Ludotronics Cortex AI-native hardware platform

Phase 01 / Neural XR

Neural XR

Neural XR is our answer to flat screens and heavy headsets. It treats the player, the room, and the world as a single continuous stage – mapping space, gaze, and intent so that worlds feel attached to your body, not projected in front of it.

PERCEPTION 1:1 Head & world stay locked together
FIELD Room-scale Walls, floors, and props become surfaces
Glowing wireframe visualization of spatial mapping
Minimalist amber wave-pattern visualization
Phase 02 / Somatic Feedback

Full‑body somatic channel

Instead of “vibration packs”, Cortex routes force, temperature, and texture through mapped regions of the body. You don’t just see an explosion – you feel the shock roll from wrist to shoulder, the dust settle on your skin, and the recoil sink into your ribcage.

Impact mapping
Route hits and collisions to precise muscle groups.
Ambient state
Carry wind, rain, and crowd energy as a constant low‑band feeling.
Signal safety
Hard limits and adaptive profiles keep comfort first.
Phase 03 / Sensory Synthesis

Sensory Synthesis

Visual, audio, and touch are treated as a single programmable stream. Cortex syncs what you see with what you feel and hear, so camera cuts, UI events, and physics all land as one coherent moment in your body.

Thermal heatmap visualization of a human body representing haptic interface
Visual / 01

Full-Body Somatic Map

grain Metric / 01
Zone‑based Body Layout

Design experiences around torso, hands, and spine instead of abstract “channels”, so feedback always lands where the action lives.

waves Metric / 02
Subtle → Intense Expressive Range

Move from UI ticks to environmental rumble to full cinematic moments without switching hardware or breaking immersion.

Architecture

L1: Sensory hardware track

L1 is our research lane for building better sensory hardware: suits, rigs, and peripherals that can carry high‑bandwidth haptics, motion, and biometrics without getting in the way of play.

Hardware, not hype The focus is on real sensory stacks — materials, straps, mounting, signal paths — that make long‑session play comfortable instead of sci‑fi.
Co‑design with games Designed around game workloads: continuous haptics, body & head tracking, and moment‑to‑moment feedback that actually ships in a title.
Open to collaborators As L1 matures, we plan to share specs, reference designs, and emulation layers so studios and hardware partners can prototype against it early.
BODY_INTERFACE
IO_BUS
POWER_PLANE
GAME_INTERFACE
L1 DIE
Software Integration

Developer SDK & Tools

Build for the new medium. Harness the power of our hardware with intuitive, powerful development suites designed for creators.

api

H.E.L.M. SDK

The Hardware Emulation & Linkage Module. A complete C++ and Python framework for integrating zero-latency haptic feedback and spatial mapping into your existing engine pipelines (Unreal, Unity, Custom).

Download H.E.L.M. download
psychology

NPC Suite

Neural Pattern Conditioning suite. Author deepsleep experiences and cognitive workflows. Map complex learning sequences directly to the Deepsleep Interface using a visual node-based editor.

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Experience the Absolute Evolution

Harness the power of our hardware with intuitive development suites designed for the new medium.