Live one person
A wanderer, an officer, a merchant or a warlord: play an original character or a historical figure. Your power is the ability to change people, limited by your standing, your record of counsel and how well they know you.
A Three Kingdoms life RPG where the story does not end with the quest, and the people beside you remember the road you travelled together.
Start on the eve of Red Cliffs, in the eleventh month of 208. Talk your way into a lord's council, marry into a family, ride the roads between cities, or fight at a hero's side. History is where the story starts, not a script it has to follow.
In most RPGs, the story ends when the main quest does. Even your closest companion soon runs out of things to say, and you hear the same few lines again and again. The world freezes; the people in it were only ever waiting for their cue.
Born Among Kingdoms (生逢三國) sets out to be the opposite. The people you meet stay with you for a lifetime. They were there the night before the battle, at the wedding, at the grave of a friend, and they carry those moments with them. They bring them up beside the campfire, look back on them with you, and let them change who they are.
This is the problem Motif & Matter Studios exists to solve: immersion that comes from being known by the people in a world, and from a story that keeps going for as long as you do.
刀劍殺一人,言語可亂一國。
A sword kills one man; words can throw a kingdom into chaos.
In most RPGs, dialogue is flavour. In Born Among Kingdoms you type what you would say, and the person in front of you answers in character, remembers it, and acts on it. Win a recluse to your lord's cause, talk a rival out of a feud, or say the wrong thing at a banquet. Hand-written games run out of story the moment you leave history's path. This one keeps going.
A wanderer, an officer, a merchant or a warlord: play an original character or a historical figure. Your power is the ability to change people, limited by your standing, your record of counsel and how well they know you.
Characters recall what you told them as a conversation goes on, and every conversation is kept. Carrying gifts, slights and promises into the next meeting, and into what they do when you are not there, is what we are building now.
Eight world rules apply to the player and every NPC alike. Nobody is immortal or ever-loyal, and nothing happens because the plot needs it to.
The game knows 911 historical figures. Those active in 208 start where the records place them, and the rest enter as history brings them in. After that, events follow from what people want and what you do.
Marry, raise children and keep a household. The game is designed so that when your character's life ends, an heir can carry on.
Deterministic game code owns every rule, number and outcome. A language model writes the characters' lines and proposes changes, and code checks each proposal against the world's facts and the date before anything happens. That keeps a long game consistent: nobody remembers events that have not happened yet, and no conversation can conjure gold or armies.
Captured from the current development build and the battle prototype. The work is in progress; art, interface and numbers will change. For longer footage with each shot labelled by build, watch the gameplay video (3:51). Its live English dialogue is unedited; only the waits while the model thinks are shortened.
A continuous session runs from a cold launch through character creation into a living 208 world. These screens are from that build.
Type anything, in English (beta) or Chinese. Characters answer in character, grounded in 240 curated facts and a catalogue of historical sources, and checked for consistency before their words stick. Deep talks, campfire nights and walk-outs are all in.
An ink-painted world map you cross on foot or on horseback, with a clock that moves as you walk, meetings on the road, and an atlas of the realm (天下輿圖) for planning journeys across 13 provinces and 58 commanderies.
Each city has its tavern, market, office, barracks and ferry. Markets keep live stock and prices. Buy a horse and saddle it; your mount and its gear stay with you.
Courtship, marriage and births, sworn kinship, a walkable home with the household in it, and letters with seals and replies. 77 relationship and life actions are defined, with more being wired up each week.
Action combat with combos, charged strikes, dodges and each hero's signature move, on foot or mounted, across six weapon families. In the game today you can face an NPC in a friendly bout. Sieges and field battles run in the browser demo.
Recruit wandering talent in person, or send an officer to court a recluse. Take a seat on a lord's council, earn promotions at the seasonal review, and govern a holding you can delegate.
Development started in June 2026. Here is what a player can do in today's build, what exists only as a prototype, and what comes next.
Work begins on a question: can a language model fill the story that scripted Three Kingdoms games leave empty, without breaking the history? A first live slice with Diaochan begins its reply within a third of a second on a high-end local GPU.
Cold launch, title screen and character creation into a live run on the 208 map. The game takes its name: 生逢三國, Born Among Kingdoms.
The first full playable session closes: conversation with memory and a consistency judge, relationships, households and letters. Work on the Early Access build begins.
Figures, poses and ink shaders built entirely in code; signature moves, sieges, cavalry and six weapon families on one battle core. The first fight inside the real game is a friendly bout.
The walkable ink world map and atlas, live city markets, persistent mounts, in-person recruitment and officers who court recluses for their lord.
Closed playtests with friends and then strangers, measuring what an hour of play really costs in AI time. A Steam store page, a Steam Playtest, and Steam Early Access, targeted for early 2028.
Character dialogue is text, generated live. It can run on your own computer if it is powerful enough, or in the cloud if it is not.
On a high-end GPU or a high-memory Mac, the game runs an open-weight Qwen model locally, with no account, no ongoing charge and nothing leaving your computer. Output is constrained by a grammar, so the game always gets well-formed proposals back.
Other computers can use optional cloud dialogue: prepaid credits with hard caps (planned), or your own key for an OpenAI-compatible provider, held in memory only. Without either, characters speak from authored dialogue.
A deterministic fact store, dated so nobody knows the future, and a catalogue of nine historical works keep characters true to who they were in 208, and to what has happened in your game since.
An independent game studio in Coquitlam, in Metro Vancouver, British Columbia, making games about people: what they want, what they remember, and what they do about it. A motif is a pattern that returns; matter is what it is made of. We build systems where the second can carry the first.
One director, a strong opinion about the design, and AI coding agents (Claude Code, Codex and Cursor) working in separate implementation and review lanes. Every change passes automated checks before it merges. Decisions are written down: the game's design is recorded in more than 120 architecture decision records and about 50 system design documents.
He spent his PhD studying how people remember. Now he is building characters who do.
Hank founded Motif & Matter Studios and designs and directs Born Among Kingdoms (生逢三國). Before the studio, he built and led data science at Beatdapp, the Vancouver company that detects fraud in music streaming, and researched human memory with fMRI at Washington University in St. Louis.
data scientists and analysts he hired and led as Head of Data Science at Beatdapp
less streaming fraud across multiple platforms, from the anti-fraud work he led
citations of his research on memory and the brain
Joined Beatdapp as a data scientist, built its core fraud-detection system, then grew the data science function from zero to fifteen people and ran its hiring, coaching and roadmap with executives, Product and Engineering.
Delivered fraud detection used by partners including Universal Music, iHeartRadio, The MLC, SoundExchange and Audiomack, saving clients millions in falsely claimed royalties.
PhD in Psychological and Brain Sciences, first author in the Journal of Neuroscience on how people retrieve memories, then dementia research at the University of Calgary. That work is the root of a game about characters who remember.
Born Among Kingdoms is an engineering problem as much as a creative one: models that must stay consistent across a whole life, costs that must stay bounded, and quality that must be measured, not hoped for. Hank has spent his career building measured, production machine-learning systems and the teams behind them, and he reads the Three Kingdoms in its own language.
Closed playtests start soon. Write to us to join, for press, or to say hello.