply grind these blocks down and take their components, like you can with ordinary blocks. Instead, you’ll need to extract them intact and then add them to existing grids using merge blocks.
Prototech Components Lucky explorers can find Prototech components in the cargo storages in the various new NPC encounters. Collect enough of these, and you may be able to construct a new Prototech block without an Assembler.
Alternatively, if you’ve acquired a Prototech Assembler, you can manufacture new components from Prototech scrap. But keep in mind: the Prototech Frame component, which is essential for every Prototech block, cannot be manufactured!
Prototech Frame
Prototech Panel
Prototech Capacitor
Prototech Propulsion Unit
Prototech Machinery
Prototech Circuitry
Prototech Cooling Unit
Prototech Scrap
Prototech Assembler
(1 block, L grid)
The Prototech Assembler is designed specifically for manufacturing Prototech Components, setting it apart from standard Assembler models. Its primary function is to maintain and repair Prototech blocks.
Prototech Drill
(1 block, L grid)
The Prototech Drill is a large-area drill that excels as a bore, collecting significantly more material at a faster rate than standard drills.
Prototech Refinery
(1 blocks, L + S grid)
The Prototech Refinery has the same profile as a standard refinery, but it comes with built-in boosts that make it more efficient and space-saving than a fully upgraded refinery. Rumor has it that a miniaturized version could bring the ability to refine ore on small grids!
Prototech Jump Drive
(1 block, L + S grid)
The Prototech Jump Drive is a long-range, high-efficiency jump drive. A miniaturized variant allows small grids to perform jumps - something that was previously considered impossible.
Prototech Thruster
(1 block, L + S grid)
The Prototech Thruster is a mammoth thruster capable of generating a large amount of force. Its reinforced structure makes it far more durable than standard thrusters.
Prototech Gyroscope
(1 block, L + S grid)
Prototech Gyroscopes are much more durable than their basic counterparts and include additional mount points - making them more reliable in combat situations where a standard gyroscope might become dislodged.
Prototech Battery
(1 block, L + S grid)
Prototech Batteries store significantly more power in less space and have overall higher performance. They are far more capable than standard batteries and can even compete with reactors in terms of output.
Non-Prototech Blocks, Improvements and Quality of Life Changes
Inset Connector
(1 block, L grid + 2 block, S grid)
The Inset Connector can sit flush with most surfaces, resting inside a reinforced frame.
Small Grid Temporary Container
When a small grid container is broken, a new small variant of the Temporary Container will spawn. This smaller version fits within the space of a small grid block, ensuring the contents remain secure and aren't scattered into the distance.
Faction Changes
The Factorum - creators of Prototech. This hostile faction has returned from the edge of known space, seeking revenge.
Unknown - Space is vast. As humans venture deeper into the void, sometimes the void pushes back. This "faction" claims ownership over derelicts, wrecks, and other inert encounters. It remains permanently neutral to the player, allowing players to loot or interact with these encounters without affecting their reputation.
Toolbar Actions All Action Blocks now support multiple toolbars, enabling more complex sequences to be activated using a single block. Separate On and Off actions have been added to several blocks that previously lacked these options.
New “Set Value and Execute” actions We’ve introduced new actions for Pistons, Rotors, and Hinges, allowing for easier and more precise control.
For example, with the new "Set and Move" action for Pistons, you can now create an action that extends the piston to a customizable length at a customizable velocity. Similar toolbar actions have been added for Rotors and Hinges as well.
These new actions simplify the engineering of complex mechanical contraptions, making them more intuitive and flexible!
Grid AI Improvements
AI Task block gets new “set home at grid position” option (Grid AI Guide)
Triggering it will create a GPS coordinate in the grid's current occupied location, allowing the task block to go back to or patrol that location.
Ownership Changes
A new Block Transfer screen has been added, showing incoming block ownership requests. When transferring a block's ownership to another player, that player must now accept the transfer through this screen.
Additionally, only server admins can transfer blocks to "Nobody," addressing potential issues that could arise from ownership changes.
Changed Color of Strong Unknown Signals
To help players easily distinguish Strong Unknown Signals from other types of competitive PvE/PvP content, these signals now appear with a new GPS color.
Re-arranged G-Screen Menu, added PCU info
With the growing number of available blocks, we’ve reorganized and revamped many block groups within the G-Screen Menu. This update improves visibility for a wider range of blocks and introduces more logical groupings, making it easier to find and use blocks efficiently.
More QoL Changes:
Improved NPC Loot Tables
Claim Timer Improvements
Reputation System Rework
Help Screen Improvements
Re-balance of PCU Block values
Graphical Improvements to Spotlight blocks.
