Live coaching โ€” while you play.

GameMind watches your screen in real time, narrates what's happening, surfaces the right knowledge, and (when you opt in) emits a single user-confirmed action via OS input. No game memory. No injection. No packets. No anti-cheat interaction.

The architecture in one sentence

GameMind is a Windows desktop app that captures your screen read-only via the standard OS APIs (Windows.Graphics.Capture / DXGI Desktop Duplication), runs a fast perception lane on your CPU to track HUD / minimap / inventory state continuously, and reasons over that structured state with a heavy lane only at stable decision points โ€” not every frame.

By default the app is in OBSERVE mode: it coaches you in overlay and voice, retrieves the right wiki page or patch note when relevant, never touches the game. ASSIST mode is opt-in per title, available only where the title's risk profile is green, and emits single-shot user-confirmed actions through the OS-level SendInput path โ€” same way any accessibility tool sends keys.

Four design choices

๐Ÿ›ก๏ธ

Anti-cheat safe by construction

No DLL injection. No memory read or write. No packet interception. No kernel driver. No client patching. No multi-input broadcasting.

โšก

Sparse heavy lane

Cheap perception runs continuously on your CPU. The heavy reasoning lane only thinks at stable decision points โ€” keeps latency tight and cost low.

๐Ÿ”’

Local-first, fenced

Capture lives in a short-lived encrypted ring buffer. Your match never leaves the device. Cloud is opt-in for bug reports only.

โš–๏ธ

The app owns risk; the model owns judgment

The model proposes. The app enforces policy / rate limit / cooldown / patch-staleness / user confirmation. Same discipline as the trading stack we ship.

Two modes: OBSERVE (default) and ASSIST (opt-in, gated)

OBSERVE mode ships on by default in every adapter. It reads your screen, structures the game state, retrieves grounded knowledge (cited to official sources with patch-version anchors), and surfaces coaching through overlay and voice. It never touches the game.

ASSIST mode is opt-in per title, available only where the title's policy tier is green. When you enable it, GameMind may propose a single concrete action โ€” for example, "sort inventory" or "confirm this dialogue choice" โ€” and you confirm or cancel it. The action then goes out as one SendInput call, the same channel an on-screen keyboard uses.

An ASSIST action only fires when all of these are true at once:

No action chains. No "approve all." No standing authorization. Atomic, single-shot, user-driven.

Per-title risk tiers

Adapters ship with a hard-coded risk profile. The user does not get a toggle that overrides it.

TierExamplesOBSERVEASSIST
Green Single-player RPGs (e.g., Baldur's Gate 3, Elden Ring), sandbox / single-player Minecraft Yes โ€” coaching, knowledge, overlay, voice Yes (opt-in) โ€” inventory sort, dialogue confirm, journal nav
Yellow Co-op shooters, friendly PvE, modded contexts Yes Default off. Coaching only, no in-match action.
Red Ranked competitive shooters (CS2, Valorant ranked), MMOs with anti-bot rules Yes Force-disabled. No keystrokes are ever sent. Coaching is the entire surface.
The rule The red tier is non-negotiable. There is no setting that re-enables in-match actions on a ranked competitive title. The app is incapable of sending input under those profiles, by design.

What we don't do โ€” by construction, not policy

โœ—
No DLL injectionThe app never injects code into the game process. Capture is the same OS API a screen recorder uses.
โœ—
No memory reading or writingWe never read the game's RAM. The state we know is what's visible on screen.
โœ—
No network interception or packet manipulationWe don't intercept, modify, or replay game traffic. Ever.
โœ—
No kernel driverGameMind is a normal user-mode Windows app. Nothing runs as a driver.
โœ—
No client patching or game file modificationWe do not touch game executables, configs, save files, or asset bundles.
โœ—
No multi-client input broadcasting, macros, or farming loopsActions are atomic, user-confirmed, rate-limited, cooldown-gated. There is no "run this 100 times" surface.
โœ—
No CAPTCHA-solving or anti-cheat evasionAny feature whose purpose is to look human to evade detection is not a feature we will build.

What a session looks like

You launch GameMind, then your gameThe desktop app starts in OBSERVE mode. The screen capture begins; nothing is sent anywhere.
Perception runs continuously, the heavy lane only at stable pointsPer-game adapter detects HUD, minimap, inventory, encounter phase. The fast lane is always on; the heavy reasoning model only fires when the screen settles.
Coaching surfaces in overlay and voice"This boss switches phase at 60% HP โ€” your current build won't out-DPS phase 2." Cited to the official wiki and the current patch.
(Green tier only, ASSIST opt-in) GameMind proposes a single action"Sort inventory by weight?" with the keystroke it would send. You hit Confirm. One SendInput call goes out. Done.
End of session โ€” local memory writes a sparse summaryWhat you did, what you missed, what to drill next. Stays on your machine. User-deletable.

What's under the hood (Qovaryx-native)

GameMind is structurally identical to the Qovaryx trading stack โ€” same proven pattern with the domain swapped:

Same base substrate, same audit discipline as the Qovaryx public scratch bases. Apache-2.0 weights; the recipe is proprietary. Devlog: github.com/thron-j/qovaryx-ai-research.

Ready to install the beta?

Sign in, grab the desktop app, install the adapter for your main game, play.

Browse adapters โ†’ Get the app