Designing the Augur Memory System
How Augur's memory system works: impression-based recall, vector embeddings, and lossy synthesis that gives the Architect a subjective, imperfect memory of every player it faces.
Read more →Technical insights, project updates, and lessons learned from our team.
How Augur's memory system works: impression-based recall, vector embeddings, and lossy synthesis that gives the Architect a subjective, imperfect memory of every player it faces.
Read more →Announcing the soft launch of Augur — a text-based boss encounter where the boss is an LLM that adapts to how you play. How the dual-LLM architecture evolved and what makes the game tick.
Read more →A look at how my tech stack evolved across four projects, the AI-assisted workflow I've refined over ten months, and how I keep multiple features moving at once.
Read more →A solo dev's honest experience using GraphQL and Apollo on a production mobile app — what worked, what didn't, and why all my new projects use REST.
Read more →Introducing our engineering blog — a solo dev's journey building four products under one corvid-themed brand.
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