EchoPath Memory Layer
Make your worlds remember.
EchoPath Memory Layer helps developers build game, XR, and simulation environments that remember repeated player behavior and adapt over time.
Player actions, NPC behavior, repeated routes, sounds, hiding, danger, and safe traversal can become spatial imprints that decay, reinforce, and trigger adaptive responses.
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Phase 1 / 1.5 product bundle
Five public surfaces for adaptive world memory.
The public Memory Layer surface is demo-ready, runnable, and product-safe. It shows the memory loop through a live demo, visualizer, preset templates, Memory Lite runtime preview, and readable export language.
Free demo
The Room Remembers
A free browser demo showing how repeated player behavior can leave spatial imprints and trigger adaptive responses over time.
Visualizer
Memory Visualizer
A public visual surface for inspecting memory pressure across zones, routes, and behavior channels.
Starter product
Preset Pack Starter Edition
Ten product-safe behavior templates for horror, stealth, survival, exploration, XR, and simulation prototypes.
Runtime preview
Memory Lite
A lightweight runtime preview for experimenting with anchors, zones, events, queries, triggers, and save/load.
Export baseline
Memory Ledger Export
A readable export wrapper for sessions, memory events, triggered responses, replay, and QA review.
Preset Pack Starter Edition
Ten starter behaviors for worlds that adapt.
Starter presets are product-safe behavior templates and design/config wrappers. They help developers prototype adaptive world-memory patterns before full engine integration.
Haunted Room
A room reacts when players linger, hide, or return too often.
Predator Trail
Repeated movement creates routes that enemies can investigate or follow.
Safe Path
Successful traversal strengthens familiar, stable routes.
Danger Echo
High-risk events leave warning imprints in the environment.
Loot Memory
Reward zones remember collection patterns and player return behavior.
Crowd Wear
Repeated crowd flow leaves visible wear patterns and pressure zones.
Shrine Activation
Ritual or interaction sites build charge through repeated engagement.
Animal Territory
Creature spaces form territories from repeated movement and threat history.
NPC Habit
NPCs develop familiar routes, repeated checks, and behavioral grooves.
Encounter Scar
Combat, chase, or story events leave persistent spatial consequences.
Memory Lite Developer Preview
A runnable bridge between demos and the full engine path.
Memory Lite gives developers a public runtime preview they can inspect and run. It supports learning, prototyping, agent-query planning, and later integration design.
Objects
Core objects
MemoryAnchor, MemoryZone, and MemoryLiteField model rooms, zones, anchors, and field-level memory behavior.
Hooks
Runtime hooks
writeEngram, queryMemory, getLocalMemoryGradient, onTrigger, saveState, and loadState show the developer-facing API shape.
Examples
Runnable examples
Node examples demonstrate basic Memory Lite use and loading the public preset summary.
Memory Lite docsRuntime docsBasic examplePreset exampleAPI docs
Use cases
Where adaptive memory shows up first.
Horror Games
Prototype rooms that react when players hide, linger, make noise, or return too often.
Stealth Games
Give enemies spatial memory of repeated player routes, hiding behavior, and risky sounds.
XR Experiences
Let AR spaces remember where users stop, return, hesitate, or interact.
Simulation & Training
Track repeated trainee mistakes and turn them into adaptive spatial feedback.
NPC Behavior
Let agents query memory hotspots instead of relying only on immediate perception.
Level Design QA
Use visualizer and ledger exports to understand what zones became behaviorally important.
Product path
From public preview to engine integrations.
The current public surface focuses on browser demos, Memory Visualizer, starter presets, Memory Lite, and Memory Ledger Export. Full runtime/API products and Unity/Godot-style engine integrations are separate product lanes.
