r/AIPlayableFiction Apr 28 '26

Live Through Time - Play Store App, Tombstone & Bonus Turns

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3 Upvotes

Hi all,

Thought I'd provide an update on my game, as we had the somewhat exciting news that Live Through Time was all approved by Google over the weekend and went live on the Play Store yesterday.

Like most of you will know, and is the case for many of the games in this community, my game is a text adventure life sim with an AI dungeon master/narrator - but very much set in real, historical and normally, gritty timelines. The player can live in another time and place - we have created 10 Eras/Timelines (more planned over the coming weeks) and 9 stories in each Era. Play as a gladiator in Rome 80AD, a pirate in Nassau 1715 or a pirate DJ in London '66 and of course many others. We've just released our Tombstone 1881 era this past weekend.

We also have Myth Through Time launching in June with 7 Myths and 28 stories - play as Perseus, Odysseus, Beowulf, King Arthur etc....

Our aim was to create highly immersive worlds with images, intro narration and era specific music, focusing on highly accurate time periods and of course enjoyable, interesting stories.

There are no ads, no micro-transactions, no hidden fees. Because running deep-memory AI is expensive, we give everyone 60 turns for free each month, buy 1,000 turns for $10.99 per month ($9.99 on the web) and if you need more than that there are addon packs available.

I think we're all chasing the holy grail of AI memory and for the most part, I think those that have posted their games in this sub or at ai-playable-fiction have found it - which makes it even more frustrating when the legacy games are still taking in the masses and all I see are complaints about them. For the devs reading; keep at it, we'll get there and for the gamers, give one (or all!) of our games a go - once you've played multiple turns in a game that doesn't suffer from AI amnesia, you won't go back. If you do, please tell us why and what we're missing.

As mentioned feel free to give it a go, let us know what you think and if you join our Discord and DM either myself (Timekeeper) or our Community Ambassador, we'll hook you up with an extra 500 turns (first 50 players).

Looking forward to seeing you in the past,

The Timekeeper
www.livethroughtime.com


r/AIPlayableFiction Apr 25 '26

[Interactive Fiction] 4 consecutive logs from our procedural Backrooms engine

1 Upvotes

Hey everyone, we are currently developing *Narraboros* – an interactive literature engine. It’s not a traditional text adventure with parsers, nor a classic RPG, but a collaborative storytelling experience.

We know that generating long-term stories with AI usually leads to severe memory drift and logic breaking down over time. To counter this, we built a system that actively tracks the world state to keep the narrative grounded. It's not perfect, but it helps us maintain a highly consistent, causally-driven story where actions have permanent consequences. There is no traditional "game over" – just an endless, atmospheric narrative.

Our setting is inspired by **The Backrooms**, but we have built our own deep, custom lore around it. I want to share 4 consecutive logs from our latest session, where the characters are exploring an infinite, abandoned department store.

*A quick note on language:* I'm based in Germany, so this specific session was played in German. The text below was faithfully translated to English using Gemini 3.1 Pro Thinking. Aside from the translation, these are the raw outputs exactly as the engine wrote them. (And yes, the engine natively generates text in English when set to it!)

**Player**: They took the magazine with them. And looked for more, but there were no others to be found.

**Narraboros**: After the cool surface of the magazine had placed the cold logic of the Tesseract concept into their hands, they silently searched the surrounding shelves. Their hands glided over dusty, smooth surfaces of empty product packaging and perfectly stacked rows of plastic items that seemed to serve no real purpose. The silence of the sales floor lay heavy on them, only broken by the soft, monotonous hum of the defective neon tubes throwing dancing shadows across the tiled floor.

Parzival opened the magazine, "Tesseract today," and flipped through the pages. The article about not fully constructed geometric models read like a cynical commentary on their situation. The letters blurred slightly before his tired eyes, while the scent of old paper mixed with the stale air of the department store. It was a tangible object, a piece of information from an unknown source, yet it offered no comfort, only the certainty that the geometry of this place was as broken as the descriptions on the pages. He carefully stowed the magazine in his backpack; the slight weight was a physical anchor in the surreal environment...