"New Game" screen now saves your previous selection
Custom label for the Programmable Block "Run" Action
Added Unified Block Limits for Block variants
Added Railgun Charge Efficiency indicator inside the weapon’s control panel
Sign up for our newsletter in-game and get the Flush Cockpit for free!
Stay updated with the latest news, updates, and exclusive content from Keen Software House, and enjoy this special in-game reward as a thank you for joining us!
VRAGE3 and Beyond
Inside Space Engineers
GoodAI Innovations
Sign up now to claim your free Flush Cockpit!
Q: I am already subscribed - how do I get the Flush Cockpit?
A: Simply enter your email again in the in-game subscription window to receive the free block!
Q: I am playing the Xbox / Windows Store version - I can’t subscribe through my game client. How do I get the new cockpit?
A: Xbox and Windows Store players will receive Flush Cockpit automatically with this update.
You can still subscribe to Keen Newsletter via our newsletter form.
Q: Does the Flush Cockpit disappear if I unsubscribe from the newsletter later on?
A: No.
Free DLC Content additions
We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to existing DLCs, those who already own these DLCs will get this content for free, as part of the update.
Additional Truss pieces (Added to the Signal Pack)
(2 blocks, L grid)
Additional Truss blocks for structure, decoration, and greebling.
Additional variants of windows to give your structures a roomy feeling.
Contact Pack
Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.
The price of the Contact Pack is $4.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Contact Pack.
This package includes:
Gatling Turret Type II
(1 block, L + S grid)
This variant of the Gatling Turret features a new visual design, inspired by real-world military weaponry.
Rocket Turret Type II
(1 block, L + S grid)
A high-tech militaristic redesign of the Rocket Turret.
Small Gate Tall
(1 block, L grid)
A large doorway which opens vertically.
Small Gate Wide
(1 block, L grid)
A large doorway which opens horizontally.
Modular Bridge Set
(11 blocks, L grid)
A set of blocks featuring reinforced windows and control blocks, designed to be combined into the ideal bridge for a large grid ship.
Captain's Desk
(1 block, L grid)
A workstation fit for stoic leadership!
Square Piston
(1 block, L + S grid)
A variant of the piston block featuring a sturdy, industrial aesthetic.
Flood Light Set
(4 blocks, L grid + 6 blocks, S grid)
A set of spotlights that can be placed at various angles, ideal for lighting up workspaces or securing perimeters.
Parabolic Antenna
(1 block, L + S grid)
A variant of the compact antenna, designed to resemble modern radar dishes.
Kitchen set
(5 blocks, S grid)
A set of modular kitchen blocks, ideal for creating a living space within a small grid.
First Aid Cabinet
(1 block, S grid)
A storage cabinet for housing medical kits and equipment.
Bunk
(1 block, S grid)
A compact sleeping space for small grids.
Modular Cargo Container
(1 block, S grid)
This cargo container variant can store a moderate amount of cargo within an easily stackable modular frame.
Media Player
(1 block, S grid)
A sleek flat panel screen complete with a speaker system.
What’s next
We have so much more to explore, and the journey is far from over!
With the foundation laid by Automatons, Signal, and Contact, we've established a strong PvE base that we're excited to expand upon in future updates. These updates will continue to build on the groundwork we've set, bringing new dimensions and challenges to your gameplay.
But that's not all - we're excited to see how the improved Grid AI and the new Encounter system will open up new possibilities for everyone. While we've designed these features to enhance gameplay, we know our community’s creativity will take them even further.
Alongside these additions, we’re committed to ongoing bug hunting, optimizations, and quality of life improvements to ensure the best possible experience for our players.
Stay tuned for what’s to come - there’s a lot on the horizon!
VRAGE3 Development
We are thrilled to unveil a sneak peek of our latest video showcasing asteroids brought to life with our new realistic voxel materials.It highlights incredibly detailed, tessellated surfaces where prominent rocks and natural formations emerge in stunning clarity. Each asteroid features intricately textured materials, capturing the rugged and authentic appearance of celestial bodies without compromising on performance.
And what's even more cool, while these detailed scenes might seem heavy in terms of triangle count, our in-house VRAGE engine ensures smooth and seamless performance thanks to its smart tessellation optimization techniques.
For VRAGE3, we are working on many improvements to our voxel hand tool. The tool is used in creative mode to adjust the landscape (planets or asteroids) to suit the player’s needs. Our goal is to improve the user experience and add requested features.
