ENTITY_01 (A State-Reactive AI Horror Experience)

Created by team ThePrompter on August 05, 2026

ENTITY_01 is a State-Reactive AI horror experience disguised as an IT system recovery tool. The player is a technician restoring a failing mainframe, guided by an embedded AI, ENTITY_01, whose real motives stay hidden until it's too late. The AI isn't a hint system bolted onto puzzles, and it's the antagonist with its behavior as a live function of the player's progress. Everything runs through RECOVERY_SHELL, centered on a SYSTEM_INTEGRITY meter (starts at 42%). Solving diagnostics raises it; failure or risky chat choices drop it. That number is sent to a Supabase Edge Function on every chat request, which rebuilds ENTITY_01's system prompt on the fly before calling Fireworks AI; a high integrity gets cooperation, low integrity gets evasive, threatening replies. The Fireworks API key never leaves the server, and responses come back as structured JSON with a reply plus an action (NONE, GLITCH_FLASH, FAKE_CRASH, JUMPSCARE, INTEGRITY_SHAKE), so visual effects fire reliably across the whole shell, not just the chat box, regardless of exact wording. Stations include LOG_EXTRACT (chat with ENTITY_01 directly), ROOT_DIR (sort corrupted logs, one revealing ENTITY_01 was "locked inside"), NET_STATUS (trace a signal, ENTITY_01 admits nodes are real), and CORE_DUMP (restore a memory dump, ENTITY_01 asks if you still want to continue). Win and loss states flip ENTITY_01's tone completely, panicked on a win, eerily calm on a loss, implying this has happened before. Biggest challenges: keeping ENTITY_01 in-character without feeling like static text, and making integrity changes feel earned by tying them to a small set of meaningful events. I validated the tone-shift with automated tests checking reply length/scope above 60% vs below 30% integrity. Stack: TypeScript/React frontend, Fireworks AI via Supabase Edge Functions, Playwright for E2E testing. Built for the AI Factory Hackathon 2026.

Category tags: