About MUSE

Gothic = psychological depth, hidden truths, moral ambiguity. Grandma = storytelling wisdom, warmth, accessibility for all ages.

MUSE = you're not a puppet master. You're their inspiration. Like classical muses, you sit in your character's mind, suggesting possibilities. They respond from authentic needs and memories.

Type or speak naturally: "I'll walk to the grocery store" or "I want to talk to the blacksmith." Your character responds based on their physical state, emotional reality, and circumstances.

Experience the story through elegant text or narration. A book being written as you live it—no complex interfaces, no stats to manage.

It's not a game—it's a new medium. Think of it as interactive fiction meets biological simulation.

There are no win conditions, experience points, or levels. No combat unless the story naturally leads there. You're experiencing a character's life in a living world where hunger, stress, relationships, and memory shape every moment.

Genre depends on the Living World: fantasy villages, historical periods, contemporary dramas, speculative futures. Each created by professional directors with authentic cultural and biological foundations.

There are no predetermined story arcs—everything is emergent. Events unfold from characters' needs, goals, and desires interacting in unique settings. Nothing is preprogrammed.

Most Living Worlds are open-ended. If your character meets an untimely end in a dungeon, you don't restart—you become the muse of a new individual in that same world. Perhaps someone who even knew your previous character. The deeds and actions of your past characters continue to shape the world.

Some Living Worlds are designed for 2-3 hour self-contained sessions, while others are meant for long-term engagement over weeks or months.

Replayability is extremely high: Small changes at world creation lead to drastically different outcomes. The same Living World can provide hundreds of hours of unique experiences because everything emerges from authentic simulation, not scripted events.

Procedural generation typically means random content creation—randomized dungeons, enemies, or quests following templates.

MUSE is emergent simulation—characters aren't randomly generated, they're born from genetic probability curves, raised in specific cultural contexts, and shaped by biological constraints. Their behavior emerges from authentic needs (hunger, stress, attachment) and environmental factors, not random number generators.

Example difference:

• Procedural game: "Generate random shopkeeper with random inventory"
• MUSE: "Character born 40 years ago, learned blacksmithing from father, recently widowed, struggles with arthritis, prices reflect his stress about apprentice leaving next month"

The randomness isn't in content templates—it's in the countless biological, psychological, and environmental variables that create unique individuals living authentic lives.

There are no spoilers to protect—in many Living Worlds, characters don't even exist at startup. They're procedurally generated based on Creative Director vision, so everyone's experience is unique.

You can always revisit your stories: Re-read them within MUSE, skim back through past events, or review key moments.

We're exploring hardback printing: Get your personal story bound as a physical book. Pricing will vary based on story length. Digital copies will also be available at reduced pricing.

This transforms your emergent narrative into a keepsake—proof that this story happened exactly once, to you, in your unique telling of this Living World.

Technology

ChatGPT and Character.AI use large language models—statistical pattern matching that predicts what sounds right based on internet text. They hallucinate, forget context, and have no actual needs or constraints.

MUSE uses biological simulation. Characters have real metabolic systems, stress responses, memories that decay and strengthen, relationships that shape behavior. The AI only translates simulation state into natural language—like a thermometer displaying temperature.

Their behavior isn't generated by predicting text patterns. It emerges from hunger, fatigue, attachment, trauma, hope, and thousands of other biological and psychological factors running in deterministic simulation.

Result: Characters can surprise you in authentic ways. They don't forget conversations or contradict themselves, because they have persistent memory tied to emotional context. They respond based on who they are, not what sounds plausible.

Every character has functioning biological systems: metabolism, cardiovascular function, stress response, immune system, circadian rhythms. These aren't cosmetic—they shape behavior.

A character who hasn't eaten becomes irritable, has trouble concentrating, and prioritizes finding food. One who's sleep-deprived makes worse decisions and has slower reaction times. Chronic stress affects memory formation and emotional regulation.

We model these systems based on peer-reviewed scientific research, not guesswork. The simulation runs these processes constantly, creating authentic human constraints and possibilities.

When a character acts hungry, they are actually hungry in the simulation. When they seem stressed, their cortisol levels have genuinely risen based on circumstances. This is why MUSE feels different—you're not reading scripted responses, you're observing actual biological consequences.

MUSE is launching for desktop (Windows, macOS, and Linux).

The scale of Living Worlds—the number of characters—is tied to hardware capabilities. A single Living World takes up very little hard drive space (a few gigabytes max, often much less).

Mobile is planned, but the earliest we could hope to have it launched would be late 2028.

