GUG

Responsive worlds.
Maximum player agency.

We generate games as you play them — not scripted outcomes, but new behaviours created at runtime. Currently building real-time local world models that support richer forms of control.

Logic Engine

Nomic

Our proprietary generative logic engine. Nomic introduces arbitrary rule structures into a running game — not new assets, not scripted branches, but new behaviour. The game's logic itself becomes a generative surface, rewritten at runtime in response to play.

The ceiling on game depth has always been the time-to-author. Nomic removes it.

rules context
Player Interface

Local World Models

Video generation models trained on game state that understand what is happening inside the simulation. They give us the building blocks for control schemes with more degrees of freedom than conventional input allows — not just what button you pressed, but what you're doing in the world.

Nomic defines the rules the world operates under. World models let the player interact with those rules in ways a conventional game never could.

Control types

The paradigm shift

Worlds that
respond back.

The dominant model of game design — hand-authored content, scripted branching, static loot tables — has a ceiling. We build past it. Our systems generate game logic at the structural level in real time, making genuine player agency possible at a scale that wasn't previously viable.

About us
damage multiplies on hit walls become passable allies share health time resets on kill gravity inverts exits move each room damage multiplies on hit walls become passable allies share health time resets on kill gravity inverts exits move each room
enemies share your speed fire spreads on movement coins restore health all jumps are double sound triggers traps darkness hides allies enemies share your speed fire spreads on movement coins restore health all jumps are double sound triggers traps darkness hides allies
rules shift every 60s deaths strengthen foes power fades with range exits appear randomly shields absorb sound weight bends gravity rules shift every 60s deaths strengthen foes power fades with range exits appear randomly shields absorb sound weight bends gravity

Ready to build with us?

We're looking for engineers and designers who want to work on genuinely hard problems at the intersection of games and generative technology.