./works · 06.23.2026

4D-Valley

4D-Valley turns Emo.Studio into a playable product demo. Three 4D-NPCs run as emotionally persistent agents with memory, mood, and action permissions, then meet the player through API calls, iMessage, and direct game interactions inside one 24/7 world.

4dew-valley-production.up.railway.app
4D-Valley interface preview

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4D-NPCs

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interaction interfaces

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24/7 world

context

The project is framed as a showcase for the Emo.Studio SDK and Studio rather than only a farming prototype. Willow, Bram, and Marnix are authored as studio characters with persona, emotion palettes, seed memories, and a menu of game actions they are allowed to choose.

That makes the valley a readable product surface for emotional agents: players can trigger turns through API calls, message the same characters through iMessage, or interact inside the world and watch those choices resolve as visible farm changes.

pattern

The strongest pattern is multimodal access with one continuous agent state. A 4D-NPC can read text, game state, timing, relationship memory, and world events, then answer on the right surface or select a signed action such as watering crops, harvesting, walking, gifting, or declining.

Because Emo.Studio owns feeling, memory, interpretation, and action selection while the game owns verified execution, 4D-Valley becomes a clean example of multimodal agents that perceive across modes without collapsing every interaction into chat.

next

The product story should keep emphasizing the integration loop: studio-authored characters receive events, reason with persistent emotional context, select actions, and deliver those choices back to the game through signed webhooks.

That turns one small valley into a 24/7 demo environment for Emo.Studio: three 4D-NPCs, three interaction interfaces, and a persistent world where multimodal agents can be tested as characters, APIs, and collaborators at the same time.