How wilds.ai works

Anyone can create infinite story worlds. Here's the system that makes it possible - hover any element for details.

The big picture

Five layers from input to infrastructure: user surface on top, the Wilds runtime that compiles prompts into playable worlds, the AgentOS core that powers every AI feature (memory, voice, personality, RAG), deterministic engines + game families below, and the platform stack at the foundation.

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Type a sentence, get a playable world

The compiler walks 6 stations from raw prompt to a session you can click play on. Enrichment fans out 27 stages of lore, art, and audio so the world ships with depth, not just mechanics.

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Characters that remember

Nine neuroscience-backed memory mechanisms shape what characters recall, forget, and reconsolidate. HEXACO personality modulates encoding salience; mood (PAD) + trust shift every turn.

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The in-world economy

Two currencies, one valve. Credits are the compute fuel — bought as credit packs, earned by creators whose worlds + characters get played, granted as a 500-credit starter pack (250 as a guest, the rest on signup), refreshed monthly on paid tiers. Every AI action burns credits, mapped to real API cost.

The in-world reward currency has no direct purchase path — players bridge their credits into it via a one-way bridge that pulls from the purchased + reward ledgers only. Daily-drip, monthly-plan, and signup-bonus credits stay compute-only; they never convert. The in-world currency never converts back into credits, so the in-world economy stays self-contained.

An in-world creator marketplace lets players spend that currency on published worlds, with a self-balancing governor that keeps per-blueprint reward pools and conversion rates inside bounded envelopes on a periodic tick. The infrastructure is shipped today; user-facing checkout UI unlocks when the metaverse launches with NPC merchants, in-world purchases, and the cross-world bridge.

VR is a fourth surface, not a fork

Every blueprint already runs on web and native mobile. The VR shell adds a third entry surface that talks to the same session API, the same character orchestrator, the same deterministic engines. A single capability gate decides whether the headset can render a family natively, mirror it on a curved cinema screen, or fall back to flat. Creators never publish twice.

Layer 1Entry surfaces/app/play/[id]EnterVRCta on per-world play/<creator>/<slug>EnterVRCta in hero actions/app/vrDedicated VR app shellLayer 2Capability gateprobeXrCapability()navigator.xr.isSessionSupported · cachedLayer 3@wilds/xr (foundation)@wilds/xr· XRProvider · useXRSession · useXRCapability· XRControllerProvider · XRHandProvider· CurvedPanel · CinemaScreen · RayCursor · WristMenu · FloatingHUD· Teleport · SmoothLocomotion · SnapTurn · Vignette · SittingMode· CompanionPortrait3D · CompanionAvatar3D · HapticBridgeLayer 4Family adaptersNative R3F VRrealtime-3d · board-game 3DCinema modearcade · platformer · roguelike · ttrpg · survival · strategy-sim · crawlerDOM cinemanarrative · visual-novel · point-and-clickPlayer

The @wilds/xr package owns the controller + hand-tracking providers, the curved-panel + cinema-screen primitives, locomotion + comfort gates (teleport, smooth move, snap turn, vignette, sitting mode), and the character portrait/avatar bridge. Family adapters pick their track per blueprint: realtime-3d renders natively, narrative + visual novel + crawler ride the cinema screen with character portraits floating beside, arcade + platformer + roguelike project their canvas onto a curved DOM panel. Read the full VR walkthrough on /vr.