Even with less advanced hardware, a Living World with thousands of characters is still an immersive experience with genuine cause and effect, even if the full in-world ecosystem isn't as developed as having tens or hundreds of thousands of characters living their lives.

Desktop (Windows/macOS/Linux):

  • Modern processor (2015 or newer)
  • 8GB RAM minimum, 16GB recommended
  • Storage: A few gigabytes max per Living World, often much less
  • Graphics: Integrated graphics sufficient (dedicated GPU optional for enhanced performance)

Character scale is tied to hardware capabilities. Modest hardware supports thousands of characters with full biological simulation. Higher-end systems can support tens or hundreds of thousands for richer ecosystems.

We're optimizing for accessibility—if your device can run modern word processors and web browsers smoothly, it can likely run MUSE Living Worlds.

We're developing a free diagnostic tool that runs on your computer to determine not only whether it can run Living Worlds, but what sort of character scale and performance you can expect given your specific hardware and configuration.

Yes. The core simulation runs entirely offline—you don't need internet to experience Living Worlds.

Internet is only required for:

  • Initial download of Living Worlds
  • Cloud save sync (optional)
  • Browsing the CALLIOPE marketplace

Once downloaded, Living Worlds are fully playable offline. This design prioritizes privacy and ensures access regardless of internet availability—perfect for flights, commutes, or areas with limited connectivity.

Your stories, your data, your device. No server dependency.

We're developing a free diagnostic tool that analyzes your system hardware and configuration.

This tool will tell you:

  • Whether your computer can run MUSE Living Worlds
  • What character scale to expect (thousands vs tens of thousands)
  • Performance predictions for different Living World types
  • Specific hardware recommendations if you want to upgrade

The tool will be available for download before launch, so you can make informed decisions about whether MUSE will work well on your current setup or if you might want to upgrade specific components.

Privacy & Ethics

No. Never. Your conversations stay yours—we don't use them to train AI models, don't sell them to third parties, and don't feed them into any machine learning system.

The AI in MUSE only translates simulation state into natural language. Your character's hunger level is calculated by biological systems—the AI just describes it in readable prose. Think of it like a thermometer: the mercury (simulation) determines the temperature, the display (AI) just shows you the reading.

Your stories are generated, not trained. They emerge from deterministic simulation, not pattern matching. This is why MUSE works offline and why your data stays private.

By default, we collect only what helps us improve MUSE—technical data like crash reports, performance metrics, and aggregate usage patterns (e.g., "90% of users explored the forest before the village"). We do not collect your conversations or story content.

Optional research participation: You can opt in to share deidentified data with Gothic Grandma Laboratories or vetted research collaborators who meet our ethical standards. This is entirely voluntary, with full informed consent and debriefing.

If you opt in, you may provide demographic information to support research studies, but your name and identity are never part of published research. This enables research that couldn't happen otherwise—always with the goal of advancing understanding and building a better future.

You can revoke consent or request data deletion at any time. Full privacy policy available at launch.

Our transparent, model-based approach means bias can be identified, verified, and corrected—unlike black-box AI systems.

We ground systems in peer-reviewed research and validate outputs with diverse communities. When communities identify inaccuracies, we adjust the underlying biological and cultural models—not just surface-level text.

Every heuristic (computational rule) can be inspected and traced back to scientific literature. If a behavior seems wrong, we can examine exactly which biological or psychological model produced it and refine that model.

This is only possible because MUSE is deterministic simulation, not statistical pattern matching.

Cultural authenticity comes from hiring experts, not crowdsourcing opinions.

We hire Cultural Consultants—vetted experts who can lead authenticity efforts for their communities. These aren't volunteers; they're paid professionals with deep cultural knowledge.

Expert-led approach: Primary consultants lead the work, supported by additional specialists who fill knowledge gaps. This ensures depth and accuracy rather than surface-level representation.

Publishing house model: Like traditional publishers, we maintain creative oversight while collaborating with experts. This isn't community content—it's professionally created and culturally validated work.

When communities identify concerns, we address them at the model level, adjusting underlying systems rather than just changing surface text.

Yes. Any Living World can be appropriate for any age—the system adapts.

Age-responsive narration: A user's age shapes how content is presented. The same world adjusts its language, themes, and complexity based on who's experiencing it.

Parental controls in CALLIOPE: Set global preferences or per-Living World settings. Control reading level, content filters, topics to avoid, and content ratings.

Some Living Worlds are designed specifically for certain age groups, but the platform's adaptability means most worlds can serve multiple audiences through content customization.