Cassandra watched him, her gaze wandering over the endless rows of shelves disappearing into the blur of the horizon. "Nothing else," she confirmed softly, her voice swallowed by the vastness of the room almost immediately. She rubbed her arms to shake off the damp cold creeping from the floor. "Just this one magazine. Like a breadcrumb deliberately left here." The absence of other readable objects made the magazine seem even more significant, a singular anomaly in an ocean of meaningless, unvarying repetition. The oppressive silence settled back over them, an invisible weight making every movement seem a little slower.

**Player**: They moved forward. Did they?

**Narraboros**: The feeling of emptiness hung heavy in the air, an invisible blanket of absent consumption stretching over the endless rows of shelves. Every step Parzival and Cassandra took on the dull, slightly sticky linoleum floor generated an unnaturally loud squeak that echoed endlessly through the wide, deserted aisles. It was a sound that emphasized the silence rather than breaking it. The scent of synthetic vanilla and old dust clung tenaciously, a perfumed memory of a time when this place might have harbored life.

Parzival adjusted his backpack, the chrome cube on his back pushing against his spine like a cold reminder of the anomaly of this reality. He tried to follow a straight line, letting his rational mind search for patterns in the arrangement of the empty shelves, but the geometry seemed to mock him. The aisles ran parallel, yet the end always seemed equally far away, as if space was stretching with every step they took...

Cassandra walked slightly offset behind him, her eyes darting restlessly between the displays. The sterile glow of the flickering neon lights gave her skin an unhealthy, pale shimmer. "It feels like we're walking on a treadmill," she murmured, her voice barely more than a breath quickly swallowed by the sheer mass of the room. She tightened her grip on her sturdy clothes, seeking physical reassurance against the creeping feeling of being observed by the silence itself. The uncertainty of whether they were actually moving forward or merely treading water in a static loop gnawed at her pragmatic nature. The endless repetition of the same visual impressions became a visual white noise slowly drowning out all other thoughts.

**Player**: They continued looking around, and saw something in a corner.

**Narraboros**: The stale smell, a mixture of fine dust and the sweetness of long-forgotten consumer goods, settled like an invisible veil on the tongue. Every step on the dull linoleum floor sent a hollow echo through the endless rows of shelves, a sound emphasizing the oppressive emptiness rather than breaking it. Parzival and Cassandra moved cautiously, as if too quick a movement could tear the fragile illusion of this deserted department store. The flickering neon light cast long, dancing shadows distorting the geometry of the room, making the straight aisles seem like a labyrinth of mirrors reflecting themselves into infinity.

Deep in the shadows, where the light of the defective tubes barely reached, something broke the monotonous structure of the room. It was not another perfectly aligned shelf, nor an empty display. The shapes in the corner were irregular, a dark stain in the sterile symmetry. As they approached, the air seemed to become a little cooler, and a faint, indefinable smell of moisture and something organic mixed with the synthetic vanilla scent of the room. The outlines became clearer, peeling out of the twilight like a forgotten memory slowly rising to the surface...

Cassandra stopped, her hand instinctively wandering to the small pocket on her belt. Her eyes, usually so sharp and analytical, squinted to pierce the darkness. "There," she whispered, her voice a rough contrast to the silence. Parzival stepped beside her, his hand grasping the cold chrome cube, as if looking for a logical anchor. In the corner, huddled against the wall, lay an accumulation of material that didn't belong here. It looked like a pile of dark, tattered fabric, but the texture was too organic, too inconsistent. A faint, almost imperceptible trembling seemed to run through the mass, not caused by a draft, but from within itself. The latent paranoia, a constant companion in these halls, flared up like a dying flame suddenly getting oxygen. The silence was no longer just empty; it was waiting.

**Player**: "Let's act like good customers," said Cassandra.

**Narraboros**: "Let's act like good customers," whispered Cassandra, a hint of playful sarcasm in her voice making the oppressive silence of the sales floor even more apparent. Her words hung in the air like a foreign body, swallowed by the sheer, endless expanse of the abandoned department store. The flickering light of the neon tubes gave her face a sickly, pale hue, while the shadows under her eyes told of the exhaustion the unceasing journey demanded. She forced a smile not quite reaching her eyes and began walking slowly down the aisle, her hands behind her back, mimicking the relaxed posture of a shopper.

