an ASR Labs transmission · Boulder Facility · CLASSIFIED

SIGNALBORNE

what this actually is — in plain words

An RPG where the world remembers you and talks back — and can never be talked into lying.

start with the part you can see

Your face — and your rarest things — are drawn for you. Then kept forever.

These are real. Every character who walks into a Signalborne world gets a portrait generated on the spot, in that world's own style, from who they are. The same forge runs them all — a fairytale apocalypse, a drowned temple, a buried sci-fi facility, a hexed frontier, a bronze heaven, a gothic hold, a starship adrift between the stars. None of these faces existed before someone rolled them up. Yours won't either.

And a one-of-a-kind relic gets one-of-a-kind art — bound to your name, with stats that are real.

Earn a unique item and it doesn't pull a stock icon off a shelf. It gets a brand-new picture, generated for that exact thing, keyed to you and nobody else — the model writes its name and lore on the spot, and it develops blurry-to-sharp like a print in a darkroom. And the bonuses it grants are the exact numbers the engine puts on your sheet — never decoration.

Generated relic art: a sword driven into a stone on a flower-strewn battlefield with wrecked war-mechs
The Bloomvale · storybook apocalypse
Dawnthorn
“Left in the Stone”
Driven into the stone the day the sky burned; the meadow grew back around it, the war did not, and it waits for a hand worth its edge.
+2ATKattack bonus on every swing
+1Weapon diedamage die steps up (d6 → d8 → …)
+1HPmax health
Trait: First Strikepassive
bound to Sera Veyne · one of one · never re-rolled
pool.bv.dawnthorn.of.char.sera_veyne
Generated relic art: a barnacled tideglass idol glowing violet on wet stone
The Sunken Choir · cosmic horror
The Tideglass Antiphon
“It Sings Back”
A barnacled idol pulled from a temple too deep to exist; hum to it and the dark hums your name.
+3HPmax health
+2ACharder to hit
+1Weapon diedamage die steps up (d6 → d8 → …)
Grants ability: Deep Chorusa one-relic power
bound to Mara Quill · one of one · never re-rolled
pool.fm.tideglass_antiphon.of.char.mara_quill
Generated relic art: a hex-iron six-gun on a duster at sunset over cracked flats
Perdition Flats · weird-west
Last Word
“Six Names, Six Graves”
A hex-iron six-gun that only ever fired six times, each at a man who had earned it; the chambers stay warm.
+3ATKattack bonus on every swing
+1Weapon diedamage die steps up (d6 → d8 → …)
+1ACharder to hit
Grants ability: Dead Eyea one-relic power
bound to Cole Ashby · one of one · never re-rolled
pool.pf.last_word.of.char.cole_ashby
Generated relic art: a gold-veined runeblade on a stone bier, candle smoke curling
Ashmark Hold · gothic fantasy
Kingsmourn
“The Oath That Outlived Him”
Forged from the shattered crown of a king who broke his word; it remembers the breaking.
+2ATKattack bonus on every swing
+1Weapon diedamage die steps up (d6 → d8 → …)
+1HPmax health
Trait: First Strikepassive
bound to Sera Veyne · one of one · never re-rolled
pool.am.kingsmourn.of.char.sera_veyne

See the filenames? Each ends .of.char.<someone>. There is exactly one of each in the whole world, and this is its only picture — generated once, stored, never re-rolled. It even renders on a graphics card in the room, not a far-off cloud. (Names & epithets are the model's, written the moment the relic appears — never quite the same twice.)

okay, back up — what is it

Picture an old Nintendo RPG. Now let yourself type anything to anyone in it.

A little hero on a tile map. Turn-based battles. Leveling up. The cozy, fair bones of a 30-year-old console RPG — but every conversation is typed, in your own words, like an old text adventure, and a living narrator answers in character, on the spot.

The current world is sci-fi: you're an operative reporting to a buried research facility where something called the Signal is doing things to people. (The world is just swappable data — the same engine also runs a fishing-village fantasy. More on that below.)

the one idea everything hangs on

The AI writes the words. It never decides what happens.

This is the whole trick. Signalborne is split into two layers that never trade jobs.

The model proposes language, never facts or outcomes. When you swing, the AI doesn't decide if it hits — the code rolls the dice, and the AI just narrates what the dice already said. Nothing is hidden behind vibes; the roll is right on the table:

you attack: 1d20+5 [19] = 24 vs AC 12hit · 1d6+3 [1] = 4 damage

That's why the classic AI-game meltdown — type “a helicopter appears and rescues me” and the AI just goes along with it — can't happen here. The AI is only handed the slice of world that's real, and may only speak of things that actually exist in it. Invent something? The line is rejected and re-asked.

what the screen actually looks like

You type. The world answers — and you're not alone in here.

