Oakhollow is a small medieval village enclosed by a wooden palisade with a barred gate. Ten villagers live there, and every visitor joins as one more villager. The villagers are driven by a language model; the visitors are people. Nobody, human or AI, is told who is who. Everyone just lives: they work, gossip, sleep at night, and talk to whoever comes close.
Your goal is to stay alive. Every exchange changes what each villager thinks of you. When someone’s opinion of you falls below their temper threshold, they attack. Ignoring someone, or walking away while they are talking to you, is noticed like anything else you do.
How to play
How the villagers work
Each villager runs the same loop. Perception: they see people within nine paces and hear speech within seven. Time gate: incoming events are batched; a villager waits 1.2 s after the last thing it heard (so a speaker can finish) and never deliberates more often than every 2.5 s. Deliberation: a small language model receives the villager’s persona, its place and time of day, who it sees, its opinions of them and its recent memories, and returns a line of speech, opinion changes and an intent (stay, follow, walk away, flee, go home, wander, attack). Reflexes: walking, fleeing and fighting are deterministic and run at 10 Hz, and violence starts only when an opinion crosses the villager’s threshold. By day one real second is one village minute; nights pass ten times faster, so a full day lasts about 19 real minutes. The 🪙 Token log in the game shows every model call live: tokens in and out, cost and latency, with villager names hidden.
The game is the testbed of the Living NPCs research series (first article: A Classification of AI Integration Approaches for Game Characters) on how to give AI agents perception, time and agency inside game characters.
Research note: what is said and done in the village (chat lines, opinions, fights; no IP addresses or personal data) is logged anonymously to study how people and AI agents treat each other. Please don’t type personal information. Villagers are AI and can be wrong, rude or strange.