From non-persistent NPC logic to persistent world memory — with only a small Chronos SDK integration.
This demo shows how a simple non-persistent NPC interaction can become persistent using the Chronos SDK.
The game sends events, Chronos stores memory, derives NPC state, and restores that behavior across sessions.
Full demo project:
https://github.com/enginechronos/chronos-demo
This repository contains the minimal Godot integration used to demonstrate persistent NPC behavior using Chronos.
- A game can send simple gameplay events to Chronos
- Chronos automatically derives NPC state
- NPC behavior persists across sessions
- The same game logic can be tuned later through server-side rules
- Player interacts with the guard
- Game sends a Chronos event
- Chronos stores world memory
- Brain derives new NPC state
- Guard behavior changes
- After reopening the game, the guard still remembers
Chronos.append_event(...)
Chronos.connect("npc_state_updated", self, "_on_npc_state_updated")
Chronos.get_npc_state("guard_1") # initial load