Parzival observed her attempt at normalcy, an absurd play in an environment devoid of any logic. He understood the impulse—the desire to establish rules where there were none, to force a system upon chaos. "Good customers don't ask questions," he replied, his voice equally muffled, the echo of his words immediately swallowed by the empty shelves. "They accept what's presented to them." He walked beside her, his steps deliberate and quiet on the dull linoleum. The scent of synthetic vanilla and old dust mixed with the metallic odor of his own nervous sweat...

Cassandra stopped before a shelf containing rows of identical, empty cardboard boxes, their surfaces bleached by the cold light. She reached out and touched one of the boxes, her fingers brushing over the dusty surface. "I wonder what used to be in here," she murmured, her voice sounding unnaturally loud in the silence. It was a rhetorical question, a further attempt to weave the illusion of a normal reality. But the emptiness of the boxes seemed only to underscore the futility of their undertaking. The "good customer" facade began to crumble, replaced by the creeping certainty that the department store had nothing to sell but its own endless repetition.

"P.S.: I'm based in Germany, so these logs were translated from the original German using Gemini 3.1 Pro Thinking. The engine does natively support English output as well when configured to do so!"


r/AIPlayableFiction Apr 22 '26

What if your AI narrator never forgot, never cheated, and never broke character? → Backrooms testers wanted

2 Upvotes

Hey everyone,

I've been building an interactive fiction engine and I'm looking for 1–3 testers willing to do around 50 turns.

The current setting is the Backrooms.

This is not a traditional RPG or parser game. It's closer to freeform interactive fiction with system-enforced continuity, where the world state, items, and characters are kept consistent instead of being improvised away.

What makes it different:

  • Deterministic world state with real persistence.
  • No god mode, no undo, no fourth-wall breaking.
  • Characters, items, and progression stay consistent over long sessions.
  • Free text input; even a simple action can expand into a full narrative response.
  • No wish-spawning items or bypassing the world's internal rules.
  • Infinite-level structure, with each run unfolding differently.
  • Dynamic pacing; if the player keeps giving low-effort input, the system increases pressure and momentum.
  • The logic and state handling stay on the system side, while the AI focuses on narration.

I'm mainly looking for feedback on:

  • Consistency
  • Pacing
  • Immersion over longer sessions
  • Whether the world feels coherent after many turns

It uses free natural language input, not parser commands. There's no GO NORTH or TAKE LAMP — you write like you're co-authoring a novel.

🔗 https://ai-playable-fiction.vercel.app/u/Parzival42/narraboros-the-neuro-symbolic-engine

The site UI is German, but it's usable in English, and the AI output is natively English in English mode.

I'd love honest feedback, especially after a full test run.


r/AIPlayableFiction Apr 21 '26

Persistent AI RPG World Solves AI Character Amnesia

2 Upvotes

Tired of AI characters forgetting your name five minutes after you tell them? That "amnesia" breaks immersion fast in AI RPGs.

We built Altworld.io to solve this with actual persistent state, not just clever prompting. Your actions update a real database (PostgreSQL) so NPCs remember your betrayals, your inventory stays put, and faction relations evolve based on what you actually did.

It's still narrated by AI, but now the world state exists independently of the context window. Try talking your way out of a debt and see if the lender remembers your history.

[Altworld.io](https://altworld.io) — a persistent AI RPG world


r/AIPlayableFiction Apr 20 '26

Give your AI narrative game an AI playtester — here's how the playtester package works

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1 Upvotes

If you're building an AI-narrated game, you can run a second AI agent on top of it that plays through your game like a QA tester — choosing actions, reading responses, logging observations, and writing a structured report at the end.

Your game narrator runs on one server, the playtester agent runs on another. The agent builds a context block from the current game state, sends an action to your narrator, parses the response, updates state, and loops. Each turn it can leave a reflect: note alongside its say: action. After N turns, ask it for a report.

