Features.
Everything Inergy does today, one line each. Every link goes to a page that shows it.
Campaign brain. Ask anything about your world and get an answer from your own records. It cites the records it answered from, and it's told to say when your records don't cover something instead of guessing. See it
Harvest. Paste old notes, docs or recaps and Inergy pulls out the NPCs, places, factions and threads. You approve each one before it's saved. See it
The canon board. During play, what's said is captured line by line with who said it. You send lines to canon from the hold-to-talk hotbar. See it
Name-aware transcription. Tell it once how a made-up name sounds and it stops guessing: your spelling, every time it's said. See it
The recap. Written from what was said at the table, or from your notes for a session you didn't run in Inergy. You edit it, then publish it to your players. See it
Campaign updates. Reads the night against your records and proposes what's now out of date — NPCs, factions, places, secrets. Nothing changes until you approve it, card by card. See it
The timeline. Fills itself in from the sessions you've played, so the campaign has a spine you didn't have to keep.
“Previously on…” A short opening crawl of each player's own story so far, from their character's point of view, as they come into a live session.
Session prep. Answer a few questions one at a time, then Inergy drafts the session: scenes in your voice, checks with DCs set for your system, and NPC lines. Nothing is saved until you approve it. See it
Next Scene. For the moment the table goes somewhere you didn't prep: a scene to run, during play.
The live console. Your scenes, read-aloud text and DM notes in one place. Turn on Live Play to push an image to the TV at the end of the table with a pairing code. See it
Your players' phones. Each player gets their character on their own phone. Online, each player's speech is captured in their own browser, so their lines are theirs. See it
The player's own screen. Players arrange their live screen from widgets like the preview, narration, their character and their powers. See it
The after-session page. When you end the session, each player lands on their titles, their achievements and how their character showed up that night.
Companion evaluations. Companions get a short evaluation of their own after each session, the same way the characters do.
Your Universe. Your campaign shown as a galaxy of its factions, places and NPCs while you ask questions. See it
Secrets stay secret. Your secrets stay on your side of the screen. They never show up in a recap or on a player's screen. See it
Beside your VTT. Runs next to a virtual tabletop, or a real one. Its job is keeping the record. See it
In founders' testing.
Reachable on founder tables and nowhere else yet. Each opens up once it has run a few real nights.
Talk to your character. Ask your own character what they'd do. It only knows what your character knows. Switched on per player, and only on a founder's table for now.
The house. Open a campaign as a house you move through — rooms and themes — instead of going straight to the app's pages.
Visual briefs. A brief for a scene, so what you describe and what's on the screen are the same place.
Coming.
Combat. Parked until the core is right. It will track, never resolve.
Your system. Inergy runs 5e, Pathfinder 2e, and percentage-based pools — where you decide Fireball costs 8% of 100 instead of a spell slot. Yours is next, and it's why the invite request asks what you run.
Between-session play. Your players spend their days working, training, scheming, or just trying to eat, and what happens to them lands in your campaign before the next time you sit down. It works today, but it's locked until a campaign has five recapped sessions behind it. That gate is coming down.
Places. You can draw the regions of your world and your players can choose where to spend a day in them. Right now that choice changes the flavour of what happens. Next it changes the substance.