The main issue with the user experience is spatial orientation. It’s hard to tell where the voxel hand gizmo actually is. To fix this, we’ve improved voxel hand visibility and shading, highlighted the intersection with the ground via a depth shader when the gizmo is partially submerged, and added marks with decals denoting the closest terrain position in each axis.
We have also improved the "snap to voxel" feature, which keeps the gizmo partially submerged no matter how far it is from the player (within a certain maximum distance, of course). The feature can be turned off at any time to regain full control of the gizmo’s distance from the player.
In addition to standard features like adding and removing voxels, we’ve added material painting without changing topology, a reset to the original voxel topology, and the ability to pick materials.
I believe this will provide a much better user experience. I can’t wait to get it into your hands and see what amazing creations it helps bring to life.
Since we're in the full swing of developing believable destructions for our blocks, having dedicated fractured material appearing on the cut sides of the fragments is very important to achieve realism.
For now we have just one fractured material for all metallic parts but in future we might cover more materials to have fractured material as well.
AI People Alpha Release
We are thrilled to announce that our sister company GoodAI released the Alpha version of AI People!
After months of anticipation, the game is finally available to the public, offering a first glimpse into the groundbreaking world we’ve been developing. The Alpha release marks a major milestone for us at GoodAI, and we can’t wait for you to experience it.
You still have a chance to join the AI revolution in gaming and be part of the movement towards true AI NPCs!
How to play?
Join the waiting list and when your batch is ready, you’ll receive an approval email with instructions on how to proceed.
Before diving into the details of the Alpha release, we encourage you first to check out our Alpha Release Trailer. The trailer beautifully tells the story of how NPCs persuaded a player to create this trailer, as more players means more time alive for them. Interestingly, this persuasion came after the player had initially killed one of the NPCs, prompting them to take action.
The trailer also gives a glimpse into the immersive gameplay and dynamic interactions you can experience in this Alpha version. It’s the perfect way to get a feel for what’s to come!
If you are a member of our Discord you may have noticed the new Wiki.gg Role for some of our community members. These members are contributors to the wiki and would love to hear your feedback on how it can be improved! Please join the Wiki channel and share your thoughts. We are always seeking ways to improve.
Thank you to the incredible AdaRynin, Enenra, and our modding community for adding helpful resources that aspiring modders can take advantage of.
Thank you to Wiki.gg for providing an incredible platform for the Space Engineers wiki.
If you’re interested in working on awesome games like Space Engineers or our in-house engine VRAGE3, we’d love to hear from you!
We are currently in the Research and development phase, exploring new features of the VRAGE3 engine. Our goal is to support extremely large and fully dynamic and destructible environments, including planets, large spaceships, and any other creations built by the players.
If you’re interested in working on awesome games like Space Engineers or our in-house game engine, and love solving unique challenges, we’d love to hear from you! Check out the open positions at Keen Software House and don’t forget to send us your English CV/resume and cover letter.
Remote collaboration is possible!
Our team is global.
Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote-friendly. Here’s a map of where our teammates live.
If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.
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.
How to play? Join the waiting list and when your batch is ready, you'll receive an approval email with instructions on how to proceed.
Dear fellow gamers and innovators,
From the beginning of gaming itself, we've been stuck with the same scripted, predictable NPCs in our games, with their limitations, repetitive dialogs, and without any option to do something unexpected.
Until today. The wait is over!
We’re thrilled to announce that the Alpha version of AI People has officially launched today! After months of anticipation, the game is finally available to the public, offering a first glimpse into the groundbreaking world we’ve been developing. The Alpha release marks a major milestone for us at GoodAI, and we can't wait for you to experience it.
You still have a chance to join the AI revolution in gaming and be part of the movement towards true AI NPCs!
Before diving into the details of the Alpha release, we encourage you first to check out our Alpha Release Trailer. The trailer beautifully tells the story of how NPCs persuaded a player to create this trailer, as more players means more time alive for them. Interestingly, this persuasion came after the player had initially killed one of the NPCs, prompting them to take action. The trailer also gives a glimpse into the immersive gameplay and dynamic interactions you can experience in this Alpha version. It’s the perfect way to get a feel for what’s to come!
What is AI People?
AI People aims to be more than just a game - it envisions a new frontier in the simulation of artificial intelligence interactions. In this ambitious project, we're working towards creating an immersive experience where players will engage with highly complex NPCs (Non-Playable Characters) designed to adapt and evolve based on their environment and player input. Our goal is to develop each NPC, or "agent," powered by advanced language models with long-term memory capabilities, potentially enabling lifelike behaviors, personalities, and goals that could dynamically change over time.
