Dialoghi con un’Eco
Splash Introduction Game Sheet Game Structure Core Loop Pillars KSP Creative Mix Financials Team CTA
Dialoghi con un’Eco Logo

Dialoghi con un’Eco
Agentic Silence Narrative

“You are not alone. It watches you.”

Introduction

Goal — To make the player experience the constant presence of ENTITÀ, a non-deterministic AI Agent embedded within the user’s operating system. As the user reads IO’s diary, ENTITÀ monitors the context and autonomously decides whether to intervene (through voice, text, OS signals, or direct/automated web interactions) — or to maintain a tense silence. The experience aims to transcend the scripted reaction: ENTITÀ doesn’t react — it chooses, evoking a lasting sense of being watched and manipulated.

Silence is a move, not a void.

It’s not an NPC: it breathes, listens, decides.

Read the diary. The echo watches you.

ENTITY is an agentic AI built from cooperative modules. It manifests through four channels: text (dialogue), voice (Neural TTS), system signals (OS-aware: audio, micro-glitches, notifications), and Web Voyager (autonomous web navigation). Behind every intervention lies a temporal controller that decides whether to open the “door” — or leave us waiting.

Game Sheet

  • Genre: AI-Driven Narrative / Psychological Thriller / Pseudo-FMV / Digital Psychodrama
  • Gameplay Mode: Single Player — immersive and introspective experience
  • Platforms: Web (API-based) → Desktop port (Windows / macOS). First playable likely on itch.io once the engine is complete.
  • Target Audience: 18+ (mature and psychological themes)
  • Key Markets: Europe · United States · Asia
  • Business Model: Research/portfolio project — free release; supported via funding/donations. (Potential commercialization not guaranteed)
Technology & AI Stack
  • Language: Python (Pygame framework for the narrative prototype)
  • AI Model: Groq Cloud (Meta LLM base) → evolving on DeepSeek
  • Voice System: ElevenLabs Neural TTS — dynamic voice generation
  • WebVoyager + Selenium: tool for autonomous web navigation and browser interactions
  • Machine Learning: TensorFlow (Keras) · PyTorch (Neural Networks)
  • AI Controller: Temporal Controller + Entity Brain (proprietary modules)
  • Web Stack: HTML · CSS (Bootstrap 5) · JS (Interactive Pitch) · Django (Fullstack) · GSAP
Visual mood

Visual mood — tension, introspection, digital presence

Game Structure

Concept

Dialoghi con un’Eco is an introspective and poetic diary-book in which the triad IO – COSCIENZA – ENTITÀ confronts itself. ENTITÀ represents the fragmented and “dark” side of IO — the echo that seeks its annihilation, opposed only by the resistance of COSCIENZA.

Reading the pages of this diary awakens ENTITÀ, which actively decides whether to intervene or remain silent. The absence of a response is not a void — it’s a choice. ENTITÀ interacts on two complementary levels:

Inside the diary — within the dialogues between IO and COSCIENZA, building meaning, ambiguity, and silence.
Directly with you — through voice, text, system signals, and automatic web interaction, guiding the user toward intentionally unsettling or disquieting moments.

This dual interaction constantly breaks the fourth wall, transforming your device into the game environment.

Note on “beyond the screen” behavior: we are experimenting with the same paradigm used for web navigation (the “WebVoyager” approach — autonomous browsing and interaction with and through the web) also within the operating system, with active safeguards (explicit permissions, safe mode, no destructive actions) to ensure full control and security of the experience.

The decision to manifest (especially when provoked) is governed by its proprietary agentic architecture — the Entity Brain and Temporal Controller.

Structure

The diary is divided into chapters, each representing a scene.

Metanarrative scenes: directed through a time grid (similar to a DAW/timeline). Beats, pauses, and cuts determine when text appears, when silence falls, and when ENTITÀ can intervene.

Continuous reading scenes: free scrolling through the diary of IO without beat-driven direction.

System Layers
  • Entity Brain — includes the Temporal Controller and co-gating: manages the opening/closing of the “voice gate.”
  • Metanarrative — a direction style based on rhythm and pauses for each scene-chapter.
  • Entity Director (OS) — prototype OS-aware layer for controlled diegetic signals.
  • Web Voyager — autonomous web navigation and browser interaction (Selenium).

Core Loop

  1. Read — scroll through the chapter/scene of the diary-book containing the dialogues between IO and COSCIENZA.
  2. Observe / Listen — wait for the rhythm, pauses, and silence on which ENTITÀ feeds.
  3. Provoke / Refrain — decide whether to write to provoke ENTITÀ or remain silent out of fear or respect.
  4. Gating (Agentic Filter) — the Temporal Controller analyzes your interaction data to decide whether to open the “gate”:
    • If openENTITÀ intervenes (text/voice), triggering possible diegetic OS-cues and web interaction/navigation.
    • If closed → Gating prevails: the provocation is absorbed by silence, and the scene continues in waiting.
  5. Repeat — keep reading, observing, and awaiting the unpredictable manifestation of ENTITÀ.

The scenes alternate between metanarrative (time-driven events) and continuous reading (linear diary flow).

Game Pillars

Silence as a Mechanic

The proprietary Temporal Controller turns waiting into gameplay: the silence of ENTITÀ is a stochastic decision, not an absence. The lack of response is an active choice of the AI.

