A personal world that evolves with you

Explore your real life through a map of your inner world

Work through difficult situations, take on missions, find your own reference points, and try new steps. Everything you understand, choose, or do stays in your world — and gradually changes it.

The “Now” point

Every session starts here. Around it are the places already opened, the missions already begun, and the directions still to explore.

Look around

Drag to explore the world

Lighthouse · House · Garden · Bridge · Archive · Workshop

A real-life situation becomes a mission

Hima is an interactive 3D world for exploring life situations, understanding yourself and making more conscious decisions. The user explores a persistent island with an AI Guide — moving freely between places or following a suggested route, talking through specific questions and interacting with objects.

  1. 01

    Conversation

    Exploring a specific life situation together with the AI Guide.

  2. 02

    Space and action

    Moving across the island, gameplay actions and working with objects.

  3. 03

    Memory and a persistent world

    Long-term memory and world changes that stay.

Eight spaces of the island

  • Now · starting point
  • Home · needs and inner support
  • Garden · recovery and resources
  • Workshop · solutions and crafting
  • Bridge · transitions and choices
  • Library · memory and personal history
  • Lighthouse · values and direction
  • Shore · pause and reflection

The world starts out abandoned. The user furnishes the Home, grows plants, crafts items and restores objects — the island gradually changes, keeping traces of experience, decisions and actions. The AI Guide suggests fitting places and helps return to unfinished missions, but never imposes interpretations or decides for the user.

AN EXAMPLE MISSION

The user doesn't start from an abstract questionnaire, but from what is happening in their life right now.

Фрагмент мира Hima: две расходящиеся дороги у дома

A REAL ROAD · THE SHAPE OF A CHOICE

  1. 01

    Situation

    “I can't tell whether I should leave my job.”

  2. 02

    Mission

    Lighthouse

    Work out what actually matters here and find the criteria for a decision.

  3. 03

    Exploration

    • Facts
    • Fear of getting it wrong
    • Other people's expectations
    • Exhaustion
    • Money and security
    • What I actually want
  4. 04

    Reference point

    “What matters to me isn't proving I can cope, but building conditions in which I can actually work.”

  5. 05

    Next step

    Talk to my manager about my workload before Friday.

A working prototype already demonstrates Hima's core interaction model. The next development stage will transform it into a persistent, fully interactive cross-platform product.

Explore the prototype ↗

The world doesn't change because of time spent in the game

Progress happens when something real has happened: something understood, chosen, put into words, or done.

Фрагмент мира Hima: маяк на холме

“I can't tell whether I should stay in this job”

“I've worked out what matters most to me right now”

The lighthouse lights up.

AN OBJECT IN THE WORLD · ITS STATE IN THE INTERFACE

  • The lighthouse lights up

    A reference point has appeared.

  • A bridge is built

    A real conversation has been prepared.

  • The house grows stronger

    There is a plan to rely on.

  • A border is drawn

    A “no” or a condition has been put into words.

  • The archive opens

    A recurring pattern has been found.

  • The garden grows

    A small act of self-care has been done.

The world reflects not the number of levels completed, but what the user has understood, chosen, and tried to change in real life.

Not starting from scratch every time

Last time

Mission

Figure out the work situation

Reference point

Build conditions in which I can actually work.

Next step

Talk to my manager before Friday.

A few days later

“Did the conversation happen?”

YesNoThe situation changed
Фрагмент мира Hima: каменный мост через ручей

BRIDGE · CONNECTING PAST AND NEW EXPERIENCE

The user returns not to a new conversation but to a world that already exists. Hima remembers missions in progress, decisions, next steps, people, recurring states, and questions left open.

Over time a shared picture appears

  1. 01

    The beginning

    The Now point. One situation. One mission.

  2. 02

    The world grows

    New places, routes, landmarks, people and unfinished questions appear.

  3. 03

    Connections emerge

    It becomes visible which situations repeat, where a person loses their bearings, what helps them recover and which decisions keep coming back for review.

Фрагмент мира Hima: дом, сад и дорога

REAL SPACE · MODEL OF THE SPACE

Gradually separate conversations add up to a living map of the user’s experience.

What a mission is made of

A mission isn't worked through in one long conversation. The user moves in small meaningful steps and can look at the situation from different sides.

  • 01

    Cells

    Focus attention on a single layer of the situation.

    • Fear of getting it wrong
    • Other people's expectations
    • Exhaustion
    • What I actually want
  • 02

    Cards

    Offer one concrete angle of view.

    • States
    • Needs
    • Strategies
    • Actions
    • Reference points
  • 03

    Guides

    Help explore a situation from different sides.

    • Lighthouse Keeper
    • Border Warden
    • Archivist
    • Strategist
  • 04

    Person avatars

    Help prepare for a real interaction.

    An avatar does not portray “the real person inside the game”. It holds only what the user has told it, and helps them test their own assumptions, expectations, and fears.

About the project

Hima — from the Armenian "հիմա", "now".

From conversation to a personal world

An ordinary AI dialogue ends together with the conversation. In Hima, important situations, people, decisions, states, and next steps become part of a gradually developing model of the user.

The game world is the interface to this model. It lets you not only keep the accumulated experience, but also see it, explore the connections, and return to it in future situations.