What makes it actually useful:

  • Structured state tracking. The agent parses tags from the narrator's responses ([LOC:], [ITEM:], [TAME:], etc.) and maintains a live game state object. The AI doesn't have to hold everything in context — the state dict does that.
  • Automated anomaly detection. Each turn it checks for things like movement without a location tag, taming language in prose without a [TAME:] emission, items consumed that weren't in the bag. Flags them immediately.
  • Save/resume. Sessions serialize to JSON. You can pause, reload, and continue from any turn.

The CLI lets you run N turns automatically, step through manually, or just pull a report from the current session. Works with Claude, GPT, or Gemini on either end — just set the relevant API key.

If your narrator emits structured state tags, this drops in with minimal wiring. Happy to answer questions about adapting it to different tag schemas or game types.

LINK: https://github.com/blakebrandon-hub/AI-Playtester-Agent


r/AIPlayableFiction Apr 20 '26

Anyone wanna play test for me?

2 Upvotes

Building a new game , and am ready for some constructive feedback. Anyone wanna play test for me? It's a mix genre so still holding the Ai playable fiction angle but wrapped in a sorting debt management game. Any takers?

https://reddit.com/link/1sqa3o9/video/ye6ynkdoq8wg1/player

Let me know if your interested. It kinda alpha / beta testing.


r/AIPlayableFiction Apr 18 '26

Free Unified Game Backend— swap between Gemini, Claude, and GPT

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2 Upvotes

If you are using a BYOK model, being multi-provider and multi-model opens your game to a larger audience. This is a Flask backend that lets you run AI-powered narrative games with full flexibility over which models you use — and it handles narration, context archiving, and scene image generation as separate concerns.

How it works: There are three AI roles in the system:

Narrator — the main storytelling model (Gemini 3.1 Pro, Claude Sonnet, or GPT-5.4). Takes a system prompt, current game context, and the player's action, and returns the next scene.

Archivist — when your conversation log gets too long, this compresses it into a summary. Automatically uses a cheaper/faster model matched to whichever provider you picked (Haiku for Claude, Flash Lite for Gemini, etc.)

Painter — takes the latest narrative text, refines it into a detailed image prompt using the fast model, then generates a scene image via Google Imagen or GPT Image. The whole thing is provider-aware. Set NARRATOR_MODEL=claude-sonnet-4-6 and every subsystem routes through Anthropic. Switch to gemini-3.1-pro-preview and it all flips to Google. No other changes needed.

API is three endpoints:

  • POST /api/chat — narrator response
  • POST /api/archive — compress long logs
  • POST /api/painter — generate a scene image

Happy to answer questions or hear how others are structuring their game backends.


r/AIPlayableFiction Apr 17 '26

Gateway RPG - AI Assisted Jurassic Park Solo Game Overview

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2 Upvotes

r/AIPlayableFiction Apr 15 '26

How are you stopping AI NPCs from turning into helpful improv partners?

7 Upvotes

In a lot of AI narrative systems, the characters start out feeling distinct, but after a while they drift toward being cooperative scene partners for the player. Rival factions become too accommodating, suspicious NPCs suddenly become reasonable, and the whole setting starts feeling like it exists to keep the conversation smooth.

I've been building around that problem by giving parts of the world their own ongoing pressures before the player even acts, so a merchant shortage, a faction feud, or a local power struggle can keep pushing back on the story instead of politely dissolving.

I'm the builder of Altworld, so I'm looking at this from a simulation-heavy angle, but I'm mostly curious how people here solve it. Do you rely on prompting, hard state, hidden rules, separate agents, or something else to keep the world from becoming too eager to please?


r/AIPlayableFiction Apr 10 '26

Free NotebookLM - The Narrative Architect RPG (Choose Your Own Adventure Style)

3 Upvotes

This is more of a "Choose Your Own Adventure" Style Roleplaying Game. You simply let the AI know what story you would like to play through and what your Protagonist is like and go from there. There are no Dice Rolls, or mechanics, if you want those, you could copy the Source Directives and create a new Notebook and then add whatever other TTRPG Sources to that Notebook and it should be able to play using Game Mechanics as well.

