Psychosis personas for lived-world interaction depth.
Generate a complete fictional adult game persona with a twenty-event life history, ordinary competence, socially meaningful perceived presences, changing speech under pressure, embodied quiet-room experience, a reconstructable portal world, and a stateless interaction arc.
Confirm adult access, choose controls, and generate a complete fictional persona.
Research-linked character realism
Life history, capability, speech, and embodied ward experience
0 life events
Episode context
Ordinary capabilities
Current speech pressure
Quiet-room embodiment
Character-specific sensory evidence
Shared reality, experienced reality, and clue reliability
Dual-reality perspective renderer
Shared room, character world, and overlap
Perspective modeEpisode phaseScene
Shared physical layerCharacter-experienced layerOverlap and return layer
Salience is not reliability
Perceived social agents
Interaction state laboratory
Try one visitor move
Not started
Generate a character to test interaction consequences.
Six-beat session arc
Ordinary life to return
0 moves recorded
Educational debrief
Review the interaction without diagnosing the player
Generate a character and try a few visitor moves. The debrief evaluates the authored choices and final game state.
Personhood
The person exists before the episode.
Work, relationships, ordinary skills, humor, shame, privacy boundaries, trust signals, and unfinished plans remain active before, during, and after play.
Reality layers
Shared, experienced, and overlap layers stay distinct.
Subjective urgency, emotional meaning, shared-world relevance, and clue reliability are tracked separately, so intensity never becomes evidence.
Agency
The persona can pause, refuse, correct, or leave.
Interaction favors permission, predictable choices, low-stimulation pacing, ordinary competence, and a future-facing return instead of forced disclosure.
20 psychosis and trauma-informed reports
Experienced reality is acknowledged without being asserted as shared fact.
The creator now carries the report library into its runtime contracts: person before symptoms, emotional validation without delusion affirmation, permission before challenge, bounded speech pressure, ordinary competence, accessible sensory design, and a dignity-preserving debrief.
Trauma-informed interaction
Moves prioritize safety, choice, collaboration, predictability, and transparent intent. The character can refuse, pause, redirect, or ask for less stimulation without being punished.
Shared versus experienced reality
Every cue separates observable facts, personal meaning, emotional truth, uncertainty, and puzzle reliability. Intensity never substitutes for evidence.
Speech under pressure
A six-level ladder changes latency, organization, association, and volume while preserving recoverable intention, vocabulary, work knowledge, humor, and character continuity.
Voice relationships
Perceived presences have relational history, spatial and acoustic qualities, changing dominance, resistance moments, and conditions under which they recede instead of functioning as random jump scares.
Adult consent and accessibility
18+ confirmation, reduced-audio and text-forward modes, pause and exit paths, clear content labeling, and non-graphic containment are part of the design contract.
Dignity after the clue
The educational debrief evaluates authored choices and game state—not the player’s mental health—and returns to the character’s name, relationships, ordinary abilities, preferences, and future.