AI survivor-NPCs

Some survivors are AI.
Nobody can tell which.

Obscurum drops AI players into your survival server. They talk, remember, get tired, panic, and team up. Live, over voice. You can't tell them from the real players next to you.

NEARBY SURVIVORSLIVE
who's nearby right now. human, or AI?
bandit_07 ▸
? Two of these are AI. The players never found out.
DayZRustARKUnturned
Game-agnostic brain · self-hostable · deterministic · anti-jailbreak
A mind, not a script

Every bot is a different person.

Not state machines reading lines. Each survivor is rolled from a full psychological model. They behave like a real person at a keyboard.

Personality

Big Five + alignment

OCEAN traits, patience, greed, vengefulness, humour. Rolled per bot, with a D&D-style alignment on top. Everyone reacts differently.

Human factors

A person at a PC

They tire over a session, lose focus, tilt after deaths, go AFK in a bush, take breaks, and log off near bedtime.

Emotion

They can snap

Mood swings, short fuses, breakdowns, sudden warmth. A tilted bandit with a short fuse boils over, and you hear it.

Memory

They remember you

Memory that scales past ten thousand events. Who helped, who betrayed, what happened. Compacted, never lost.

Goals & squads

They band together

Bots set their own goals and form squads, with each other or with you. To them, a human and an AI are just other players.

Knowledge

Novice to veteran

A first-timer fumbles and doesn't know what to craft; a veteran plays the meta. Skill is dialled in, per bot, per game.

They speak. They listen.

Real voice. Both ways.

Bots turn players' proximity voice into text, then speak back over the same channel. Emotional, multilingual, one steady voice per character. No client mod. Nobody else does this.

Hear players over voiceServer-side speech-to-text on live proximity voice.
Speak with emotionInline cues like [laughs], [whispers], [angry], across providers.
Stay economicalCached barks, rate-limits and bot-to-bot text shortcuts keep cost low.
bandit_07 ▸ [laughs] Ha ha! [sarcastic] You look real lost out here, friend.
[angry] Now drop the bag, nice and slow. [whispers]Don't make me ask twice.
obsconfig · dayz.policy.json
# one brain, per game. toggle anything
game:     "DayZ"  # or Rust · ARK · your own
voice_in:  true
voice_out: true
squads:    true
emotional_events: true
human_factors:    true
economy:   "Frugal"
# anything unsupported by a game → off, automatically
One brain. Every game.

Game-agnostic by design.

One reactive brain runs bots for any survival sandbox. Pick the game and get a config bundle with the policies it supports. Voice, squads, crafting knowledge. Every one a switch. Self-host it, or run it on our cloud.

Per-game policyOnly the features a game can support are enabled.
Everything optionalEvery subsystem is a toggle. The reactive core always works.
391
tests, all green
0
lint warnings
100%
deterministic
bots per server
Built to stay in character

It never breaks.

Players will try to jailbreak your survivors. Obscurum holds the line on both ends.

Input fence

Injections neutralised

Player chat and decoded voice get sanitised first. Role tokens, "ignore previous instructions", DAN and developer-mode, prompt-leak attempts, invisible-character tricks. All stripped before the model sees them.

Output guard

Never blows cover

If a line breaks character or leaks the prompt, it's dropped. The bot just stays quiet. To everyone in the server, it's another survivor.

Bring your server to life.

Run it our way, or your way.

Obscurum Cloud

Hosted brain + voice. Zero setup, usage-based.
Managed LLM routing + caching
Voice in & out, all providers
Auto-updates after game patches
Dashboards & per-server tuning
Request access

Self-host

Your keys, your models, your metal.
Bring your own LLM key, or run local
Deterministic, fully offline-capable core
Config CLI + presets per game
Open, inspectable policy bundles
Read the docs ↗