Realtime avatars
that run on iPhone.
Every other realtime avatar is a video call with a server. This one is a face on the glass — drawn where it’s shown, reacting while you’re still talking.
Shipping today25 fps on the Neural Enginenothing streamed
Watch the mouth when nobody is speaking.
Mid-sentence, every avatar looks fine. The tell is the pause — a mouth left parted, flapping between words, on a face that never quite stops moving. Buyers running a bake-off score the idle state first, because it is the most honest signal of render quality there is.
It goes quiet in the pause
Still, without looking frozen
No buffering wheel on a human face
No server draws this face.
Where this doesn’t win.
Free for people. Priced per app for products.
Companion
PersonalAn hour a day, free, permanently — on-device face and voice, no ads, no card. Premium voice is $19/mo and stays on-device.
SDK
Commercial$99 a month plus $0.005 a conversation minute, on-device TTS included. Rendered frames are never counted and never charged.
The ones that decide it.
You’ll start metering after your Series A, right?
A build you’ve already shipped can’t be re-priced — the renderer is compiled into your binary and never asks us for permission to draw. Beyond that it’s contractual: no per-minute, per-session or per-MAU charge on any tier, and shipped apps keep the terms they shipped under.
Other vendors render on the client too. So what?
bitHuman does, and they charge $0.01 a minute where we charge $0.005 with on-device voice included. Others stream compact pose data and rasterise it in the browser — still a server generating motion for every frame of every session. We charge for conversation time, never for frames, and there is no concurrency tier because there is no capacity of ours to reserve. Full comparison.
Is it really zero network?
No. Rendering and speech never touch it — no audio, video, frames or transcripts. Your LLM does. Model delivery is one authenticated fetch on first launch. Ask for a packet capture and check.