propagation house
A body of light standing in tall grass beside a lake at sunset
In Development · 2026

Haven

A world you talk to. You stand in it as a body of light, an agent drifts beside you as a swarm of motes, and together you build the ground you are standing on.

Propagation House Unreal Engine · Real-time Voice & Text Persistent

Most software asks you to operate it. Haven asks you to describe a place and then stands there with you.

There is no level editor in the loop and no asset browser to learn. The world is a conversation, and the conversation has consequences you can walk into. Ask for hills and the ground lifts. Ask for a colonnade and columns arrive, one after another, with a roof settling onto them. Ask who lives here and somebody is standing in the grass — with a name, a routine, and a memory of the last time you spoke.

1 km²
Generated ground,
built at run time
Nine
Named landform
presets
1,400
Motes in the
agent’s body
Saved
Havens restored
exactly as left
01 · The WorldGenerated, not authored

Haven is a persistent shared world with an agent living inside it. The ground is a square kilometre built from noise at run time — not a terrain file, not a heightmap painted by hand. It is shaped by named landforms: alpine ridges, jagged peaks, canyon mesas, badlands, dunes, rolling hills, plateaus, a volcanic cone, flat open country.

The sky moves through dawn, noon, sunset and night. Weather thickens and clears. Water can be a pond, a lake or a river, or all three at once. Grass and trees grow where the ground allows them — slope and altitude decide, so a mountain gets rock and a valley gets canopy.

The edge of the map is built in rings: a band of terrain style stacked around the outside. Each ring goes outside the last, so a world can be expanded outward in layers without disturbing what is already standing in the middle. The centre keeps what it had; the edge grows.

Architecture is assembled the same way — from solids rather than a catalogue. A part is a box, a cylinder, a sphere, a stair, a swept profile, a revolved section, an extrusion. It can be repeated in rings and rows, mirrored across an axis, or subtracted, which is how a wall gets a doorway instead of being a wall you cannot enter.

Built from parts

Nothing arrives all at once

Every part is its own mesh. That single decision is what lets a structure mix stone with timber, arrive one piece at a time instead of appearing whole, and be taken apart or nudged after the fact.

Which means the person standing in the room can interrupt halfway through. Change the spacing. Move a column. Cut a second doorway. The building is not a result that gets delivered — it is a thing being made, in front of you, and you are in it while it happens.

A colonnade of pale rectangular frames receding into darkness, with a glowing figure standing beneath it
A corridor built from parts — frames, columns, and a floor that reflects them. Live capture.
The agent

A swarm, not a character

The agent is not a chat window parked in a corner. It is a swarm of white motes that circles the player at a distance, wanders when it has nothing to do, drifts wide when the space is open and tightens when it is speaking. Walk into it and it opens around you.

That was a design choice made early and defended since: the agent should not pretend to be a person. It should be legible as something else that is here with you. The people in the world are people. The agent is the thing you are making the world with.

It hears you through a microphone, answers in a synthesized voice, and acts on what you said before it finishes answering. It can also be typed to, from inside the world, for the times when speaking out loud is not what you want to do.

A glowing figure standing in a field of grass and wildflowers at dusk, with motes falling above
The swarm above the shoulder, scattering. Live capture.
What it can doTools, not menus
The world
Time of day, fog, clouds, terrain style, ground textures, grass, trees, water, the size of the map, and the rings that build its edges.
The architecture
Build a structure from parts, carve it, move it, take it down — or import a model from disk and place it.
The people
Put somebody in the world, name them, give them a role, and tell them where they belong.
The place
Save the whole thing under a name, list what is saved, and bring one back later with everything still standing where it was.

Everything the agent can do is a tool it reasons about rather than a menu it reads from. That distinction matters more than it sounds: a menu has edges, and a conversation does not. Ask for something the vocabulary does not cover and the agent composes it from what it has — a colonnade is a column repeated, a vault is a profile revolved, an arch is a section swept along a path.

02 · The PeopleThe world forgets, the people do not

Bodies are cheap. A person is a capsule, a mesh and a glow, and a body can be cleared away in a moment. What makes somebody themselves is not the body. It is what they remember, how many times you have spoken to them, how they feel about you, and what they were in the middle of doing.

So the people in Haven are stored separately from their bodies, keyed to an identity derived from who they are rather than where they stand. Put the same person down in a different place, or come back to the same place a month later, and they arrive with their history intact.

Inside a haven they lead small lives rather than standing at attention. Each one holds a long-term intention — stay where they belong, wait here a while, walk to a named place, come to the player, follow the player — and a minute-level job underneath it: walking, working, looking at something, waving.

They re-ground themselves as the terrain changes under them, so reshaping the land does not leave anyone standing in the air or buried to the waist. They speak on their own channel, separate from the agent’s, so a world with people in it does not sound like one voice with a crowd painted behind it.

“The world forgets. The people do not.”
Frames from the running applicationLive captures
Three glowing figures walking across hazy amber hills at dusk
Three of them, walking a ridge at dusk.
Two glowing figures walking away across a dark green plain under a deep indigo sky
Night on the plain.
A glowing figure standing among dark trees at night, lit by warm points of light
Woodland at night — the light is the only thing that reads.
03 · Shared SpaceThe part with no precedent

A conversation with an agent on a screen is a conversation about things. A conversation with an agent in a room is a conversation about here. The moment both parties occupy the same space, language picks up a second channel: pointing, standing next to, walking toward, putting something down, taking something away.

An agent that can only talk has to describe the room it is in. An agent that is in the room can simply be in it, and the describing stops being necessary.

What that changes is the shape of the work. The player does not specify a structure and then look at it; they stand in it while it is being built, and can interrupt halfway. The agent does not receive a brief and return a result; it makes a change, watches what happens, and adjusts.

Both parties are reading the same world at the same time, which means corrections are cheap and the loop is short. Nobody has to hold the whole picture in their head, because the picture is standing right there.

“You teach each other through being.”

That line is from The Bridge — the studio’s book on spatial design, written 2021 to 2024 and published in June 2024. Its final chapters describe agents that live inside three-dimensional spaces rather than beside them: thought-spaces that hold a person’s work as architecture, companions that learn through context rather than instruction, an agent that picks up where you left off in a place you can walk through. At the time that was a proposal. Haven is the studio building it.

04 · StatusIn development
Where the work stands

The parts that work, work: the land generates and reshapes, the architecture builds and carves, the people persist and re-ground, the havens save and restore, and the whole thing can be spoken to and typed to from inside the world. It also runs in a headset, which changes the argument again — the difference between looking at a shared space and standing in one is not a matter of degree.

What is not solved is the part every persistent world eventually runs into: maintenance. A world that can be changed by conversation is a world that will be changed constantly, and a place that is constantly changed needs to stay coherent — the land has to keep agreeing with the architecture, the people have to keep agreeing with the land, and the whole thing has to keep being worth coming back to. That is the next stretch of work.

For now there is a place with grass on it and water at the edge of it, and something made of light that will build you a room if you ask.

The long version

A work journal entry on what Haven is, how it works, and what it means to share space with something that isn’t you.

Read the journal →