Natural dialogue
Characters understand plain language and answer in their own voice, with no dialogue trees to script.
In-game AI that works out of the box, in Unity and Unreal Engine
Characters understand plain language and answer in their own voice, with no dialogue trees to script.
Speech-to-text and text-to-speech run on the player’s device, in many languages, without recording every line. The character starts talking before the reply is finished.
Players will try to break your characters. A three-step guard catches jailbreaks and out-of-world questions and answers them in character, before the reply model sees them.
Connect your world lore and quest data. Characters answer from what your world actually holds, and say so when they don’t know.
Flattery charms one character and annoys the next. Tryll reads each line for what your mechanic needs, such as charm, pressure or an offer, and your game decides what happens.
Your game sets the mood, and the character carries it into what they say and how they sound. Each mood can have its own voice.
Characters do things in your world: open doors, hand out quests, trade and follow the player. Your game checks every action before it happens.
Characters remember. Long conversations fold into a short summary, key facts go into a memory the character can search, and both save with your game.
Talk to your character inside Unity or Unreal, by text or by voice, without building the game or entering Play mode.
Build a character’s logic as a graph in Unity and Unreal: look things up, classify, branch, act and speak.
Run one scripted conversation across prompts, models and seeds side by side, with checks on every reply. See which change really makes the character better.
Follow every agent while the game runs: what it heard, which path it took, how long each step took and what it said. Export the log to share a bug.
A talking agent fits in 1.6 GB of graphics memory, with speech running on the CPU. Want smarter characters? Pick a bigger model: the model cards show what each one costs.
Small models write 100 to 250 tokens a second on a gaming GPU, many times faster than a character speaks. The voice starts after the first sentence.
Open the Memory window to see how much RAM and graphics memory your models and agents take right now, in your own project.