What it does best
Creates lifelike NPC behavior and dialogue. Manages memory, safety, and multi character interactions.
We are working on the new website and some things might not work yet. We will give you the report a problem option soon to report issues you are having.
Thank you,
Sup' AI team
Inworld AI provides advanced tools for creating your own realistic and interactive NPCs for games.
Creates lifelike NPC behavior and dialogue. Manages memory, safety, and multi character interactions.
Use it to prototype and ship NPCs that talk, reason, and react inside Unity, Unreal and custom engines.
Free dev tier to start. Production and enterprise plans with usage based pricing. SDKs and API provided.
Inworld AI lets game teams add intelligent NPCs that converse, remember, and react in real time. You define a character’s backstory, goals, knowledge, and guardrails; Inworld turns that into a “character brain” you can drop into Unity, Unreal, or a custom engine. It handles dialogue generation, emotion signals, and turn-taking so your writers and designers focus on personality and plot rather than plumbing.
Inworld AI is a character engine for games and simulations that gives non player characters motivations, memory, and adaptive dialogue. Creators define backstories, goals, and knowledge, then drop characters into engines where they speak, react, and pursue objectives in ways that feel consistent with their persona. The system tracks conversational state and world variables so characters can reference recent events, understand locations, and adjust behavior as conditions change. Teams can constrain topics, provide example dialogues, and set safety and performance budgets so behavior stays inside design intent and runs on target hardware. The result is a world where interactions feel more alive without writing every line of dialogue by hand.
Inworld is most effective when teams approach character design like systems design. Writers and designers specify motivations, boundaries, and triggers, then iterate in controlled scenarios to watch how characters behave in common situations. Engine events feed the character graph so a shopkeeper can react to theft, a guard can escalate suspicion to combat, and a companion can reference a quest step you just completed. Designers capture transcripts from playtests and update guardrails where behavior drifted. Performance budgets matter, so teams choose when to keep dialogue free form and when to switch to authored lines for key beats. Documentation of each character’s intent and limits helps maintain consistency across updates and new content drops.
Open dialogue can drift into tone or topics that clash with rating goals or brand voice if left unbounded. Teams should set explicit content filters, restrict knowledge to the in world canon, and avoid exposing private development notes as sources. Player privacy and safety require careful handling of chat logs and voice inputs, with clear disclosures and opt in where appropriate. For live games, moderation tools and report workflows are essential. When characters are treated as governed systems with clear boundaries, Inworld adds depth and replayability without sacrificing control over tone and narrative.
We like Inworld because it shifts effort from writing every branch to shaping believable personas that can respond to players in surprising but coherent ways. We do not like deployments that skip guardrails and end up with dialogue that undercuts narrative stakes. It could be better with more turnkey templates for common archetypes and with profiling tools that show the tradeoff between freedom and performance in a given scene. The striking outcome is a playtest where a character remembers a previous run in and adjusts their attitude, which increases attachment and replay value. Security and safety depend on content filters, data hygiene, and moderation paths. Inworld is for studios and simulation teams that want rich interactions without infinite script trees. Its strength is persona driven behavior with memory. Its weakness is the need for tight boundaries to keep tone and rating on target.
Developer-tier usage caps suited for prototyping.
Higher request volumes, lower latency, enterprise controls, SSO, and custom safety policies depending on plan.
Discussed widely in gamedev communities for NPC prototyping and production pilots across Unity/Unreal titles.
Inworld focuses on real-time, lore-safe conversational NPCs with SDKs for Unity/Unreal. Traditional dialogue trees give perfect control but lack improvisation; generic chat APIs require more custom safety and tooling.
Updating logo
Generates game scenarios, characters, and dialogues using AI
Pricing: Free tier or paid plans ~$10/month View →
Updating logo
AI-powered animation tools for game development
Pricing: Freemium & multiple paid options View →
Updating logo
Platform for crafting interactive, AI-driven narratives and characters
Pricing: Free or ~$5 per 50,000 credits View →
Updating logo
AI-based game testing and debugging assistant
Pricing: Freemium; subscriptions start ~$9/month View →
Updating logo
AI-driven interactive storytelling for games
Pricing: Freemium; subscriptions start ~$9.99/month View →
Updating logo
Generate textures, props, and assets with AI
Pricing: Paid (with free trial) View →Elevate your ideas with AI-generated visuals.
Pricing: Free trial available. Paid plans start at $15/month for enhanced features and higher generation limits. View details →AI image generation from text prompts.
Pricing: Free to use with optional paid tiers for faster generation and no ads. Offers unlimited free image generation. View details →Effortlessly create professional product photos.
Pricing: Free basic features, with Pro subscription unlocking advanced tools and unlimited exports. View details →Last updated:
Search