Olvido

The narrative engine for living story worlds.

Author worlds. Keep them alive.

Olvido is a narrative control engine that gives you the architecture to build a living story world. Branching narrative authoring, per-player world state, audience analytics, seasonal publishing, and a creation bridge that connects your narrative layer to Unreal Engine and the tools where worlds are actually made.

One system holds the whole thing together. You design a world and its branching stories from a single authoring environment, where every player's choices live in a world state that belongs to them. At the close of each season, those decisions aggregate across your entire audience and shape what comes next.

We built Olvido because no existing tool could do this. Everything we make runs on it, and it makes a kind of story possible that has never existed before.

A network diagram showing the Olvido engine architecture. A central world node connects outward through seasons, stories, episodes, and choice points. Small data pulses travel along the connections.

More than one way in. Move between them whenever you want.

An Olvido world can be experienced in multiple ways at once. Watch it, shape it, explore it, listen to it. Your audience decides how they want to be in the story and they can switch at any moment, not between levels or modes, but between ways of experiencing the same world.

Watch it like a film and the story plays out the way the best stories always have: characters you believe in, a world that feels lived-in, a narrative that earns its turns. If watching is all someone ever wants to do, the experience is complete and nothing is missing.

Choose and shape it, and at certain moments the story opens up. Choices appear where the characters face them, the narrative branches and carries the weight of what was decided. Switch back to watching whenever it feels right and the story adapts either way.

Explore the world beyond the frame. Move through the places where the story happens and find the corners that only exist for those who go looking. Every way in shares the same world state, so nothing is lost when someone moves between them.

Three concentric rings representing three planes of experience in a story world. The outer ring represents watching, the middle ring represents choosing, and the inner ring represents open exploration.

The world remembers what you did. And what everyone else did too.

Every choice leaves a mark, not as a score or a branching tree, but as a version of the world that only you have seen. The story carries what you decided and the world shifts around it, so no two people experience it the same way.

At the close of each season, something bigger happens. The choices of the whole audience ripple forward. Characters who survived in most people's worlds come back, places that drew curiosity become richer, and the writers build on what the crowd decided. The next season carries the weight of everyone who came before.

Your world is personal, the story is collective, and it keeps growing whether or not you're there.

A constellation of particles representing individual player choices. Scattered points gradually cluster together, visualizing how personal decisions aggregate into collective story outcomes across seasons.

We're building it for ourselves. Come build with us.

We are the first users of Olvido. Every world we build, every season we publish, and every player whose choices flow through the engine are running on the same system. We are not shipping anything we wouldn't stake our own work on.

The same tools are being opened to other builders. If you have a world that needs branching narrative, per-player state, seasonal crowd aggregation, and a bridge to the engines where that world comes to life, Olvido is being built for you too.

Tell us what you're building

A blueprint diagram showing four connected tools: the story engine, analytics and player tracking, the creation bridge to external engines, and the underlying technology.

Our first world is being built on Olvido. When the doors open, you'll want to be there.

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