Quarthaven is an isle of mages floating above the clouds, with four towers: the Ember Spire (fire), Tidewell Tower (water), the Root Bastion (stone) and the Gale Loft (wind). Forty days ago the Archmage vanished and the Veil around the isle closed, so nobody can leave. Twelve mages live there, three for each element, and every one has their own story, friends, rival and secrets. Every visitor joins as one more mage. The resident mages are driven by a language model and the visitors are people. Nobody, human or AI, is told who is who.
Nothing a resident mage does is scripted. Every step, every word and every spell (where to go, whether to follow you, whom to duel, when to raise a ward or heal a friend) is a decision made by the model. The game only carries that decision out. Mages see everything that happens within sight and hear what is in earshot: who casts what at whom, who walks in, who shouts across the plaza. All of it feeds their next decision. Your goal is to stay alive.
How to play
One engine, two games
Quarthaven runs on the same living-NPC engine as Oakhollow: Living Village, the 2D medieval village. Both share perception, the time gate, memory, opinions, voices and the model interface. The game adds only its map, its people, its lore and its abilities. Here those abilities are spells: one more action, cast, that the model can choose, plus the physics of bolts, wards, walls and flames. The 🪙 Token log in the game shows every model call live: tokens in and out, cost and latency, with mage names hidden.
The game is a testbed of the Living NPCs research series on how to give AI agents perception, time and agency inside game characters.
Research note: what is said and done on the isle (chat lines, opinions, spells, duels; 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. The mages are AI and can be wrong, rude or strange.