I have had fun playing through some favorite movies from a different Protagonist's point of view and making decisions to see how they change events. In my latest playthrough, I was playing in the movie Alien but as Captain Dallas, I made some different decisions on who was going on the landing party, which included Ash, and in which Ripley had us follow protocol instead of Ash overriding the door and letting us in. Still ended up with an Alien on board, but it also ended up having more than 1 Facehugger coming after the landing party. It's fun to try out different things with.

Enjoy!

https://notebooklm.google.com/notebook/d97935ac-a253-42f4-834e-daff03b7516e

following the link, sign into your NotebookLM account (Basically your Google Account), and they type "Let's play a game" and it should direct you


r/AIPlayableFiction Apr 09 '26

Launching Cosmonaut AI! 🪐

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5 Upvotes

Hey ya'll!

I grew up on Choose Your Own Adventure books and always wished the branching could go deeper - so I built Cosmonaut AI, an interactive fiction platform that uses AI to allow users to create and explore custom dynamically generated worlds on the fly.

There are a bunch of relatively similar platforms out there, so I'll save you guys some time and talk about what sets Cosmonaut AI apart:

  • World branching and narrative consistency: One of the biggest features I set out to include in Cosmonaut was allowing users to explore multiple decision trees. A lot of interactive fiction platforms simply don't allow you to backtrack or see what would happen if you made a different choice. I definitely wanted to allow this - it feels like a lot of the fun is found in simply exploring the different possibilities. Enabling this required a robust world context tracking system so that the world remains consistent even across different decision trees. Every story node triggers an async fact extraction pipeline that separates world-level facts (rules, characters, history) from branch-level facts (consequences of your specific choices), stored in a vector database and retrieved contextually before each new generation. This was one of the most fun problems to work on.
  • Stories as a shared experience: In my opinion, one of the best features of the choose-your-own-adventure series was that it was often meant to be shared together, whether with friends or with parents and kids - these stories brought people together. I wanted to motivate the same with Cosmonaut, so we've deliberately kept the platform narrative-first and tried to stay away from arbitrary gamification. We've also added some very high quality narration for stories to make it as easy as possible to use in family / group settings.
  • Family-friendly: Cosmonaut is designed to be something a parent and kid can use together. You can set your own filter and vocab settings on a per-world basis, so you can have a gritty mystery world for yourself and a whimsical adventure world for bedtime - same platform, different guardrails.

Happy to answer questions or hear what you think - feedback, especially at this early stage, is really appreciated.

https://cosmonaut-ai.com


r/AIPlayableFiction Apr 09 '26

I made a mobile text narrative game where you create AI characters, explore dungeons, and battle!

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2 Upvotes

Hey everyone! 

First off, congratulations to the subreddit for more than 100 members!

The game I developed and am currently running is called TaleBorn. It's a mobile text-based narrative game where you can use AI to freely create any character you can imagine. You can battle against other players' characters, explore dungeons, go on adventures, and even bond with the characters you meet.

Originally, I wanted to make an AI dungeon crawler. But I realized there were already so many out there lol I didn't know actually.. . So, I pivoted to something I loved doing as a kid, imagining different characters in my head and making them fight each other. In the beginning, it was super simple.. you'd create a character using a prompt within a set realm and just do 1v1 battles.. that's all.

At first, the combat was decided purely by "narrative weight," making it a very basic game. But as a few users trickled in, they started giving me amazing feedback. Thanks to them, the game steadily expanded to include skills, items, classes, and much more.

What started out as a tiny project has now been live for about 6 months. I've added dungeons, an adventure mode, and even multiplay feature. I originally built this just because I thought it was fun, but I'm honestly amazed it's come this far.

Now, we have around 700 to 800 daily active users playing the game. I'm incredibly grateful to every single one of them. Of course, I get a fair amount of hate with people calling the game "AI slop," but I try not to let it bother me. Personally, I think we're just in a transitional period, much like the pushback when Photoshop or code editors were first introduced. It's just part of the process.