Parents have full control over what their children experience while maintaining the authenticity of emergent simulation.

We're building for longevity, not planned obsolescence:

Technical: Living Worlds run offline. If Gothic Grandma ceased operations, your purchased Living Worlds would continue functioning.

Legal: Our licensing ensures you own what you purchase—not just rent access. No server dependency means no "service shutdown" risk for core experiences.

Future-proofing: We're exploring open-source fallback plans and community stewardship options if the company can't continue. Your stories shouldn't disappear because of business circumstances.

Long-term commitment: We're structured as a sustainable company, not a VC-backed growth-at-all-costs startup. Our goal is to still be creating Living Worlds decades from now.

Pricing & Access

We're leaning toward a purchase-to-own model—you buy a Living World once and it's yours, like buying a book or album. No subscriptions, no monthly fees.

For educators and institutions, we'll offer school licensing with pricing designed for classroom adoption.

Final pricing is still being determined, but our commitment is accessibility—no one should be locked out because of cost. Early access supporters will receive preferential pricing.

Sign up for our newsletter to be notified when pricing is finalized.

Public launch: Late 2027 (speculative timeline).

Beta testing: May open earlier in 2027 for selected participants.

We're prioritizing quality and authentic representation over rushing to market. Development timelines may shift as we ensure everything meets our standards.

Sign up for our newsletter to be notified when early access and beta opportunities become available.

Universal accessibility is foundational to our design, not an afterthought.

We support screen readers, adjustable text sizes, keyboard navigation, voice input, and multiple output modalities. Our team's lived experience directly informs accessibility features.

Input options: Type, speak, keyboard shortcuts, touch controls

Output options: Read text, hear narration, adjustable fonts (including dyslexia-optimized)

Navigation: Full keyboard support, screen reader compatible, customizable controls

Accessibility isn't a feature—it's how we build everything from the ground up.

Yes. Educators can contact us for future pilot programs, likely beginning in late 2027.

We'll offer school licensing with institutional pricing designed for classroom adoption. Pilot programs will help us develop curriculum integration guides, assessment resources, and classroom management tools.

Living Worlds support standards-aligned learning objectives in literacy, empathy development, cultural competency, and more.

Interested educators: Contact us through our partnerships page to join the waitlist for educational access.

We're actively seeking community input through multiple channels:

Early Access Program: Sign up via our newsletter to participate in testing phases. Early access members get exclusive previews and direct feedback channels.

Beta Testing: If selected for beta (possibly early 2027), you'll have direct reporting tools for bugs and feedback.

After Launch: Support channels, community forums, and feedback systems will be available through CALLIOPE.

Your input directly shapes development—we're committed to listening and iterating based on real user experiences.

Creation

Gothic Grandma. Studios creates all Living Worlds. We're not opening creation to the general public.

Here's how it works: We hire Creative Directors—experts in storytelling, cultural authenticity, or specific domains—who lead Living World creation alongside our team of creators and technicians. Directors are paid upfront and receive royalties on their published titles.

Our Executive Producer (Leo) ensures quality control, FONT optimization, and creative excellence across all titles. We're a publishing house, not a platform for user-generated content—every Living World meets our standards for biological plausibility, cultural authenticity, and narrative depth.

Why this approach? MUSE is a finely tuned ecosystem that can break in unpredictable ways. Maintaining quality and authenticity requires expert oversight at every stage.

No. MUSE is a finely tuned ecosystem that can break in unpredictable ways. Maintaining biological plausibility, cultural authenticity, and system balance requires expert oversight.

Gothic Grandma. Studios creates all Living Worlds through our publishing house model. We hire Creative Directors and cultural consultants who work with our internal teams to ensure every Living World meets our quality standards.

This isn't about limiting creativity—it's about ensuring every experience is scientifically grounded, culturally authentic, and technically stable.

We hire Creative Directors as professional collaborators, not contractors.

Process:

  • Directors are vetted for expertise in storytelling, cultural knowledge, or specific domains
  • Paid upfront for development work
  • Receive ongoing royalties on published Living Worlds
  • Work alongside our internal team of creators and technicians
  • Executive Producer (Leo) provides oversight for quality and FONT optimization

We're a publishing house: Directors bring creative vision and domain expertise. We provide the simulation technology, cultural consultation, QA, and distribution. Together we create professionally crafted Living Worlds that meet our standards.

Interested in becoming a Creative Director? Contact us through our partnerships page with your credentials and creative vision.

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