GhostRunner: Turning Every Street into a Story
Description and use
GhostRunner is a local‑first audio drama engine that pre‑compiles a route‑specific story, anchors each line to a precise distance, validates landmarks against OpenStreetMap, and plays the narration in real time. It enables a one‑person side‑hustle selling reusable mission packs.
Problem
Running and walking experiences need real‑time audio narration that is spatially accurate, grounded in real landmarks, and latency‑free.
Outcome
GhostRunner delivers a fully compiled, spatially exact audio drama that runs on a laptop with a 4 GB GPU, enabling a one‑person side‑hustle selling reusable mission packs.
Workflow
- Plan route with Valhalla
- Query Overpass for real landmarks
- Compile route model and chainage
- Director LLM generates story bible and beats
- Beat writer LLM writes 3 variants per beat
- Validator checks word count, landmark allowlist, safety rules
- Pre‑render TTS for a rolling window
- During run: GPS + pace classifier → locate on route → trigger check → select variant → play audio
Evidence
GhostRunner plans a route over real streets, finds the real landmarks along it, and writes an audio drama in which your surroundings are the set
It is spatially exact. Every beat is anchored to a distance along the route, so a line about a turn plays before the turn, not after it.
It is grounded. The narrator can only name landmarks that exist in OpenStreetMap along your route. A validator rejects anything else.
It is fast, because nothing is generated while you run. The story is compiled and voiced ahead of you. Playing a line is a lookup, not an inference.
- Record date: 2026-10-15T22:41:11.529Z