  1. Conversations
  2. situations · people · states · decisions · actions
  3. Accumulating model
  4. Personal world
  5. next conversations and actions

The first version doesn't need a full-fledged game

The core mechanics of Hima can be validated without building a complex game world.

MVP

  • AI dialogue
  • memory
  • the "Now" point
  • several mission types
  • user map
  • cells and cards
  • several interactive objects
  • saved next steps
  • return to past decisions

Next

  • developed visual world
  • guides
  • avatars of people
  • new mission types
  • complex routes
  • links between situations
  • the world changing over time

The game layer can grow more complex gradually, without changing the core product mechanics.

Why now

AI has already become a space for talking about yourself. But it has barely become a space for long-term work on your own life.

Between the "I need therapy" situation and an ordinary everyday conversation there is a huge area of life questions: choices, relationships, conflicts, overload, change, recurring patterns.

AI already lets you turn for help in such situations at any moment. But the core interface remains the same — a sequence of messages.

  1. AI dialogue
  2. Accumulated experience
  3. Personal world

Hima aims to make the accumulated context visible to the user themselves.

A new conversation doesn't start from a blank page: past situations, people, decisions, and reference points become part of the next exploration.

Market context

Hima sits at the intersection of several established categories

Mental wellbeing / self-careAI companions and conversational AIJournaling / self-reflectionCoaching / personal development

Hima

CONVERSATION
+ ACCUMULATION
+ SPACE

A conceptual positioning map, not quantitative market research.

  • Conversation

    It can start from any real situation in a person's life.

  • Accumulation

    Separate situations add up to a connected model of experience.

  • Space

    That model is visible to the user as a world that keeps developing.

One adjacent market is digital mental wellbeing

$7.5B

Mental health app market size in 2024.

$17.5B

Projected market size by 2030.

14.6%

Compound annual growth rate, 2025–2030.

Hima is not a clinical mental health product. These figures show the scale of one adjacent category of digital products concerned with psychological state and everyday wellbeing.

Talking to AI has already become everyday behaviour

≈70%

of consumer ChatGPT usage is for tasks outside work.

49%

of messages fall under Asking — requests for information, advice and help with decisions.

These figures do not show AI being used specifically for psychological support. They show that interacting with AI has already become part of everyday user scenarios outside work.

Specialised products are already shaping the category

Wysa

  • 6M+ users
  • 1B+ AI conversations
  • 105 countries

Source: Wysa

Headspace / Ebb

  • An AI companion inside an existing wellbeing product
  • 11.5M minutes of interaction in 2025

Source: Headspace, 2025 Year in Review

Development roadmap

From prototype to MVP

The approved development plan: from a working prototype to an MVP ready for closed beta testing.

  1. 4 months

    MVP development time

  2. 8 sprints

    Two-week iterations

  3. €66,000

    MVP budget — the first investment tranche

Outcome: an MVP ready for closed beta testing.

Further product development depends on testing results and is not an approved plan. Timeline and budget are a plan, not a guaranteed outcome.

Model

Freemium + subscription + pay-as-you-go usage

Free access

The user starts building their world

Regular use

Hima Plus

+

Additional use

Credit packs

Free

The core product and a limited monthly volume of AI interactions.

The free tier exists so a user can build the beginning of their own world and feel the value of coming back to it.

Plus · Deep

Plus — €14.99 / month

Deep — €29.99 / month, from month 9

Extended AI limits and additional content. Annual subscription — 20% discount.

AI credits

Extra packs of AI interactions — additional monetization.

In-game purchases

In-game items and decor options for the island's spaces.

Planned monetization model, not active sales

Subscription = product capabilities + a recurring credit pack

Additional credits = additional volume of use

This model keeps entry to the product free while tying variable AI costs to the actual volume of use.

Economics

Investment model

A base-case forecast from the financial model. These are projections, not actual results or guarantees.

Funding

€66,000

First tranche: MVP development in 4 months, 8 sprints

€87,304

Estimated peak cumulative funding requirement

€21,304

Additional need after the first tranche — an estimate, not an agreed second tranche

€66,000 is the MVP budget, not the full 36-month budget for developing Hima.

Forecast milestones

Month 13

Positive monthly cash flow

Month 23

Project payback on cumulative cash flow (not an investor repayment date)

36 months

Financial forecast horizon

Key assumptions

  • CPI: €1.25 / €1.10 / €1.00 by year
  • Marketing: €5,000 → €8,000 per month in year two, €8,000 → €10,000 in year three
  • Core team costs: +10% every three months from month 9
  • Product development, infrastructure, user support and variable costs are counted separately

What will determine the economics

  1. Retention

    Whether the user comes back to their world.

  2. Paid conversion

    Whether willingness to pay for regular use appears.

  3. ARPPU

    How much revenue a paying user generates.

  4. Unit economics

    Whether that revenue covers AI, infrastructure and acquisition cost.

Founder

Vitya Tsatryan

Vitya Tsatryan

Product lead and entrepreneur. Over 10 years of launching and growing new ventures — from educational and social initiatives to digital products.

Products he has built include Inside, a mobile platform for psychological support with practices, assessments and a journal; SCL.3, a decentralised learning ecosystem for building individual education paths; Kompas, an AI chat for self-understanding and working through life situations.

At Hima he leads product concept, user experience and the development of the project.

View the investor presentation ↗

More about the projects — vitevite.space