AI agent system

E.V.E. & The Haven

A local-first AI agent system that looks like a world, not a dashboard. Every department is a building on a 16-bit island, and its agents sleep there until there is work.

Role
Solo: system design, spec, interface, art direction
Year
2026
Status
In daily use, growing room by room
Built
Python · local web interface · Claude Code

The brief

I wanted one place to run all of my AI work: video, games, job hunting and archives. Most agent tools are chat windows or dashboards. I wanted something I would enjoy opening every day, that still runs on one home PC without slowing it down.

The map is the app

The Haven opens on the island. Each building is a department: click it and you are inside, with that department's agents, jobs and history in a side panel. Lit windows mean an agent is awake.

The Haven app at dusk: the island map with a parchment side panel listing departments
Dusk. The side panel lists every department and what its agents are doing.
The same view at night with lit windows
Night. The light follows the time of day on the PC.

Inside the buildings

Every department has its own interior, with the agent at work and the tools for that job in the panel beside it.

Media Studio interior
Media Studio.
AI Lab interior with a telescope under glass
AI Lab.
Career HQ interior
Career HQ: job search, CV tailoring, interview prep.
Game Workshop interior
Game Workshop.
Security Vault with a locked round door
Security Vault.
Machine Room interior
Machine Room: the PC's health.
Archive interior with shelves
Archive.
Agent Factory interior
Agent Factory, where new agents are made.
Freelance Hub interior
Freelance Hub.

A world that lives

The island is never still. Ships carry jobs between islands, E.V.E. flies between buildings, and a lighthouse and a counting house light up at night.

E.V.E. on her way to a building.
The turtle that keeps the island.

The cast

Each agent is a townsperson with its own sprite set: sleeping, thinking, working and stuck, so you can read the system's state at a glance.

A row of pixel-art townsfolk sprites

How it works

  1. 1Event arrives
  2. 2Wake the one agent that owns it
  3. 3Plain code first
  4. 4AI only if real reasoning is needed
  5. 5Log the result
  6. 6Agent sleeps

The rule I wrote for it: “Wake only what is needed. Give it only what it needs. Let it work. Record what it did. Put it back to sleep.”

Decisions and trade-offs

  • Dormant by default instead of always-on agents, so the PC stays usable while E.V.E. runs.
  • A fixed constitution agents cannot override. No agent can make a financial transaction without my approval.
  • Existing projects are read, never changed, before any agent is built on them.
  • I split the media agent out into its own tool, to ship one useful piece first.

The 3D island on this site

For this portfolio I rebuilt the island in Blender, generated from the same map with Python: villagers on the paths, the serpent and the turtle from the map, a snow-capped mountain, and E.V.E.'s clock tower where the camera lands.

The 3D Haven village and castle (final)The 3D Haven village and castle (clay)ClayFinal
Clay and final, same frame. Drag to compare.
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