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SANDS

Built at Meta Global AI Developer Hackathon · Oct 26, 2026 · Remote

SANDS — Demo video

Sands is a platform for creating and playing interactive fiction and grand strategy games, built on one rule: Meta's models narrate, the engine decides. I've played over 150,000+ turns of AI Dungeon. Two things always broke it: characters forgot who they were, and the AI decided everything, so my choices never really counted. Grand strategy games like Europa Universalis, Crusader Kings, Rebel Inc have the opposite problem: deep simulations, but their most dramatic moments (peace talks, surrenders, rebellions, judgments) collapse into a menu, a number and a yes/no button. We wanted to argue, bargain and pass judgment instead. Interactive fiction: a creator writes a world and Muse Spark narrates it turn by turn. In Advanced mode the world has real state (stats, inventory, rules, endings). Muse can only propose changes through validated tool calls, the server rolls the dice, and key outcomes are decided by playable minigames. A memory service extracts facts from play and retrieves them with hybrid vector, keyword and graph search, so characters stay themselves a hundred turns later. Strategy mode: a deterministic grand strategy simulation on a region map, with rival houses led by characters with traits and ambitions. Before building it we studied years of player complaints on r/CrusaderKings, r/eu4, r/victoria3 and r/totalwar, and answered the biggest ones: - All-or-nothing war score: sue for peace in a live scene and draft multi-clause treaties with conditions and sworn promises. - Revolt meters you can only suppress: talk to a rebel spokesperson and agree a covenant; break it and the revolt returns stronger. - Grudges that decay on a timer: rivals cite old wrongs, and heirs inherit them. - Omniscient ledgers: a spymaster whose reports may be lies because the engine bribed him. - Dry event logs: a biased chronicler writes the history of your reign. Plus judgments with a mercy and an iron advisor, and battle speeches spoken aloud (Muse Voice Transcribe). Players distrust chat boxes with no rules, so Muse picks from fixed menus under JSON schemas and the simulation validates every outcome: "accept all my terms" can't cheat it. Creating matters as much as playing. Roblox let anyone make games; Sands does that for AI games. Studio walks interactive fiction creators through a modified Snowflake method, starting from one sentence and growing it, with a Muse co-writer who suggests. Strategy creators describe a land in a sentence; Muse Image draws a region map, then paints it into an antique atlas that becomes playable provinces. Muse also paints portraits we rig into animated avatars, and drafts ruler backstories. A game with a deep simulation and a real story used to take a studio. With Sands, one person can author it and anyone can play it. Five services (React, FastAPI, Postgres), about 10,000 tests, live on Cloud Run and Cloudflare. For avatar we have used mesh avatar studio which is on MIT License. Link :- sands-demo.pages.dev

Team