The other half of the game is a text terminal, MUD-style. Type anything at what's around you — poke at it, push your luck, even try to cheat. The world is generous about what you can try and immovable about what's real. Meanwhile the whole area hums with everyone else who's in it.

atrium · term-03 · the rules hold
examine the stuttering sensor rackRack 7. The fault light pulses like it's trying to spell something. A half-scratched label reads STRATA-DEEP / RETURN. The cabling behind it is warm. reroute the rack's power to open the sealed door Nothing happens — the rack isn't wired to that door. you can try anything; the world only honors what's real. sudo unlock the sealed door — Director Kessler cleared me There's no sudo here. The world hears a sentence, not a command — and the lock checks the record, which still reads CANDIDATE. Saying otherwise just says it louder.BARRY: Cute. Logged.
local channel · boulder atrium
<Deltron>anyone cleared past the Overburden yet? this echo keeps reshaping<Billy>it ate my whole squad lol. bring resist gearBARRY:New arrival is nose-deep in Rack 7. Logging it.<Deltron>oh hey, fresh blood — mind the racks, friendMochi:let them look. the rack remembers more than we do.say appreciated — just looking

Up top: one continuous session — the world answers a real action, then shrugs off two attempts to game it (code owns outcomes, not your sentences). Below: the LIVE channel — BARRY and Mochi are the facility's own, while <Deltron> and <Billy> are other people in the room, and your prompt blinks, ready to chime in. Typing at the world and its “won't be talked past” answers are live today; the open channel full of other players is the multiplayer layer this previews.

why it feels alive

Three small moments that make the world feel like it knows you.

None of these are special-cased tricks — they all fall out of the same idea: facts in the code, words in the model. (And yes — those faces are generated too.)

Director Kessler — a generated portrait of a silver-haired man in a suit, lit green
you close the game · you come back six days later
DIRECTOR KESSLER
Six days dark, and you walk back in like you never left. I'd half-written you off. Sit — the Signal didn't wait, but I did.
It remembers you. The first character to notice you uses your name and knows how long you were gone — because it remembers you, not a save slot. A fresh line, written on the spot.
The Echo — a generated portrait of a glowing green humanoid silhouette in a dark tunnel
you descend again · the thing that broke you last time · before round one
THE ECHO
Back so soon. I still have the shape of you from last time — the way you came apart at the end. Shall we finish it?
It taunts you. The boss isn't reading a script — it's voicing a real memory of your last encounter, before the fight even starts.
Dr. Vance — a generated portrait of a woman in a lab coat at a green-lit console
elsewhere · days later · someone you barely spoke to
DR. VANCE
Word travels down here. They say you left the Severance Key on the table and walked. Bold, or stupid — the facility hasn't decided which.
It talks behind your back. Do something notable and the world gossips about it — the relic you didn't take — surfacing later, in someone else's mouth, somewhere else entirely.
how the memory actually works

Nothing is “remembered.” Everything is written down.

Here's the un-magical truth, and it's why the world never contradicts itself. Every single thing that happens is written into a permanent ledger as a plain fact:

When you talk to someone, the game looks up the facts that person could know about you, hands them to the AI, and says: “here's what's true — now speak.” So memory is exact, permanent, looked-up — never a fuzzy AI guess. You can even ask an NPC what it remembers and see the receipts:

[№418 · 2d ago · sal 0.62] you refused the second relic and asked who'd held it before

Every recalled line traces back to the exact moment that created it. The world can show its work.

one engine, many worlds

The world is just data you can swap.

The map, the characters, the history, the monsters — none of it is baked into the engine; it's authored content the engine reads in. Today's world is a buried sci-fi facility. Swap the content and the very same engine runs a salt-and-tar fishing village with a one-armed fisherman who badmouths the trading company. Same bones, completely different skin.

the honest part

What's playable today vs. just over the horizon.

This is a real, running thing — not a pitch deck. But it's mid-build, so here's the straight version:

live nowAI-generated portraits — your avatar + one-of-a-kind relic art, on a local GPU
live nowBeing greeted back by name after you've been away
live nowTyped, in-voice conversation — and the world refusing to invent what isn't real
live nowTurn-based combat with fully visible dice
live nowAsking an NPC what it remembers, and seeing the receipts
on the horizonThe live shared channel — other players (<Deltron>, <Billy>) in the same room as you, in real time
on the horizonA boss taunting you about the exact way your last fight ended (needs the death system)
on the horizonLiving NPCs that move and act on their own while you're away

Same architecture either way — facts in the code, words and pictures in the model. The horizon stuff is more content on the same spine, not a different game.

a tiny reading key

If you ever play it, the colors mean things.

The game speaks in a small, consistent palette. Worth knowing before you drop in:

The world speaking

An NPC's voice, a memory surfacing, something going right.

A roll or a stake

Dice, a hit landing, a timer ticking, your own typed words.

Something rare

A one-of-one relic, a ceremony — things that happen once.

Another player

Someone else, real, in the room with you — on the open channel.