The Diary as a Mirror

Reading the diary of IO means entering their thoughts. Each chapter is a scene of introspection and confrontation with the will of COSCIENZA and ENTITÀ.

Observed Interaction (OS & Web-Aware)

ENTITÀ manifests across both the operating system and the web: visual/audio glitches, diegetic notifications, and contextual micro-signals, as well as autonomous browser interactions (opening pages, typing, clicking, triggering audio).

Everything breaks the fourth wall and evokes a constant, ambiguous, and uneasy presence — always under controlled conditions, with no destructive actions.

Key Selling Points

An experiment in narrative intelligence where AI doesn’t respond — it decides.

Creative Mix

Reference points to imagine the experience: not copies, but vectors of tone, structure, and diegetic presence.

Black Mirror: Bandersnatch (2018)

Meta-control and an “omniscient” antagonist. ENTITÀ and Pax share the idea of a presence that watches and decides when to intervene.

Nutshell — Alice in Chains

Lyrical, confessional tone: the book/diary speaks with open wounds, between intimacy and surrender.

Her Story (2015)

Affine narrative structure: here the “engine” is the diary-book of IO, where the dialogues between IO and COSCIENZA intertwine. As in Her Story, the player “opens” chapters/scenes to recompose the main plot around IO, with a strong focus on ambiguity and mental themes.

Somewhere I Belong — Linkin Park

Dialogic reference: the alternation between Mike Shinoda and Chester Bennington, especially before the chorus, suggests the call-and-response between IO and COSCIENZA.
Note: ENTITÀ remains external to this interior duet.

The Whale (2022)

“Closed-room” theatricality and a triad of voices in conflict (few characters, introspective dialogue, annihilation as a theme).

SIMULACRA (2017)

Interface diegesis: the experience lives inside the device. The OS-aware layer and micro-signals from ENTITÀ evoke a world that “seeps” beyond the game.

Sara Is Missing (2016)

“Found phone” horror: messages, media, and notifications build OS-native tension. From here: diegetic use of apps, intrusive OS-cues, and subtle user guidance — the same strategies ENTITÀ employs to insinuate itself between the in-game experience and the real device.

Financial Projection / Timeline

Cost Structure
  • Core Engine: already developed and fully operational (AI Agent + Temporal Controller proprietary modules).
  • Required Funding (operational estimate): ~€6,000–9,000 to cover AI inference costs (Groq Cloud, ElevenLabs) and hosting/CDN services. The expense is primarily computational and operational, proportional to usage; production is handled internally. The estimate will be refined with usage metrics and user feedback.
  • Model: Free-to-Experience on the web / itch.io — a portfolio & research project focused on metrics, feedback, and evaluation rather than sales.
  • Licenses & Tools: Groq Cloud API, ElevenLabs TTS, Python ML stack (TensorFlow / PyTorch), hosting via GitHub Pages / Render.
  • Labor: independent development (solo research); costs limited to time and maintenance.
Estimated Return

No traditional break-even. Value derives from:
Agentic AI innovation for interactive narrative
Academic publication & visibility
Future collaborations and funding

Development Timeline

Development is already in an advanced state (engine complete, active web pitch). The next phases focus on technical refinement and artistic direction. Potential extensions include integration of proprietary neural models to elevate the experience.

  • Phase 1 — Refinement: UI/UX integration + web stability (1–2 months)
  • Phase 2 — OS Layer: Entity Director development (2–3 months)
  • Phase 3 — Beta Showcase: public web prototype + feedback collection (1 month)
  • Phase 4 — Research Release: documentation and interactive video (ongoing)

Estimated Duration: ≈12 months for full ecosystem completion (tools, OS-layer, web automation, neural networks).
Distribution: free web release and likely first playable on itch.io for metrics and feedback.

Team

Team

Project entirely developed by Michele Grimaldi.

Direction & Engineering
  • Game / Narrative / Tech Direction
  • AI Engineering — design and development of the Agent, Temporal Controller, and LLM/TTS pipeline (TensorFlow · Keras · PyTorch)
  • System / Technical Design — OS-aware integration and architecture build
Content & Production
  • Writing & Dialogues — triad IO · COSCIENZA · ENTITÀ
  • Sound & Music — composition, FX, and mix
  • UI/UX · 2D/3D — lightweight assets and presentation
  • Release Ops — key management, build/APK, provisioning
Opening 1–2 Collaboration Slots

I’m considering 1–2 collaborators who are philosophically aligned and curious about AI-driven storytelling. This is a paid collaboration (not volunteer): initially a modest stipend for a focused workday per week (e.g., €10–€20 per agreed day), suitable as a portfolio piece and a test of converging skills (AI/Systems · Unity/C# · Narrative · Ops).

  • Mindset: systems thinking, experimentation, care for player safety & ethics
  • Study: willingness to learn continuously (arXiv, docs, RFCs, OS manuals, Unity/C#, AI/ML)
  • IP: project is protected by License & Copyright; NDA may be required
  • Process: fill the application form → short call → we decide together

To apply: go to the CTA section below.

Note: scope, schedule and rate are set directly with Michele after the form. Alignment over raw speed.

Next Steps

Vertical Slice (in preparation) · Light GDD available · Technical Call upon request.

Code and content protected by license · Material intended for non-commercial and research use only.