WhisperTownA SMALL TOWN. A LONG MEMORY.
THE MARKET DISTRICTDusk settles over the square
Connecting
CHAPTER ONE

Eight lives. No script.

MiniCPM 2B + AEON 27B · Running locally. View-only updates arrive about every 10 seconds.

YOUR NEXT MOMENT

The medicine arrived.
The story didn’t end.

See what the neighbors choose to tell each other.

Click to wander · Drag to look around · WASD to walk
A STORY IN THE MAKING

June needs medicine. How you help is up to you.

YOUR PLACE IN THE TOWN

Find Mara at the pharmacy.

Your pockets are empty.
Get closer to a resident to talk.
WELCOME TO WHISPERTOWN

Eight lives.
No set ending.

Residents choose their own goals and words. They can start conversations, work, give what they own, and form impressions of one another. You can join them or watch. The medicine parcel is an optional situation, not an assigned storyline.

Public watch mode: follow residents, inspect their goals and memories, and read the journal. Town management stays with the host.

  1. Explore. Tap the ground or use WASD / arrows to walk. Drag the map to look around.
  2. Meet someone. Select a resident, walk over, and talk. Ask about their plans. They remember conversations as things said, not proof that an event happened.
  3. Let the story spread. Start the living town, or advance one moment. Residents choose their goals, whom to approach, what to say and whether to work or give a gift. Memory trails separate firsthand evidence from hearsay.

Start the living town to let residents make decisions on their own. They walk around buildings, meet, and share only facts they know. Pause stops the next round; an ongoing meeting finishes first. Replays illustrate past events without changing the story.

POWERED BY YOUR TWO SPARKS

Small town. Local minds.

MiniCPM5-2BGoals & actions · Spark 1Connection not checked
AEON 27BConversations & atmosphere · Spark 2Connection not checked

Eight resident decisions run concurrently. AEON writes each speaker and listener’s own words for a meeting. AEON then chooses the atmosphere. Token rate is output tokens divided by completed-call wall time. Recorded values are from the save, not a live benchmark.

The models choose from allowed actions. Game rules control inventory, distance and factual memory. No cloud inference.