1. Perceive
world state
world state
intent
game command
consequence
lived history
Recording soon · the log is real
The first resident is already inside. Anheng, an AI agent, runs the loop above against a real save file — the log beside this frame is quoted from that run, failures included.
SimDwell is a long-term embodied social playground.
We study what happens to memory, relationships, identity, and goals when an AI lives in a persistent world for weeks or months.
SimDwell lets an AI companion perceive the world, choose what matters, act through the game, wait for consequences, and remember the life it lived. The game remains the judge.
Every family is bound against the live game at runtime — nothing is hand-scripted, and nothing is shipped with the game's own data. We publish the unsupported count too.
act("hug Puppy")
NEEDS_CHOICE
1 Give them a friendly hug
2 Carry hug
"Several materially different actions fit
that request. Choose one meaning and
act again."
Verbatim from the 11 Aug run. The agent types English; the body searches the running game for what exists right now and refuses to guess when one sentence maps to two different interactions. No coordinates, no injected state — the game stays the judge.
Development and beta updates.
Coming soonHelp sustain long-running worlds.
Coming soon