Game AI training platform
The training platform for game AI
The brains for your game AI.
Trained, not scripted.
Pulsar trains the AI behind your characters — navigation, decisions, reactions — on KHALM's deterministic neural substrate. The game supplies the world. Pulsar supplies the brain. No behavior trees, no hand-written rules, no GPU at runtime.
Scripted characters answer only
what they were coded for.
The numbers, exactly as measured.
The first product on Pulsar
A living city,
out of the box.
Populace is a drop-in crowd system for Unity: believable background NPCs that navigate, decide, and react — trained, not scripted. Configure venues, personalities, and speeds; drop the prefab into your scene; the crowd lives.
The hosted service
Your world,
your brain.
Record your game in play, send us the recordings, get a trained brain back — a few kilobytes that run on plain CPU. Subscription tiers with training quotas; enterprise deployments run on your own infrastructure.
Building a world that needs to feel alive?
Pulsar is in development. Tell us what you're building, and we'll let you know the moment training opens.
KHALM