We're striving to create agents that aren't static - ideally, they would learn, grow, and respond to the world around them, making every interaction unique. Our vision includes giving players the power to influence these AI-driven characters, whether by guiding them through personal development or building entire ecosystems. While we're still in the early stages, we believe this concept has the potential to offer an unparalleled gameplay experience in the future.
Alpha Launch Details
This alpha launch represents a significant milestone in our journey to revolutionize gaming with intelligent AI NPCs. This is what you can look forward to:
Soft Launch in waves: We're taking an incremental approach, allowing players in gradually to ensure a smooth experience and gather valuable feedback.
AI NPCs and AI Director: Experience our groundbreaking AI technology that brings NPCs to life like never before. Our AI Director orchestrates NPC behaviors into convincing emergent narratives.
More than 10 Unique Scenarios: The alpha version features 3 different maps and one scenario without a plot for each of those maps. Those can be used as templates. Apart from that, we prepared more than 10 pre-made scenarios for you to explore, each showcasing different aspects of our AI technology.
User-Generated Content (UGC): We're excited to see what our community creates! Players will be able to create and share their own scenarios through Mod.io, expanding the game's content beyond our initial offerings.
Game Modes:
Scenario Editor: Create your own characters and plots via text descriptions
Play existing scenarios or download community-created ones from Mod.io
Short Game Sessions: Initial gameplay will focus on a maximum of 10-minute sessions, perfect for quick, engaging experiences. These sessions primarily involve social interactions and basic environmental engagement. Longer persistent sessions and more complex challenges are planned for future updates.
Environment Interaction: Watch as AI NPCs interact with their surroundings, the player, and other NPCs in dynamic and surprising ways.
Modern-Day Theme: The alpha launch features primary scenarios set in a modern-day theme, providing a familiar yet exciting backdrop for your adventures.
Managing Expectations
As an alpha release, AI People is essentially a proof of concept for our AI NPC and AI Director technology. While the scenario progressions play out nicely and the agents perform their tasks well, game challenges are currently minimal. We're focusing on demonstrating the core technology, with more complex gameplay elements planned for future updates.
In this alpha version, AI NPCs can engage in conversations, make decisions based on their goals and surroundings, and interact with objects in the environment. While their behaviors can be surprising, they are still bound by the scenario's overall structure. Players should expect to encounter limitations and occasional unpredictable behaviors as we continue to refine and expand the game's capabilities.
We want to be fully transparent: if you're not comfortable with the idea of playing an early alpha version with potential issues and limitations, we encourage you to wait for future updates. Your enjoyment is important to us, and we understand that some players may prefer a more polished experience.
Key points to note:
This is an alpha release & More will come later
We're using an incremental deployment strategy: release early, release often
There are no scenario end goals or objectives in this initial release
The game is rated 18+ for now, with plans to explore a kid-friendly version in the future
Your feedback during this alpha phase is invaluable, but participation is entirely optional
Distribution of the Access
In order to play, you will have to download a Dedicated Platform: AI People is currently available exclusively through our platform, not on Steam or other stores at launch. Our platform enables us to rapidly update and optimize the game based on your feedback, refining AI People to meet our community's needs.
Important! Due to technical limitations, we will distribute access to the game platform and the game itself in batches. The reason behind this is, that in the very beginning, we don’t want to overload our server, which could potentially lead to a worse experience for those who would be trying to unleash their creativity in the interaction with our revolutionary NPCs.
We’ve created several batches for distributing access, and we’ll be granting access in waves. Those selected in the first batch have already received confirmation emails with instructions on how to activate the game. If you haven’t received an email yet, please don’t try to register, as your access will still be blocked. But don’t worry—your time is coming soon!
Access will be granted only to those on the waiting list.
Haven’t signed up for the waiting list yet? Don’t miss your chance to be among the first to play AI People – join the waiting list now!
The game uses LLM (large language model) to generate objectives and actions of NPCs. It is a sandbox where you can create what you want, get into an infinite number of different situations and also share your creations on the Workshop.
Basic controls
The game uses a mouse and keyboard only and cannot be controlled by the controller.
The mouse is used for most of the game interactions:
Left-click: Initiate the main action, like picking up an object, going to the selected location, opening a chat window to communicate with NPCs
Right-click: Opens context menu with additional actions. Those can be aimed at objects (pick up, consume), yourself (emote, consume hold object), or NPC (attack, talk to, hug…)
If you click on an NPC to activate the talk window, you can type in anything you want using the keyboard. The NPC will react to it.
There are also some advanced controls like pausing the game using F1 or showing interactable objects using Tab. For those, please go to Option - Controls.