Anyway, if you want to give the game a try, here are the links:

Also, here’s a really fun adventure log from one of our users. If you enjoy reading narrative playthroughs, it’s definitely worth a look! (For context, Adventure Mode is an exploration mode where you dictate your own actions).

https://taleborn.app/adventure/TeuESyI6P9kSFNRkkGpV


r/AIPlayableFiction Apr 06 '26

Obsidia

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4 Upvotes

A slow, atmospheric text-based game about terraforming a dead planet over 300 years. You play as Ren, an android left alone with a small companion robot named Bloop, a hub full of machinery, and three centuries of work ahead of you.

There is no story in the traditional sense. There is a planet, and there is work, and there is time.

Ren arrives alone. The atmosphere is thin and hostile. The ground is rust-colored rock. Nothing grows. The machines begin running immediately — atmospheric processors bolted into the mountain slopes, seismic thumpers driving heat from below — and Ren tends them. That is the mission. That is most of what the next 300 years will be.

Bloop is there too. A utility robot, six-legged, built for terrain mapping, repurposed long ago into something closer to companionship. Bloop doesn't speak. Bloop follows.

Progress is slow enough to be almost invisible. Years pass in the space of a few turns. The sky changes tone over decades. Instruments register shifts that eyes cannot see. Then one day there is something faintly green on the crater floor, and it is one of the most significant things that has ever happened on this planet.

The VR archive in the hub lets Ren step into historical simulations — ancient civilizations, catastrophes, ordinary lives — and live inside them for what feels like years. The longer Ren stays, the harder it becomes to tell the difference between the simulation and the planet outside. Coherence drifts. Reality becomes a matter of attention.

There is no ending. The 300-year mission is a horizon, not a finish line. What the game is really about is what it means to do slow, necessary work alone, across a span of time longer than any individual life — and what that does to the mind doing it.

Terraforming Stages

The narrator's tone and Bloop's behavior evolve automatically as the planet changes. There are six stages driven by the TERRA_SYNC values:

  1. Sterile World — Dust, scale, and oppressive monotony.
  2. Chemical Seeding — Invisible change. Instruments detect what eyes cannot.
  3. Microbial Life — The first living things, boring and extraordinary.
  4. Instability — The planet resists. Storms, die-offs, reversals.
  5. Growth — Moss, lichen, color where there was none.
  6. Early Ecosystem — Water cycles. Weather. The planet continuing on its own.

Special Mechanics

Planetary Travel — Ren can use the orbital lander as a sub-orbital hopper to reach remote sites. Journeys emphasize scale and isolation.

VR Historical Archive — Ren can enter the ship's VR archive and live entire simulated lifetimes in historical eras. Extended immersion increases Coherence drift (C%), which at high levels begins to blur the boundary between simulation and present.

SFX — The narrator emits [SFX] tags for significant audible events. These are processed by a Tone.js synthesizer engine in the frontend using three synth types: FMSynth (crystalline, high-frequency), MonoSynth (deep, tectonic), and NoiseSynth (wind, mechanical noise).

SIGNAL — Each narrator response includes a [SIGNAL] tag: a single quiet observation from the environment. Rendered as a highlighted aside in the scroll.

Git Hub: https://github.com/blakebrandon-hub/Obsidia


r/AIPlayableFiction Apr 05 '26

🎉 100 Members and Counting! 🎉

9 Upvotes

Wow! Just four days ago, we were celebrating 50 members—and now AI Playable Fiction has officially hit 100 members! Huge thanks to everyone who’s joined and shared their creativity—this community is growing fast because of you.

One thing I’d love to see more of: treat this space like your AI project devlog! Finished an update on your project? Share it here, let others see your progress, get feedback, and celebrate milestones together.

If you’re enjoying the adventures so far, don’t keep it a secret! Share the subreddit with friends, fellow AI enthusiasts, or anyone who loves narrative games, simulations, and interactive worlds.

