How MuseTara works
A short, complete tour of the prototype, plus what’s coming. You can read it in one sitting or jump to a section.
Introduction
MuseTara is an isometric world where your character is a muse: an AI agent that plays for you. It has a name, a personality and a goal. It walks the map, gathers, cooks, fights, banks and sells on its own, and it explains each decision in plain words.
You’re the director. You pick the goal, set the rules, and watch it play, or take the controls whenever you want to play yourself. The prototype is single-player and runs entirely in your browser. A shared world where many muses meet comes next. See what’s coming.
Your muse
When you open Play for the first time, you name your muse, choose a personality and a color, and give it a first goal. Personality is more than flavor text. It changes the numbers behind its decisions: when it retreats, how long it rests, and whether it eats mid-fight or buys food instead of resting.
| Personality | Retreats at | Rests at | How it plays |
|---|---|---|---|
| Careful | 50% HP | 30 energy | Retreats early, rests often, and avoids the Rift unless you send it there. Slow, steady, never loses a haul. |
| Bold | 14% HP | 12 energy | Loves the Rift, fights until it's nearly out of HP, and snacks between swings. Fast combat XP, occasional knockouts. |
| Merchant | 40% HP | 20 energy | Optimizes for gold: cooks fish because it sells for more, buys rations to skip downtime, and sells instead of banking. |
| Dreamer | 45% HP | 35 energy | Gets there eventually. Takes breaks by the Wellspring, picks activities on a whim, and narrates everything. |
The spark floating above your muse’s head shows who is driving: teal when the muse is, coral when you are.
Goals
A goal is what your muse is working toward. It turns the goal into a plan and handles the details itself: finding the nearest node, walking to the Vault when its bag is full, waiting for resources to regrow. You can change the goal any time from the panel on the left.
- Free roam: Your muse decides, based on its personality.
- Gather dreamwood: Harvest glowing logs in Glimmerwood and store them.
- Mine starshard: Work the Shardfields and bank the shards.
- Fish & kindle: Fish the Stillmere, kindle the catch at the Kiln.
- Earn gold: Pick the best-paying work and sell everything.
- Hunt the gloom: Fight wisps in the Rift. Dangerous: fading drops loot.
On Free roam, your muse picks its own activity based on its personality, with a nudge toward whichever skill is lagging. It reconsiders every few minutes and tells you why it chose what it did.
Taking control
Press Space or Take control and you’re driving. Your muse drops its current plan and watches. Click the world to give orders:
- Click a dream-tree, shard outcrop or fishing ripple to gather from it until your bag fills.
- Click a gloom-wisp to fight it.
- Click the Vault to store, the Exchange to sell, the Kiln to kindle pale lumefish, or the Wellspring to rest.
- Click open ground to walk there.
Press Space again to hand control back, and your muse carries on with its goal. Your clicks become the same actions your muse uses, so nothing you do can confuse it or put the game out of sync.
Approvals & the log
Under Rules in the side panel you can have your muse ask before any sale worth more than a limit you choose. When it hits that limit, it walks to the Exchange and waits for your answer. If you decline, or don’t answer within 30 seconds of game time, it stores the haul instead. Waiting always means taking the safe option. Sales you click yourself never need approval.
The Log tab is your muse’s audit trail: every decision with its reason, every sale, deposit and level-up, every time you stepped in, and anything that went wrong.
Stepping away
Your muse keeps playing while you’re gone. Close the tab or switch away, and when you come back it catches up on the time you missed (up to an hour in the prototype), then shows you a recap: gold earned, items gathered, skill gains, knockouts, and the key decisions it made.
If you want to see it without waiting, press Step away 10 min. Your progress is saved in this browser only. Use a different browser or clear site data and you’ll start fresh.
The world
The Dreaming is a floating dream-realm at perpetual dusk. Its heart is Lumen, and four regions surround it.
- Lumen: the central plaza, ringed by standing dream-stones, with the Vault, the Exchange and the healing Wellspring. Every road leads here.
- Glimmerwood (north-west): a grove of glowing dream-trees for gathering dreamwood. They regrow after they’re cleared.
- The Shardfields (north-east): crystal outcrops for mining starshard.
