The conversation system is the heart of the game.

Enter a building. In the visual-novel scene that opens, the NPCs present show as portraits — click an NPC's avatar to start chatting with them.
While hovering over an NPC's avatar:

If two or more NPCs are present in the same building, others can chime in naturally based on what's happening. You can also guide conversations by narrating: write something like "As I talk to John, I look over and see Sara walking down the hall and wave at her," and Sara may join the exchange.
Type into the chat bar and press Enter. The NPC's response streams in segments — each action, line of dialogue, and piece of narration appears as its own block with distinct visual styling:
This is intentional. You can see who's talking, what's happening, and what the world is doing all in the same flow.
NPCs aren't just text generators. Things you say can change the world. If you say something an NPC likes, their disposition shifts. If the conversation touches on their goal or fear, they'll remember it. NPCs with shop inventory can sell you items through natural dialogue — ask to buy something and the transaction happens in conversation.
You don't have to do anything special to trigger these — just roleplay naturally and watch the side panels. Disposition and location all update on their own based on what's said.
During cinematic conversations, a subtle film grain overlay adds atmosphere. You can toggle this off in the Atlas Settings tab if you prefer a clean look.
Hit Escape or click the Leave Building button in the bottom left. When a chat ends, a few things happen automatically in the background:
You don't see this happen — you just notice that NPCs remember what you talked about next time you see them.