A new genre of narrative gaming, powered by an AI we trained ourselves. Post-demo, pre-launch. We're closing the final spots in a business angel round before VCs arrive.
Omea is an AI-powered interactive narrative platform. You play through illustrated, fully voiced adventures by saying or typing what your character does. No dialogue wheels. No predetermined options. No invisible walls.
Negotiate, lie, run, fight, seduce, betray, try something the writers never anticipated. The AI narrates what happens next - in voice, text, and illustration.
Persistent memory across the entire session. Betray an ally in chapter one; watch it resurface hours later in ways no one explicitly programmed. Characters stay consistent. Consequences emerge organically.
Professional storytellers build the worlds, characters, and dramatic stakes. The AI handles what humans can't: tracking every thread, every relationship, every small decision, across hours of play.
Not a chatbot in a costume. A purpose-built narrative engine.





Sci-fi. Fantasy. Horror. Slice of life. Ten crafted adventures - each one a full game waiting for you.

Professional voice acting, original music, and hand-painted art set the stage.

Build from scratch or choose an existing character. Their personality, their backstory - your call.

Dialogue. Exploration. Combat. Negotiation. Every NPC remembers you. Every choice ripples forward.

Say anything - naturally. The AI understands intent, not keywords. Your voice is the controller.

We ran a 66-day public demo from March 6 to May 11, 2026. Real players, real load, real money on the line. This is what happened.
Players didn't click - they talked. A million words spoken into a microphone, to a story. That's the entire thesis of Omea, validated by behavior, not by survey.
End-to-end narrative responses, fully voiced, fully illustrated.
Cumulative output across the demo period.
Massive headroom on our infrastructure - more on this next.
Every other AI gaming company is paying OpenAI or Anthropic per token on every player interaction. We're not. NIA is ours. We rent bare-metal compute to run it - so the per-interaction margin stays inside the business, not with a model provider.
Not fine-tuned on top of a general-purpose LLM. Trained. On 155,000+ licensed novels. Built for storytelling, not chat. There is no off-the-shelf substitute.
Tracks emotional history, broken promises, character relationships across the entire session - not just the last few exchanges. RAG-class systems can't approach this.
+23.7% TTFT vs. stock from MoE fusion alone. We pay only for the GPU cycles that run NIA - no third-party model provider taking a cut on top of every player interaction. The per-token margin is ours, not OpenAI's or Anthropic's.
That's the operational leverage. We could scale to roughly 30× the demo concurrency on the same hardware before provisioning new GPUs. Cost per concurrent player at this scale is below anything running on rented inference.
Every AI gaming pitch you'll see this year is built on third-party APIs. Their margin gets eaten by OpenAI or Anthropic on every player interaction. We trained our own model. We run it on bare metal. The per-interaction economics are ours. That is the moat.
If you want the unvarnished technical version of why our solution is this much more optimized than competing AI gaming stacks, the deep-dive below walks the full inference-stack journey - vLLM disaster, FlashInfer bugs, the custom SGLang fork, why FP8 KV cache is slower on Blackwell, and the +23.7% TTFT improvement that made shipping possible. Written by Max Salamonowicz during the rebuild.
Other AI gaming companies have to sell subscriptions - their per-interaction API costs leave them no other option. We don't. Our own model on bare metal gives us the economics of a real game studio. So we sell what gamers actually buy: base game, DLCs, Season Pass.
Base game purchase + DLCs + Season Pass. Pivoted from the original iOS subscription model based on demo data: players who finished a story didn't want a subscription, they wanted to own the experience and buy more like it. That's how players have always bought games - we're meeting them where they live.
Steam also gives us discoverability we'd otherwise have to buy: Next Fest, wishlists, organic reviews, Steam Deck visibility. Every signal pointed the same direction.
First B2B revenue already earned: $10.2K against our NIA model on an HR project. The customer compared NIA head-to-head against the SOTA frontier LLMs - and chose NIA.
Why: the SOTA players all compete for best-in-class IQ - reasoning, code, math. Storytelling, HR scenarios, and a growing set of human-facing use cases need EQ - emotional intelligence, character continuity, tonal control. NIA was trained for EQ from the start. That's where we win.
Both revenue streams - the Steam gamedev model and the EQ-driven B2B licensing - exist only because we built our own model and run it on bare metal. Without that, the economics don't work. Game revenue funds the engine. Engine licensing funds the next game. Two flywheels turning a single piece of IP.
Loading.... Wishlists, livestreams, and Steam Deck discoverability all hinge on this window. This is the wishlist-bonanza moment right before Launch - and we're coming for tens of thousands of them.
This is the main course. Matched creators on X, TikTok, YouTube, and Twitch - filtered for the channels where anti-AI sentiment is lowest. The single biggest lever between now and Launch. Paid ads (which gave us 25M impressions and clean buyer personas during the demo) drop to a supporting role.
Artur Kurasinski is closing a top-tier author IP licensing deal. Starting cost under $50K. When announced, the named-IP signal lands directly in our target audience.
We don't bet on it. If it lands, runway extends materially and the cash raised goes further into product and team rather than GPU bills. We plan as if it isn't coming.
Picked as representative of how outlets are responding to Omea pre-launch. Volume will multiply once the influencer wave starts.
A small team that has shipped before, knows the playbook, and has aggressively leveraged AI augmentation. Our biggest single staffing bet is the role we don't have on payroll.



Every single person on this team is heavily AI-augmented - custom tools (NIA, TUL, the alpha art system) and generic tools (Claude, Cursor, and the rest of the ecosystem) alike, daily. This isn't "we use some AI here and there." It's the operating mode of the entire company. No one ships without leverage.
We have no graphic artist on payroll. The alpha art system replaced that role at the end of March. The next iteration (Michał, in TUL) goes further. $23K/mo burn removed in March - and productivity went up, not just intact.
BH:Colonies - $400K Kickstarter. Never Ending Dungeon - $400K Kickstarter. Multiple successful Steam launches. Multiple proprietary AI models trained from zero. We're not learning how to ship - we know.
The round is largely closed already. One of the last commitments closed at $250K and is awaiting wire. The remaining open allocation is small. Same terms across the round.
Marketing push during the June 15-22 window - the single highest-leverage moment between now and Launch.
The main course after the demo: matched creators on X, TikTok, YouTube, Twitch. Starts in two weeks.
Operating cash from Next Fest through Launch and into the post-Launch wishlist conversion window.
NIA runs on bare-metal we already own. The $1M compute grant in flight (if it lands) would extend serving costs further.
9 full-time, 7 part-time. The team is right-sized. We added a fractional CFO and removed three roles via AI augmentation in March.
The AI is built. The app ships on Steam Deck, macOS, and Windows. This round is execution capital, not science budget.
At this stage, every BA on our cap table is an asset - not just a check. We're deliberately filling the round with people from different backgrounds and experiences: operators, gamers, readers, technologists, executives. Each one brings knowledge, network, and perspective the company will draw on for years. After this round closes, the next conversation is a different one: bigger checks, board seats, longer cycles. This window doesn't reopen.
Same-day acknowledgement. Diligence pack (financials, demo metrics, technical write-up) sent within 24 hours. SAFE doc shared on request. If you want a call, I'll book it inside the week.
Not ready to commit, but want to stay close? Wishlist Omea on Steam (link coming on the influencer push in two weeks). Or share this page with someone who'd care.
If you want to be there when it does - hit reply.