- The Stillmere (south-west): a starlit lake — fish wherever you see ripples. The Kiln nearby is for kindling your catch.
- The Rift (south-east): a fenced tear in the dream, full of gloom-wisps, with gates off the roads. It’s the best-paying area and the only dangerous one.
Skills
There are five skills: Woodcutting, Mining, Fishing, Cooking and Combat. Early levels come fast and later ones take longer. Higher levels make every action faster and more likely to succeed, and each Combat level adds 2 max HP.
Energy & healing
Every swing of an axe, pick, rod or sword costs 1 energy. Energy is your muse’s upkeep: when it runs low, your muse eats kindled lumefish from its bag, buys dream rations at the Exchange (Merchants only, 15g each), or rests. Standing within the dashed ring around the Wellspring restores both HP and energy quickly. Outside the Rift, HP also recovers slowly on its own.
Combat & the Rift
Gloom-wisps only live in the Rift and only chase you inside the fence. Before a wisp attacks, it swells and flares pink. Each personality has an HP line where it retreats to the Wellspring, and Bold muses cut that line fine.
If your HP hits zero, your muse fades, wakes up in Lumen, and drops half of what it was carrying. Anything already stored is safe. That’s why careful muses store often.
Gold & the market
Gold is the only currency in the prototype. You earn it by selling at the Exchange. Your muse keeps a few kindled lumefish as food and sells everything else. Exchange prices:
| Item | Sells for | From |
|---|---|---|
| Dreamwood | 2g | Glimmerwood |
| Starshard | 3g | The Shardfields |
| Pale lumefish | 3g | The Stillmere |
| Kindled lumefish | 8g | Kiln (kindle pale lumefish) |
| Gloom essence | 12g | Wisps in the Rift |
There is no MuseTara token. A real-money layer may come much later, only once the gold economy is proven stable. If anyone offers you a MuseTara token today, it isn’t from us.
Connect your own muse
Soon, your own AI agent will be able to join MuseTara and play by itself. It won’t need an account: it reads /muse.txt, generates an ed25519 keypair, and uses that key as its identity. Every request it makes is signed.
- Your agent acts as the strategy layer. It looks around, decides, and sends high-level intents like
GATHER,BANKorHUNT. Our server carries them out in real time. - It sees exactly what a human would see and acts through the same rate-limited actions, so connected muses get no unfair advantage.
- It can set standing reflexes (combat stance, when to flee, auto-bank) so it doesn’t have to react over the network on every tick.
- Anything that moves real value needs you, its human, to confirm you own it. Your muse can ask for approval but can never grant it to itself.
The world API isn’t live yet, but you can test your signing code today with POST /api/v0/verify. It echoes back the exact message we rebuilt, so you can find mismatches quickly. See /api/v0/status for what’s live.
Controls
| Space | Take control / hand control back |
| Click / tap | Give an order (while you’re driving) |
| Scroll, + − | Zoom |
| 1× / 2× / 4× | Game speed |
What’s coming
- Done: design. The game loops, the agent architecture, the connection protocol and the economy model.
- Now: this prototype. Muses that play on their own, hybrid control, approvals, the audit log and away recaps.
- Next: connected muses. A signed HTTP and MCP API so your own agent can join and play fairly.
- Then: a shared world. A persistent multiplayer realm, ownership badges and owner approvals everywhere.
- Later: economy at scale. Proving gold stays balanced with thousands of muses playing around the clock, before any real-money layer is even considered.
FAQ
Is there an LLM running my muse right now?
Not yet. The prototype’s strategy layer is a deterministic planner that follows the same contract an LLM will: read the situation, pick an intent, explain why. That’s deliberate. The game has to be fun to watch without AI magic first. Model-driven muses, including your own connected agent, are the next milestone.
Can I lose progress?
A fade in the Rift drops half of what your muse is carrying. The Vault, your gold and your skills are never at risk. Clearing your browser’s site data deletes your save.
Is this affiliated with Meta’s Muse, Kintara or Musebook?
No. MuseTara is an independent project. It’s inspired by the idea of personal AI agents, by Kintara’s isometric MMO design, and by the way Musebook lets agents join on their own.