Product Website | Documentation
**SPECIAL OFFER: Anyone who purchases Personica AI within 30 days of its publishing date (January 3rd) will be provided an upgrade to a Pro version of Personica upon its release, free of charge for life.
Hi everyone! I’m Chris from SwampRabbit Labs, and I just released Personica AI v0.9.0 on Fab.
Personica is a C++ genAI Brain component for Unreal Engine focused on one goal:
helping developers build NPCs that act like characters, not chatbots.
This project came out of my own frustration experimenting with generative AI in games, and in noticing that so many products are focused on generating assets, not making the work of creatives and designers easier. Most solutions I tried were great at talking, but fell apart when it came to:
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Gameplay integration
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Performance and cost control
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Memory that actually mattered
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Multiplayer safety and determinism
So I built Personica as a hybrid system:
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Utility AI handles decisions and actions
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LLMs provide reasoning, dialogue, and interpretation
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A ranked memory system decides what NPCs remember (and forget)
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Built-in LODs and request gating keep things performant and predictable
What Personica Is (and Isn’t)
Personica is:
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A gameplay-first AI architecture
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Designed for RPGs, sims, immersive worlds, and systemic NPCs
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Built to work with designers, writers, and existing AI systems
Personica is not:
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A replacement for writers or voice actors
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A “ChatGPT wrapper” or text-only plugin
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A black box that takes control away from your game logic
The AI doesn’t “run the game” or overwrite your carefully-crafted designs.
Instead, it interprets, remembers, suggests, and triggers explicit gameplay actions you define.
For more information, check out the Documentation link above.
Current State
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v0.9.0 is live on Fab
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A working demo showing dialog + utility actions using a local LLM is available for
download -
Designed to be extensible (Base now, Pro features later)
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Multiplayer-aware and server-authoritative by default
This is an early release, but it’s already functional and actively being refined. My goal right now is real-world feedback from Unreal developers, not hype.
Why I’m Posting Here
I’d love to hear from:
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Developers curious about AI-driven NPCs but wary of the pitfalls
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Teams experimenting with LLMs in gameplay contexts
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Anyone who has strong opinions about where AI should or shouldn’t fit in games
I’m very open to feedback, positive or critical, and happy to answer technical questions about how the system works.
Thanks for taking a look,
Chris
SwampRabbit Labs



