The intelligence layer beneath stories that remember.
NARREME is not a video host. It is an operating system for serialized interactive media — eleven U.S. provisional patent applications covering how characters remember you, how a community rewrites canon, how commerce and viewer rewards follow emotion, and how one memory travels across every format. You can watch the core claim work live: play a night, then watch the episode render from it.
CFCSS · Cross-format character state
One memory, every format
Existing cross-format universes share a story — same characters, same world. They do not share your state. CFCSS does: your explicit choices in the game and your attention while watching feed one character relationship graph, and that graph reshapes both the game and the show. Flos Angeles After Dark and Episode 1: The Block Remembers are the live proof — the game writes a MetaSave, the episode renders from it.
Unified Character State Graph
One relationship score per user–character pair, netted from every format they engage in. Extends the Character Universe Graph with cross-format resolution.
Active Signal Processor
Reads explicit game decisions — alliances, betrayals, dialogue, resource and negotiation outcomes — and scores each as a character state modification with magnitude and direction.
Passive Signal Processor
Infers relationship signals from viewing behavior — attention, rewatches, skips, pacing, pause-at-peak — with a minimum-signal threshold so noise never moves the graph.
Signal Translation Layer
Normalizes explicit (high-confidence) and inferred (probabilistic) signals into one CSM format with confidence weighting. Conflicting signals are preserved, never averaged away.
Bidirectional Propagation Engine
Applies the netted state back into each format — dialogue trees, character behavior and branch availability in the game; sequencing, emphasis and triggers in the video.
Format-Aware Adaptation Layer
Decides which parts of a character's state should surface in a given format, and through what mechanism, so every adaptation fits that format's way of being experienced.
Conflict is a feature. Betray a character in the game but keep rewatching their scenes, and CFCSS doesn't cancel the two out — it preserves both and marks the relationship ambivalent. A character you wronged but can't look away from is a story the platform can tell.
The operating system · Closed-Loop Orchestration
The modules don't just run. They talk.
Most platforms run optimization mechanisms in isolation — an engagement score here, a rewards model there, a commerce overlay bolted on. They share no state and never modify each other. The Closed-Loop Orchestration System is the coordination architecture that makes them one system: a shared state bus, an inter-subsystem dependency graph, a cascade engine, and bidirectional feedback.
1
Shared State Bus
The single authoritative record of every entity — viewers, characters, segments, offers, rewards, collective goals. Subsystems read and write here; none keeps a private, diverging copy.
2
Dependency Graph
A directed graph defining which subsystem outputs gate or inform which inputs. It's content-aware — different story segments activate different edges.
3
Cascade Engine
When state changes, it walks the dependency graph in topological order to decide which subsystems re-evaluate, when, and with what inputs — with cycle detection so cascades always terminate.
4
Feedback Collector
Captures downstream outcomes — a purchase, a reward redeemed, a community vote resolved — and writes them back upstream as decaying behavioral signals. The system learns from its own coordinated output.
A cascade, not a coincidence
A community vote resolves → character scores update → new content gates open → new commerce triggers become available → loyalty rewards and comeback offers for the unlocked segments recompute — in a defined order, every time. No single module could produce that on its own.
Offer suppression as a system decision
Commerce can't fire unless engagement state clears a threshold AND the character relationship supports the moment. That restraint requires reading multiple subsystems at once — a decision no subsystem can make alone. The result is emergent: coordinated engagement-and-monetization optimization that exceeds the parts.
The portfolio
One system, patent-pending end to end
Each subsystem stands on its own; the integrated-system and orchestration applications claim what emerges when they're wired together. All U.S. provisional applications filed 2026 — patent pending.
CFCSS
Patent pendingCross-Format Character State Synchronization System
One user-level character relationship state, synchronized across interactive and passive formats.
INIS
Patent pendingIntegrated Narrative Intelligence System
The integrated platform application: the modules coordinated through shared data and a unified player state, producing cross-module intelligence no single module can — plus the beat-marker system that fires triggers on video.
OS
Patent pendingClosed-Loop Orchestration System
The coordination architecture — shared state bus, dependency graph, cascade engine, feedback loops — that makes the subsystems mutually reinforcing.
CUG
Patent pendingCharacter Universe Graph
The persistent state graph: trust, loyalty and betrayal that follow characters across episodes, seasons and series.
COA
Patent pendingCliffhanger Optimization Algorithm
Engagement-gating: episode boundaries engineered from real behavioral telemetry, not guesswork.
CNUE
Patent pendingCollective Narrative Unlock Engine
Collective resolution: audience-level actions aggregate into canonical narrative outcomes.
NCE
Patent pendingNarrative Commerce Engine
Emotionally-synchronized commerce — offers triggered at engagement peaks, suppressed when the moment isn't right.
ACP
Patent pendingAdaptive Coin Pricing
Viewer-value pricing that rewards loyalty, streaks and comebacks — personalized offers and discounts, never a surprise at checkout.
CLOSCEG
Patent pendingClosed-Loop Orchestration System for Coordinated Engagement Gating
Coordinated engagement gating: story, commerce and reward gates release in a closed loop only when multiple subsystems agree — timing no single gate controls.
CTI
Patent pendingContent Testing Interface System
A content-testing interface for authoring, previewing and validating interactive episodes, beats and branches before they reach the audience.
SIBC
Patent pendingSonic Identity Behavioral Coupling System
Sonic identity coupling: character audio signatures bound to behavioral and relationship state, so what you hear tracks the story you've built.
Putting it together
How one night becomes a universe
1
You play
Every choice in the game is scored into your character relationship graph — high-confidence, explicit signals.
2
The graph nets it
CFCSS resolves your choices (and, in video, your attention) into one cross-format state — conflicts preserved, not averaged.
3
The OS coordinates
The orchestration layer cascades that state across gating, collective resolution, commerce and pricing — each reacting to the others.
4
Every format adapts
The episode renders from your night; the next game session opens dialogue and branches the graph earned. The city keeps score.
Patent pending. Eleven U.S. provisional patent applications filed in 2026 by LHD Holdings, Inc. (inventor: Stephen André Devezin), covering the systems described above. NARREME, Narrative OS, and the system names shown on this page are marks and/or proprietary systems of LHD Holdings, Inc. This page is a plain-language overview, not a legal disclosure of any application's contents.