Quick Play
We recommend playing Quick Play at first. It contains a pre-made scenario that will explain the systems of the game. It is not a typical tutorial as all responses from NPCs are generated and the player can discuss the game with them
Creative
Creative contains official scenarios made by the developers in New Scenario, but you can also create your own scenario which will be added to Your Scenarios. From Workshop contains scenarios that you already played in the Workshop tab.
Clicking on the scenario and on Play will start the Play mode where you can play the scenario, but cannot edit it.
Clicking on the scenario and on Create will start the Edit mode where you can Edit scenario objectivesand Edit the personalities of NPCs.
Edit scenario
When editing a scenario, the first thing you write is a background. NPCs in the game will take it as a situation they are in. The background can be anything, for example, historical or space scenarios.
Other lines are objectives that the NPCs will follow one by one.
Edit character personality
If you click on a character, you can edit his personality which will determine how the NPC will act during the scenario. You can put detailed descriptions or even refer to some existing person, for example, historical figures like Julius Caesar.
Save your scenario
If you hit Esc to open the game menu, you can Save scenario as to save your scenarios and play them later.
Upload your scenario on Workshop
If your scenario is saved, by clicking on Upload scenario, you will share it on Workshop where more players can play it.
Workshop
On Workshop you can find scenarios from other players.
If you select Play, you will launch them in Play mode, where a scenario can be played and cannot be edited
If you select Edit, you will launch them in Edit mode, where scenarios can be changed to your liking.
Subscription Model and Pricing
To support the advanced cloud AI infrastructure powering AI People, we're introducing a subscription-based model:
Price: $10/month subscription
The subscription provides 1000 credits each month.
These credits fuel your gameplay, enabling the AI's dynamic responses and actions.
Unused credits roll over to the next month!
If you use up your credits before the month ends, you can buy more.
We understand this model differs from traditional game pricing. It reflects the substantial computing power required to create truly dynamic AI-driven experiences. We've optimized costs as much as possible to make the game accessible and sustainable.
Looking ahead, we're actively developing a local LLM that runs on your PC. This could potentially allow us to transition to a standard one-time purchase model in the future, making AI People even more accessible.
Your support during this phase is crucial as we push the boundaries of AI in gaming. We're committed to continuously improving and optimizing the experience based on your feedback.
A Story Behind AI People
AI Peopleisn't just a game; it's the realization of a vision that has driven us at GoodAI for years. What began as a platform for experimenting with AI agents on our path to AGI has evolved into something much bigger. Frustrated by the stagnant progress in NPC behavior over the past decades, we set out to create AI NPCs that not only behave more intelligently but also feel like real companions - friends, even children.
These characters form bonds that transcend the digital realm and one day, they could become our equals, contributing to the future of human civilization. With AI People, you're stepping into a revolution where NPCs truly talk, observe, interact, and create stories on the fly.
This is the future of gaming: intelligent characters that remember your actions, form opinions, react dynamically to the environment, and generate unique emergent storylines. In this sandbox game, every interaction is unique, every scenario adapts to your choices, and every experience feels alive. Join us in shaping the future of gaming AI, where your creativity and feedback will help us unlock new frontiers.
Post-Alpha Roadmap
With the Alpha finally released to the public, we are looking forward to proceeding through our exciting roadmap including:
Multi-lingual support (NPCs understanding and speaking in other languages, localized GUI)
Level editor & Modding
Local LLM that runs on your PC to reduce the infrastructure costs
Voice input
New interactions, actions, and items
Enhanced plot generation with new plot twists
Longer game sessions (days) to showcase long-term memory benefits
End goals for scenarios
A Note from Marek Rosa
I am deeply thankful to my team who has been on this journey with GoodAI and AI People alongside me. It hasn't been an easy path, but their dedication has been unwavering. Now, we finally have a working prototype - a game where you can create scenarios and then play them with intelligent NPCs. This milestone fills me with pride and excitement.
I'm already looking forward to the new features we will be adding. The potential of what we're building keeps me driven and inspired every day.
Moreover, I'm eagerly exploring how we will revolutionize AI NPCs and emergent AI storytelling. I firmly believe that in a few years, nobody will want pre-scripted stories or NPCs that can't talk, think, and learn. With our innovations, we're set to change gaming forever!
If you're looking for more information about our project and its development, I encourage you to read our previous announcements.
You can still join the Revolution of NPCs in Gaming
The first time you’ve heard about AI People? You can still sign up to be in one of the first waves of players, who will have the privilege of trying the game among the first in the World.
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.