signal / live study

CREATUREZERO

How little behavior is required before something feels present?

There is no character model, dialogue, camera, microphone, or language model here. One abstract disturbance has attention, curiosity, familiarity, fear, energy, and short-term spatial memory. Your movement changes those states. Its states decide whether it approaches, waits, remembers, or retreats.

encounter field

movement → interpretation → internal state → behavior → memory

browser-native behavior / no model

move slowly · rush toward it · leave · return to the same place · or press space to knock

something is resting in the surface / it has not noticed you yet

attention08
curiosity42
familiarity00
fear05
energy78
memoryempty

The three helper controls simulate clear behavioral inputs without permissions: a sudden disturbance, a quiet nearby presence, or absence. Pointer, touch, and keyboard interaction use the same state system.

under the surface

The creature is not a drawing. It is a set of competing needs.

attention

Proximity and movement pull focus. Fast nearby motion creates more attention than distant or quiet motion.

fear

Sudden approach raises fear quickly. Fear can override curiosity and push the disturbance away from you.

curiosity

Quiet nearby presence creates approach pressure when enough energy remains and fear is low.

familiarity

Repeated calm encounters lower the cost of proximity. Familiarity changes future reactions without becoming permanent identity.

memory

A handful of recent spatial encounters decay over time. Returning near a remembered place can attract the presence before new interaction does.

energy

Watching, approaching, and retreating consume energy. Absence allows recovery, preventing perpetual activity.

system

Agency appears when immediate input stops being the only cause.

renderer
Canvas 2D / one continuous Warp surface
state
attention · curiosity · familiarity · fear · energy
memory
up to 8 decaying in-session spatial traces
input
pointer · touch · keyboard · explicit behavior controls
model
none
network
none required for the encounter
persistence
none / reset on route exit or reload
status
experimental / mobile-first v0

A language model would make this experiment easier to anthropomorphize but harder to evaluate. Version zero intentionally asks a more difficult question: whether temporal behavior, bounded memory, resource limits, and conflicting drives can create perceived presence before language exists at all.