Persistent NPC memory across sessions. Cryptographically-signed anti-cheat audit trails. Replayable world state for adaptive questlines and tournament-grade speedrun verification. Infrastructure for AAA-grade game integrity, built for studios shipping AI-driven gameplay.
Unity / Unreal SDK in development. HTTP API + memory proxy available today.
The same product that compliance teams use for AI audit trails happens to solve four of the hardest unsolved problems in modern game design: persistent NPC memory, tamper-proof anti-cheat, deterministic replay for adaptive content, and verifiable speedruns. Same engine. Different application surface.
SteelSpine's hash-chained event log (HMAC-SHA256 + Ed25519) was originally built for AI agent audit trails. The same primitive that proves an AI agent's decision wasn't tampered with proves a player's actions weren't tampered with. The same memory proxy that gives an LLM persistent context gives an NPC persistent memory across game sessions.
Two scenarios. Same SteelSpine infrastructure underneath. Both real CLI flows a game developer would execute.
Memory and anti-cheat run on the same signed event chain. NPC interactions persist across sessions automatically. Cheat attempts produce broken chains that the server rejects before they affect game state.
Each one was previously expensive, fragile, or impossible. Each one is a first-class feature of SteelSpine's existing infrastructure.
Every interaction with an NPC is captured into a per-entity memory store. The NPC's context is automatically injected into every subsequent LLM call. Memory persists across sessions, server restarts, and player disconnects.
steelspine memory-agent on port 11435.
Any OpenAI-compatible NPC LLM call routes through. Entity context auto-injected.
Per-entity disk snapshots at ~/.prime/entities/<npc>.json.
Every player action is sealed into the hash-chained event log on emit. Server-side verification of the chain proves nothing was modified, removed, or reordered. Cheats that modify client-side state produce broken chains the server rejects at the next sync.
steelspine emit on every player action.
Server runs steelspine verify-run to confirm chain integrity. Tampering produces
specific event-ID failure with no false positives.
Capture every player decision into the event chain. Replay from any decision point to simulate alternate paths. Build adaptive questlines where the AI dungeon master can deterministically explore "what if the player had chosen mercy instead of vengeance" to design content that responds to actual play patterns.
steelspine replay-branch <event_id>
reconstructs state at any decision point. steelspine branch-evaluate scores
alternative paths against criteria. Use offline; no live API calls needed.
Cross-shard world state aggregation via the cross-adapter system. Every world event across every server lives in one canonical signed chain. Roll back, replay, or audit any time window. Disputes resolve cryptographically.
steelspine cross-adapter-aggregate
fuses events across data sources. state-at <event_id> reconstructs world state.
Per-event public-key signatures survive any server going offline.
Every input + frame + game state transition cryptographically signed with the player's
private key plus optional eIDAS-accredited RFC 3161 timestamp. Speedruns become
mathematically verifiable. Tournament judges run steelspine pack-verify
on the submitted run.
steelspine pack-create exports
the run as a portable signed packet. Any third party with the public key runs
steelspine pack-verify on their own machine. No trust in the runner or
the tournament organizer required.
Wrap AI playtester runs the same way: steelspine run python3 my_playtester.py.
Compare runs to find divergence. Replay specific failure points. Branch simulate alternate
strategies. Eval gate the agent on regression before shipping the patch.
steelspine run as any agent.
compare --strict for CI gating. Plus Cursor / Claude Code MCP integration
for game dev AI assistant access to playtest history.
SteelSpine's core infrastructure is shipping today. The gaming-specific developer experience layers are at different maturity stages. Honest map:
| Capability | Status | How to use today |
|---|---|---|
| NPC persistent memory | Available | Memory proxy on port 11435. Any OpenAI-compatible NPC LLM call. |
| Cryptographic event chain | Available | HTTP API POST /emit on port 8765, or steelspine capture-pipe |
| Replay + branching | Available | CLI: steelspine replay-branch, simulate, state-at |
| RFC 3161 timestamping | Available | Auto-on with compliance_mode. Sectigo TSA default. |
| Unity SDK | Roadmap | Use HTTP API directly today. SDK shipping with studio partnerships. |
| Unreal Engine plugin | Roadmap | Use HTTP API directly today. Plugin shipping with studio partnerships. |
| Asset Store / Marketplace listings | Roadmap | Coming with SDK release. |
30 minutes. No demo, no pitch. Tell us what your studio is building, what the integrity and persistence pain looks like at your scale, and which use case you'd start with. We'll tell you honestly whether SteelSpine is the right fit before either of us invests further time.
Prefer email? Reach us directly at hello@steelspine.ai.