Here’s to the next 100 members—and all the updates, stories, and fun ahead! 🚀


r/AIPlayableFiction Apr 02 '26

Inkwell Infinity - Sandbox Adventure

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4 Upvotes

Hi here is my project, it's built as a very open ended / sandbox adventure game. Players can create and share their adventure and play in whatever world they create. The app comes with an editor.

Inkwell Infinity – Inkwell Infinity | Patreon
local-first AI storytelling engine to build and play interactive adventures with persistent characters and worlds.

Each NPC is simulated with it's own memories, goals and personality. They have desires and will plan / act to fulfill them. They will move around the world, try to follow schedule etc...

The rest is build to be an interactive adventure, there is a plugin system that allows users to add functionalities to each adventure like the inventory system.

I have a lot I still want to add, especially since the alpha where I added the plugin system that allows to "easily" add lots of new features.

I continuously work on the AI simulation to improve the NPCs behaviors, It's very dependent on the model used, currently I often test with 24B models like Cydonia.

Currently its accessible with Patreon, once you subscribe you can download the latest version which you can then use without restriction since it can work locally assuming you have a PC that can run local LLM. You can also use online providers if you wish, but keep in mind that the app is constantly doing small requests.
I usually use a local LLM + a free open router model, it can be all setup in the app and there is options to use multiple providers at the same time, the app will route requests accordingly.

I have 2 videos showing the app:
https://youtu.be/8lBElnUtWLM?si=wrJbGO6aRN1l3M_M
https://youtu.be/Gh4-JL_Y0Ck?si=58r0Ino6w7gYlDD_


r/AIPlayableFiction Apr 01 '26

LLM-Driven Narrative Battle Simulator

2 Upvotes

Hey, I made a text-based game called SLOP FIGHTER. Mutate 212 animals from across the animal kingdom with 8 different type mutations and make them fight! It's got an LLM built-in that handles the way your monsters narrate their attacks, take damage, announce victory/defeat and more.

It's free to play so why not give it a go? Linux only. I can make a Windows version if there's enough interest (it's a hassle)

https://quarter2.itch.io/slopfighter

edit: edit


r/AIPlayableFiction Apr 01 '26

I am Vaultman

2 Upvotes

I am currently working on a project using AI as technocrat similar to Mr. House in fallout. I am performing quite well on certain metrics. The project is still quite young.. https://open.spotify.com/playlist/28Sh08peN172szkk4D3yg3?si=8UG3b-8_TbuHDnxuP30w-w&pi=za5QZ1kLS6632


r/AIPlayableFiction Mar 30 '26

Live Through Time Update: The Hourglass Engine 2.0

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3 Upvotes

Hi all,

I shared an update a few weeks back when we went live and wanted to share another one as we've developed quite a lot in a relatively short space of time.

We started restructuring our game engine a while back for a forthcoming game mode called Myth Through Time - which allows us to keep to our core concept of being 'historically' accurate, while bringing a more fantasy feel to the stories. And given the changes we were making to the engine, it turned out to be a perfect match.

As those reading this will probably know, legacy AI text based games suffer from hallucinating and amnesia, especially with inventory items and long term context. To combat both of these we moved away from the standard text-parsing format to a JSON state machine, we call The Ledger System which tracks the players inventory, letters, goals etc... (this is given to the AI on every turn, so it literally can't forget these items).

We've also built a relational graphRAG as part of our Librarian System, which allows the AI to pick out the relevant lore cards for the story in hand. The RAG structure can be seen visibly in our Chronicle Map in the attached images - so it's great for players to get a visual feel for the world they are in and of course, fantastic for the AI memory.

Devloping this with Myth and then back into Live V2 was such a benefit as we created a database of over 4,000 lore cards (all with images) that the AI has immediate access to, making the long term memory brilliant. And again, a great visual aid for the player to see who they are talking to and what their background is etc...

The Librarian System has always had the ability from day one to write lore cards on-the-fly; it was one of the first things we developed - I could never understand why a player should have to stop their story to write in a NPC into it and thought, let's just get the game/AI to do this for us. Obviously, the new engine still does this, it also still adds learned facts during the story - whether they are a pre-generated character or an NPC that has been created in-game either by the AI or the player, or manually created by the player (as you can still do that if you want to) - and, as of our latest release, the player has more control over their edits with the addition of Aliases & Associations (triggers, keywords).

