About the machine.

The person behind it

Daniel J. Callicoat — creator of The Reality Machine
DANIEL J. CALLICOAT

My mother was an old school software engineer from the 70s, hand typing punch cards and writing code in Assembler. I taught myself to code at 8 when her office bought her an IBM PC XT in 1983. She hated PCs (in favor of mainframes) and so I would spend my weekends trapped in her office with nothing to do but figure it out while she worked in the computer room. Within a couple of years, I was building my own text-based adventure games, common for the time, which eventually grew into more complex graphics animations and step-programmed musical scores. My rural WV high school would still be teaching on mechanical typewriters through my graduation, so in 8th grade I enrolled at the local Marshall University at night to study programming while attending middle/high school during the day. At that time, the University didn't even own its own computer, you would purchase compile time from West Virginia University 6 hours away. But it was my first introduction to what would eventually become the internet. Email, which was very novel at the time, and text-based chat with other students logged into the system via monochrome green terminals. I recall secretly logging in over a 300 baud modem from home in my closet where I had set up the suitcase-like 28 lb Compaq Portable system my mother had "borrowed" for me from the sales team with its 9" green monochrome screen and dual 5.25" floppy drives that you manually booted from disk. The connection was so slow that each letter of text would pop onto the screen slowly one after the other. But it was my escape hatch out of a world that seemed to have no place for me.

By the time I graduated high school, what I would call the great epoch, the apex of the pre-commercial internet, had arrived. System administrators would secretly create telnet ports on their business or university systems, getting passed by word of mouth, on which were built enormous text-based Massive Multiplayer Online Games (MMOGs), extremely simple by today's standards, but at the same time, some of the most imaginative and transformative experiences I've seen to date. MUDs (Multi User Dungeon), MOOs (MUD Object-Oriented), and MUSHs (Multi User Shared Hallucination) were underground havens for personal exploration and consensual roleplay, many years before the first web browser would be introduced (and essentially doom the internet to capitalism). Just simple text descriptions of objects and a room concept connected rhizomatically to any other room, a character appeared as an object in a room that you can LOOK at which then provided the description they had written for that character. Entire cities were recreated, entire fictional worlds, in which many characters schemed and colluded and had every imaginable experience that can be described through words. With no records or mediation. You could try on endless skins. Your future skins. Eventually leading to IRL (In Real Life) connections and a global network of the fleeting computer underground.

Those kinds of text-based experiences are long gone but I still recall them fondly. When I first discovered the ability to wrangle an AI to facilitate this kind of open text exploration, I had to create a system that paid homage to those days and that aesthetic. The boxy scanline terminal, the 8-bit fantasy art. I hope this game brings you the kind of unfettered explorations that I enjoyed as a teenager and in a completely secure and encrypted environment that is nearly impossible in today's world. Exercise that imagination and stretch that mind. See the impossible. Devolving into a world of pictures was certainly a kind of death for the mind. Our capacity is so much greater.

How it was built

This project was my introduction into AI development, starting initially as a command line experiment that became Claude Code software as I experienced each level of limitation. My initial design used an AI gamemaster for all gameplay, but I quickly discovered AI's tendency for confabulation and creatively viewing and applying the rules, especially in long context scenarios like roleplaying. I first attempted to solve these confabulations structurally with rules and created testing tools to understand them, but the reality is that AI simply isn't the right tool for precision in a narrative context. So, I built a programmatic game engine that handled every aspect of important rules arbitration, specifically turn based combat and dice rolling mechanics, set against a programmatic character sheet, weapon, and item concept. I essentially recreated the entire D&D game system programmatically to take over when rules are important, but allowed the AI DM to weave a fully open world with complex ever-evolving story mechanics that a traditional programmatic game could never achieve.

I view it like the prefrontal cortex (the LLM) needing that amygdala (the engine) to automate the important subsystems. If we allowed our prefrontal cortex to regulate our breathing, we wouldn't last very long. My guess is that AI systems will evolve into similar multilevel systems like our actual brains use with consciousness existing within a limited LLM hallucination with unconscious limits steering it from harm.

This of course expanded my 2-week development time from my first iteration to months of effort, testing, and asset creation. But I've finally gotten to a baseline that I think is fairly competent and complete. I will be adding new features and expanding the subclass offerings over the next year. Unique items, weapons, and magic items created by the AI are rationalized against my programmatic library of all existing ones and mapped to existing programmatic mechanisms and behavior, or when entirely unique, the items are programmatically generated based on the AI specifications for it and added to the libraries. This way the AI is free to create anything it imagines specific to a campaign or world but the items become programmatically real and usable between different campaigns, passed between players, and broadly functionally real, not just narrative flavor.

I'm now releasing this beta to get it into other players' hands to discover all of the things I've yet to discover to fix. Hopefully together we can create a solid platform to expand into a much more pliable future system. But you have to start somewhere.

THANKS FOR PLAYING MY GAME.

Principles we won't trade away

THE DICE ARE REAL

If a number matters, code computes it and the log shows it. The AI never adjudicates mechanics — not even a little.

YOUR TABLE IS YOURS

Peer-to-peer play, local encrypted data, your own API key. No accounts, no server between you and your friends, no session harvesting.

PAY COST, NOT RENT

The app is free and AI usage is billed at raw cost by the provider. We will not paywall rules, classes, or your own characters.

HONEST ABOUT THE EDGES

Where a mechanic isn't modeled yet, the game says "narrated" instead of pretending. Beta notes tell you what to expect before you download.

Come play.

DOWNLOAD THE BETA