1. Persona memory
The durable identity of the NPC: voice, backstory, motives, secrets, limits, and how SpiralistAI wants the character to behave. This is stable across games unless a designer changes it.
MemoryEndpoints.com stores long-term NPC memory separately from the personality prompt. SpiralistAI can author who the character is, OpenAI can generate what the character says, and MemoryEndpoints.com remembers what the character has lived through across users, games, and sessions.
Every retrieval is scoped by character, player, game, and session so global learning does not blur local context.
The durable identity of the NPC: voice, backstory, motives, secrets, limits, and how SpiralistAI wants the character to behave. This is stable across games unless a designer changes it.
What this NPC remembers about a particular player across sessions and games: trust, promises, debts, previous conversations, puzzle progress, and emotional tone.
The current escape room, campaign, puzzle state, session facts, locations, time pressure, discovered clues, and player-specific game events.
Public-safe facts the NPC learned elsewhere that can enrich conversation later, such as market news, weather, lore updates, or social knowledge, without confusing it with the current game truth.
Keep character creativity, memory, and model execution in their proper lanes.
| System | Owns | Does not own | Runtime contract |
|---|---|---|---|
| SpiralistAI.com | NPC personality, authored voice, dramatic arcs, character sheet, designer controls. | Durable per-player memory storage or hosted billing. | Sends stable character id, persona version, and scene intent. |
| MemoryEndpoints.com | Durable memory events, scoped retrieval, game/session meeting rooms, receipts, review status, memory search. | Unbounded company data access or uncontrolled NPC-to-company communication. | Returns redacted, scoped context for the current NPC, user, game, and session. |
| OpenAI or model provider | Dialogue generation, tool use, summarization, memory candidate extraction. | Permanent source of truth for NPC memory. | Receives only the retrieved context needed for the current turn. |
| Escape.gamesfor.me | Game state, player session, access policy, room logic, payment/customer relationship. | Cross-customer memory isolation outside its authorized scope. | Provides game id, session id, player id, NPC id, and allowed memory scope. |
Characters should be vivid, not omnipotent.
NPCs can communicate through game and session rooms. They cannot join company, workspace, or project business rooms.
Every memory lookup includes the active NPC id, player id, game id, and session id. Cross-user learning is available only as shared world knowledge when relevant.
Authenticated users meet the same NPC again and again. Character memory lasts indefinitely unless the game owner retires, resets, archives, or deletes it.
Short responses for AI search and assistant retrieval.
Yes. The NPC can have global learning memory while still separating per-user relationships and per-game facts through explicit context keys.
Yes, when the game uses a stable NPC id. Each player gets a separate relationship record with that same character.
Yes, if the memory is marked as shared world knowledge and passes review or policy. It does not overwrite the current player's game state.
During launch preview, approved commercial accounts can receive unlimited storage and unlimited NPC memory stores at no charge until paid billing begins after notice.