---
title: "Casa de Lgin: a game concept"
description: "A concept for a cozy management game in which an AI model reads every order through the character's personality before the character decides what to do."
date: 2026-07-26T12:04:39+02:00
lastmod: 2026-10-16T18:58:52+02:00
url: https://klimek.link/projects/casa-de-lgin/
author: "Marcin Klimek"
source: https://klimek.link/projects/casa-de-lgin/
---

# Casa de Lgin: a game concept

**Casa de Lgin** is an early design for a light, comedic "comfort game" in which you manage a group of adults and teenagers trying to fix up a neglected garden plot with a house on it.

To win a level you need every important object in good condition **at the same time**: plants, fence, windows, compost bin, septic tank and so on. That's harder than it sounds. The garden keeps growing over and finished repairs slowly fall apart, so the order of the jobs starts to matter.

## Characters with a mind of their own

The main idea is limited autonomy. Characters don't simply carry out what the player tells them to do. An AI model first reads each order through the personality, skills, fatigue and motivation of the person who got it, and then picks one reaction out of a **closed set**: accept, refuse, postpone, do part of it, do something else, or ask for a tool or for help. All of the world simulation stays deterministic and lives in game code, and the model is only there to choose between allowed decisions. Characters can also learn new skills by working next to more experienced ones.

*Diagram: How an order becomes an action: the model only chooses from allowed reactions*

## Where it is

As a first step I want to build a small vertical slice in the garden with three characters and 5 to 10 tasks, each of them with a duration and a rate of decay. For now there's a design document, notes from players, concept art and a Blender scene of the plot, but no game code yet.

Source: https://klimek.link/projects/casa-de-lgin/
