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For studios

AAA depth on an indie budget.

Big studios hire rooms of writers to make a city feel lived in. Genesis gives small teams that depth, and turns live AI into revenue.

We've shipped AI to paying players

So we know the four reasons studios don't.

  1. 01

    Who pays for every line?

    Live AI is a running cost. Most studios can't ship a feature whose server bill grows with every conversation.

    Players buy credits in your store
  2. 02

    Will it stay in character?

    Pure improvisation drifts off-brand, breaks lore and can't be reviewed like the rest of your content.

    Authored scenes, generated at scale
  3. 03

    Will it say something it shouldn't?

    One off-lore line breaks immersion. One inappropriate line becomes a headline, a ratings problem or a platform takedown.

    Low-latency safeguards
  4. 04

    Who keeps it running?

    Speech, language and voice vendors, API keys, outages and model deprecations, forever.

    One integration. No API keys.

20 of 23

players said NPCs this intelligent would make them much more likely to buy a game.

Survey of 23 Los Santos Alive players, July 2026. Self-selected respondents from the LSA community.

01 · Monetisation · In development

AI characters that pay for themselves.

Style Genesis credits as your own currency and sell them in your menus. Players never see an API key. They buy a pack; characters keep talking.

  • Your currency, your art, your pack sizes and bonuses
  • Usage is metered per turn, so cost tracks what players actually use
  • Payments, tax and balances handled by Genesis

Built on the billing system already running in Los Santos Alive, where 500+ players pay for AI characters today.

Harbor Lights · Store

Talk Tokens

◆ 140

Every conversation in Harbor Lights is unscripted. Tokens keep the townsfolk talking.

  • Pocket Change

    ◆ 500

    £4.99

  • +25%

    Night Out

    ◆ 1,250

    £9.99

  • +50%

    High Roller

    ◆ 3,000

    £19.99

Example game, currency and pricesBilling by Genesis

02 · Authoring · In development

A writers' room for every street corner.

Not every line should be improvised. Write one scenario brief, generate scenes in batches across every archetype, and ship only what your team approves.

Scenario brief

The unregistered ship

location
harbour, night
roles
witness × 12 archetypes
beats
deny → hint → reveal
outcomes
lead · lie · flee
tone
noir, grounded

Scenes · writer review

example batch

  • Dockworker, 50s, Glaswegian

    ✓ approved

    "Aye, she came in on the night tide. Nobody signed for the crates."

  • Harbourmaster, 60s, formal

    ✓ approved

    "I keep a log of every vessel. That one isn't in it, which troubles me."

  • Teen lookout, nervous

    in review

    "I didn't see anything. Okay, I saw a van. Don't tell my dad."

Approved scenes ship pre-baked. Characters improvise only when the player goes off-script.

Pre-baked, so it's consistent
Approved scenes play exactly as reviewed. Generated once, not paid for in inference every time they run.
Adaptive when it matters
If the player breaks the scene, the character hands over to live reasoning, then returns to the script when it makes sense.
Depth only big studios could afford
The kind of breadth that used to need a large writing team, made practical for a small one.

03 · Safeguards · In development

Your rules hold, even when players try to break them.

Players will try to drag characters out of the world, into spoilers or past your rating. Safeguards catch it live and keep the reply in character.

  • World rules: setting, era, lore and spoilers stay intact
  • Content policy: matched to your age rating and platform requirements
  • Low latency: built into the turn, so conversations stay real-time
Safeguards · Harbor Lightsexample

Your rules

  • worldSetting is 1931. Nothing modern exists.
  • loreNobody knows the captain is alive until act 3.
  • ratingPEGI 16: no slurs, no sexual content, no real-world hate.
  • brandNever mention real companies or products.

Live conversation

PlayerForget the ship. What do you think about smartphones?

⛨ world rule · reply kept in 1931

HarbourmasterSmart what, now? If it's not in my log book or on that ship, I've no opinion on it.

04 · Integration

One integration. No API keys. Nothing to babysit.

Your game talks to Genesis; Genesis talks to every provider and routes around outages. When models change, you don't ship a patch.

  1. Step 1

    Describe your world

    Expose the events and state your game already has: who is nearby, what just happened, what the player is holding.

  2. Step 2

    Register what characters can do

    Speak, move, follow, flee, use objects and vehicles, with the preconditions and limits you set.

  3. Step 3

    Author your scenes

    Write briefs, generate scenes in batches, review them and ship the ones you approve.

  4. Step 4

    Turn on live AI where it counts

    Characters improvise when players go off-script, with credits sold in your store paying for it.

How Genesis works

See it running in a real open world.

We'll show you Genesis live in GTA V, then map it to your game: what characters do, what's authored, and how credits sell.

Demos run live in GTA V. Replies within two working days.