The game master that keeps secrets, holds canon, and lets the world move on its own.
Octos is a self-hosted engine for game masters, narrative devs, and world-builders. Describe a world and its rules — the engine runs the story, keeps every player's secrets, and never forgets what happened. One short case is playable today; the engine that runs it is yours to deploy.
Built on Octos, a self-hosted world engine · skip to the tech
A real turn, start to finish.
What a session feels like.
Talk to a necktie that has opinions about you. Roll 2d6 to do what a sober person finds trivial — like standing up. Watch the skills you lack quietly hide options and clues, so every detective plays a different case.
One scene, ~10–15 min, runs today (self-hosted). Table mode — shared screen, one input — works now; networked per-player clients are on the roadmap.
Why it won't break the way AI games do.
A DM screen that actually works
A clue a player isn't cleared for is never sent to their screen — not greyed out, absent. Secret rolls, split-party knowledge, the reveal you're saving for act three: every player sees a genuinely different game. (Mechanism: reader-set scoped views, computed at read time.)
A campaign that never retcons
What happened, happened — every fact is an event with a source, not something the model forgets or contradicts three sessions later. Your canon holds. (Mechanism: canon = fold of an append-only log.)
A world that lives between sessions
Factions act, debts come due, last night's choice ripples outward — from rules you define, not a fixed branching script. (Mechanism: autonomous cascade.)
Your world. Your rules. Enforced.
Not locked to one system. Define your dice and your rules — 2d6, d20, or homebrew — and the engine enforces them every turn, so the model can't fudge a roll or bend a law of your world.
For builders: deploy the engine.
The reason that scene has hidden information, a canon that holds, and forkable timelines is the engine beneath it — and that engine is what you run. Describe a world → the engine runs its rules, characters, and hidden information → you play and steer.
For game designers and narrative devs who want to build worlds like this one. Planned: networked per-player clients · visual world authoring.
A short, strange case runs today.
The engine to build your own ships with it.