The Origin Story
It started with a video game dream.
I was talking with friends about what we wished games could do: "Wouldn't it be cool if you could actually say what you wanted in a boss fight and they'd respond? What if you could speak naturally when getting a quest instead of clicking through locked dialogue options? How about a living, evolving, breathing world that changes with or without the player?"
I took the challenge. Started building AI for Tales of Vladania—an ambitious open-world RPG where NPCs actually understand you.
But I kept hitting the same wall: context limitations. Every conversation with AI started from zero. The AI couldn't remember the game's lore, the characters it created, the decisions players had made. Context was always horrible.
So I decided to fix it. Not patch it—actually fix it.
I looked at how human memory works. Found ACT-R—50 years of cognitive science from Carnegie Mellon. Nobody had applied it to AI memory before.
Eternal Recall was born.