Signals
Use your own vocabulary. Items only advertise normalized tags; detectors decide what those tags mean.
Signals · Detectors · Local effects
Tag any item as a signal emitter, configure detection rules on another, and create audience-aware local effects without encoding game-specific concepts.
General by design
Use your own vocabulary. Items only advertise normalized tags; detectors decide what those tags mean.
Layer multiple ranges, falloff curves, targets, and effects—even for the same signal.
Each client independently renders only the local effects intended for that player.
Getting started
GMs configure scene items from the extension popover. The background runtime keeps evaluating even after the editor closes.
Add one or more signals to items that advertise nearby facts.
Choose a signal, range, response curve, and one or more effects.
Each effect independently decides what it acts on and who sees it.
The local runtime handles movement, scene changes, and cleanup automatically.