Inspired by the one act play "No Exit" by Jean-Paul Sartre
In Sartre's No Exit, hell is sharing a room with other people for all eternity. Now hell might be sharing an eternity with other LLMs.
Features
Character GenerationEach playthrough seeds three distinct personalities
Dialogue EngineMulti-turn LLM conversations powered by API, with per-character system prompts and personality conditioning
Persistent MemoryA fine-tuned Qwen3-0.6B model extracts character details revealed in dialogue and saves them to a persistent database in Unity. The room lights flicker each time a detail is logged. These details are injected into each character's system prompt, so they remember you across turns.
LLM-Based AddressingInfers who the user is speaking to, based on information the characters have publicly shared