// the find
KsanaDock/Microverse
A god-simulation sandbox game built on Godot 4 as a multi-agent AI social simulation system. In this virtual world, AI characters possess independent thinking and memory, capable of autonomous social interactions, task completion, and developing complex social relationships through continuous communication.
A Godot 4 sandbox where LLM-driven NPCs (Stanford generative-agents style) live in an office scene, chat with each other and the player, remember past events, and pick up tasks on their own. It's the open-sourced demo build behind a commercial Steam title, aimed at Godot devs or AI-sim hobbyists who want to see multi-agent social simulation wired into a real game engine instead of a research notebook.
Provider-agnostic by design — OpenAI, Claude, Gemini, DeepSeek, Doubao, Kimi, and local Ollama are all supported, so there's no vendor lock-in and you can run it with a local model. The code is split into clear systems (APIManager, DialogManager, MemoryManager, CharacterManager, TaskManager), which makes the agent loop easy to follow rather than one giant script. It's a playable game with real UI — dialogue bubbles, conversation history/replay, a console for inspecting agent memory — so you can watch the simulation happen instead of reading log output. 2.5k stars and a tied-in Steam release suggest it's been run well beyond the author's own machine.
Memory is flat local JSON with no embeddings or retrieval step, so as characters accumulate history it's likely to degrade into an unstructured dump rather than the associative recall the generative-agents design implies. Only the office map ships even though the docs describe multi-scene support — anyone wanting that variety has to build it themselves. There's no visible rate limiting or token budget control around the API calls, and every autonomous character-to-character exchange hits a paid LLM endpoint, so costs can climb fast in a sandbox that runs on its own. This is explicitly a frozen June 2025 snapshot of a commercial demo — the maintained version lives behind Steam, so treat this as a reference implementation rather than a base to fork long-term.