Give your game a senseof intuition.
The new era of instinct-driven game worlds.
A new signal layer that brings gaze, attention and human instinct into your game, engineered for studios crafting responsive, presence-driven worlds.
Request early access to the SDK by signing up.
Frame-accurate signal pipeline
Built for the frame,not the dashboard.
Optimized for real-time environments with frame-accurate sync and minimal overhead on CPU/GPU. Suitable for gameplay-critical events, not just analytics.
Input
Camera frame in
Process
Gaze · blink · attention
Output
Signals to game logic
One frame at 60 FPS = 16.67 ms · signal ready in-frame
Engine-native
Engine-native.And everywhere else.
Use first-class integrations for Unity, Unreal and Godot or plug directly into custom engines and projects. Runs alongside your existing input stack, animation graph, or state machines.
Unity
Unity Input System
Beta planned
Unreal Engine
Plugin with Blueprint support
Beta planned
Godot 4.x
GDExtension system
Supported
Custom
Native C++ integration
On request
Player presence
Player presenceas a game mechanic.
Not a button. Your game stops reacting only to inputs and starts reacting to instincts creating tension, pacing, atmosphere, narrative beats and AI behaviors without breaking immersion.
gaze held 2.4 s → tension +1
Intelligence you control
Intelligenceyou control.
All processing happens on-device. No cloud inference, no streaming, no storage, zero compromise. Just meaningful signals you use as game logic.
Your game.Your players.Your data.
No cloud inference
Signals are computed on the player’s own device.
No streaming
Camera frames never leave the machine.
No storage
Nothing is recorded or kept.
Zero compromise
Frame-accurate signals, straight into game logic.
Get early access
Ready to give yourgame a sense ofpresence?
Ship subtle, cinematic features that capture human instinct without breaking immersion or compromising privacy.
- + Full access to the Ollo SDK
- + Unlimited beta seats
- + Priority support by our team
- + A clear path to 1.0



Blink event · 4.2 msDetection in 4–7 ms, typical. Frames illustrative.