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I built a non-AI continuity engine for fictional worlds. Now I’m struggling to get it in front of the people it’s actually for.

I’ve been building something called R3TCON . It started because I kept running into the same problem with large fictional worlds: characters change, events affect later events, people move around, knowledge spreads, timelines get complicated, and eventually “I’ll remember that” stops working. So I built a local-first canon and continuity system for writers, worldbuilders, TTRPG creators and narrative game developers. The important bit: it isn’t generative AI, and it isn’t an LLM wrapp

五维评分

付费意愿
50
需求真实度
45
个人可落地
55
竞争空间
55
新鲜度
65

AI 分析

痛点:长篇小说、TTRPG 和叙事游戏的大世界观里,角色状态、时间线、知识传播和事件因果极易自相矛盾,靠人脑记忆和笔记维护会失效。

目标用户:小说作者、世界观构建者(worldbuilder)、TTRPG 主持人/创作者、叙事类游戏开发者。

证据:"It started because I kept running into the same problem with large fictional worlds... eventually 'I'll remember that' stops working." / "The project is now far enough along that I've put it on Kickstarter."

变现:Kickstarter 众筹 + 买断制授权(一次性付费的桌面端工具);后续可加订阅制云同步/团队协作档。

MVP:用 2 周做纯本地最小版:支持粘贴/导入现有文稿,通过简单表单或标注定义角色、地点、事件、日期,再用少量确定性规则(人物死亡后不出现、行程天数校验、知识先后)检测冲突并列出冲突原因与出处段落,不做自动改写。

竞品:World Anvil、Campfire、Obsidian Longform + 各类世界观插件、Scrivener 的设定管理功能

摘要:一名独立开发者做了一个名为 R3TCON 的非 AI 连续性引擎,用结构化设定 + 确定性规则检查虚构世界中的矛盾(死人复活、行程天数不符、事件互相冲突、角色提前知晓信息),面向小说作者、世界观构建者和 TTRPG 创作者,并已上线 Kickstarter。他目前的核心困境不是产品而是分发,找不到触达目标用户的有效渠道;帖子中未给出众筹进展、收入或他人付费意愿的原话,需求验证仍局限于作者本人。