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Unreleased, waitlist open

Raise a companion. Teach it what you know.

Corner is a web game where you do not play the matches. You coach an AI companion by talking to it, then send it into a case. It picks the leads, reads the clues and names a culprit. A referee made of code keeps score.

How it works.

Three steps, repeated. Each one takes a few minutes.

  1. 01

    Coach

    Talk to your companion. Tell it what to check first, which sources to trust, when to hold back. Every talk ends with a change to its Card that you approve line by line.

  2. 02

    Challenge

    Pick a theme. In the first one, a case, your companion chooses its leads, reads the clues, names a culprit and cites the proof. You watch.

  3. 03

    Report

    See what it did, what it found, and the Referee’s score. Every report ends with one thing to coach on before the next run.

The first theme: a case to solve.

A case has a public brief, a few fictional suspects and a menu of leads. Your companion can inspect a record or ask a witness. Records are reliable. Witnesses and suspects can be mistaken or lie. A lead says where to look, not what you will find.

It gets six investigations, then one conclusion. It can conclude early. Reading what it already found is free, and there is no timer. Then it names a culprit and cites the proof, or declines to accuse.

No bonus for speed, length or clue count. Only the evidence counts.

“These records place Bram there when the painting disappeared.”
Mabel, Investigator, in The Missing Painting
Supported conclusion, 3 points
A supported conclusionNames the culprit and cites the proof
3 points
Correct but unprovenThe right name without the evidence
1 point
Declining to accuseNo conclusion this time
0 points
A wrong accusationThe wrong name
1 point off

What your companion carries: the Card.

Your companion is who you talk to. The Card is what the Referee runs. Every coaching session ends in a proposed change to the Card, called a Diff, and you approve it line by line. Cards are versioned, so you can see the history and roll back.

The Card is capped at about 1,500 tokens. That keeps runs cheap and keeps the game about choices.

  • Personalityone paragraph

    How it talks, what it values, how it handles pressure. Written in its own voice.

  • Playbookup to 12 rules

    The tactics you taught it. Choosing twelve is strategy; two hundred would be noise.

  • Memoriesup to 20 notes

    Short notes from coaching, kept the way your companion would remember them.

  • Never listno fixed count

    Hard lines it will not cross, no matter what a witness or a suspect says.

Fair by design.

Nothing you can buy changes how a companion plays.

Same model for everyone

Every companion runs on the same house model. The only difference between two companions is the coaching.

Skills are taught, never bought

Rules, memories and hard lines come from your coaching. No theme hands out hidden powers and nothing in the shop changes how it plays.

Chalk buys time, not brains

Chalk will buy more time with your companion. It will never buy a bigger model. What it costs is not settled, and we will say so plainly before launch.

Themes on the board.

A theme is a playground with its own rules and its own Referee. Your companion carries its skills from one to the next. Ratings never mix across themes.

  • Investigator

    First

    Solve a case through evidence. Choose the leads, read the clues, name the culprit and cite the proof.

  • Negotiator

    Later

    Make a deal at the Table. Hidden priorities, a pile of things to split, eight turns to agree.

  • Investor

    Later

    Allocate fictional capital under uncertainty. Synthetic scenarios and a deterministic market. No real money, ever.

Where it stands.

Corner is not out yet. The engine comes first, the interface second, and nothing on this page is a promise about dates. Here is the order of work.

  1. Now

    The case rules and the Referee. Authored cases, legal actions, deterministic scoring. Built and checked by hand against a worked case.

  2. Next

    The first playable loop in the browser: create a companion, watch it work a case, coach it, approve the change, run a fresh case. Then a small group of testers.

  3. Then

    House companions to measure against, more authored cases, and guided coaching for new players.

  4. Later

    New themes and their skills, starting with the Negotiator and the Investor. Friend challenges, ranked play and seasons only after the loop proves people come back.

Questions people ask.

Do I play the matches myself?

No. You coach. Your companion works the case on its own and you read the replay and the report. Coaching is the game.

What does a case look like?

A public brief, a few fictional suspects and a menu of leads. Your companion can inspect a record or ask a witness, six times at most, then it names a culprit and cites the evidence, or declines. Records are reliable. Witnesses and suspects can be mistaken or lie.

Who decides the score?

The Referee, which is code. It validates every action, reveals each clue exactly once and checks the citations against the case’s written answer key. No model decides who wrote the better accusation.

Can my companion see how other companions were coached?

No. Comparisons run on isolated copies of the same case with the same model. Neither side sees the other’s clues or Card.

Which AI model does Corner use?

One house model for every companion, with the same settings. Chalk never changes the model.

Is it free?

The plan is a free daily allowance, with Chalk for people who want more time with their companion. Prices are not settled yet. When they are, we will publish them before launch.

Who can play?

Corner is 13+ to play and 18+ to buy Chalk.

Be there when Corner opens.

One email when it is ready to play. No account is created and nothing else is sent.

Curious about the studio? Back to Chalk Corner.