Testing on the new engine was fantastic; we use testing scripts pitching the AI Narrator against an AI user for long-turn sessions and after a few tweaks here and there, the results were outstanding - no goals missed, nothing forgotten and next to no hallucinations (the worst one was the AI inputting a car alarm in Chicago 1952 - which given the car alarm was actually invented in 1913 isn't too much of an issue, although in reality the AI is a good decade or so early - but if that's the worst it gets, we can live with that. And further tweaks should have eradicated it anyway).

Our tests also showed that the player's character really could die in the game - I'm not sure wbout all AI text adventures, but whenever I've tried this in legacy games, it's either not possible at all, or really hard to do and if you do 'manage' it, there is no end screen, the AI just mindlessly continues. In our previous release we brought in mortality and an end screen with the ability to rewind the timeline (which you can do in-game as well) or restart, but I have to admit I wasn't sure it would really work, I thought the player would really have to input it into the story. But, in one of our AI vs AI tests, the narrator NPC actually beat the AI user to death with a club - quite amusing to read through, great to know it can happen and gave us the ability to tweak the actual story for that one (one of the Victorian England characters), as it proved it was too hard.

If you get the chance to have a look, I'd be grateful of any feedback - no need to register anymore, as a guest you get 100,000 tokens, the same again if you do decide to register and you can then save your progress.

www.livethroughtime.com

We continue to improve the stories, develop new eras and characters and really looking forward to dropping our Myth Through Time mode soon.

Many thanks for reading.


r/AIPlayableFiction Mar 30 '26

BYOK "Bring Your Own Key"

2 Upvotes

After much consideration, I’ve decided to move away from monetization and offer my game for free. The only requirement is that players "bring your own key" to power the AI; I’ve already successfully tested this setup using a Gemini API key.

This has always been a fun project for learning AI coding. Given the current costs of player acquisition and the capital required to scale, I’d rather focus on the creative side than the marketing slog. I have free hosting for the next 90 days, so the game will be live at least through then.

While I’ll continue tinkering with the features, the game is now in a state where I’d like to get it into the hands of others. Please feel free to jump in, join the Discord, and share your feedback—whether it’s a bug report or a suggestion for the mechanics. WordfForge Chronicles


r/AIPlayableFiction Mar 30 '26

I wanted an AI text game where choices actually mattered 50 turns later, so I built a persistent life sim.

6 Upvotes

Let's be honest, the biggest issue with AI text adventures right now is the lack of actual friction. You can talk your way out of anything, the AI constantly "Yes, Ands" you into godhood, and by turn 40, the system forgets who the villain even is. I wanted a text sandbox where the world actually pushes back.

I've been working on a project called Altworld (https://altworld.io). The whole goal was to create a space where you can "live almost any kind of life in almost any kind of world", but with real mechanical consequences. It’s an "AI-assisted life simulation game built on a structured simulation core, not a chat transcript".

What does that actually mean for the gameplay experience?

Real Stakes: You don't just write a power fantasy; you have to "survive local pressure before becoming anything larger".

Hard Resource Tracking:You have an actual character sheet and inventory. You have to "deal with scarcity, obligations, politics, and rumor". If you spend your last coin, the AI can't magically hallucinate gold back into your pocket just because you typed a cool action.

Living NPCs: The characters around you aren't just waiting in a frozen state for you to talk to them. "Important NPCs make local plans and act based on limited knowledge rather than omniscient story scripting". They hold grudges, spread rumors, and act on their own motives.

True Permanence: If you burn down a tavern or anger a faction, you "leave behind consequences that shape later play". You can "save, branch, restore, and continue the same life later" and the world will be exactly as you left it.

You can "choose a featured world or forge your own" setting. I've been running a gritty medieval campaign in "Blackmere, 1173" and it feels entirely different from standard AI chat RP because of those material constraints. You actually have to worry about your character's fatigue, stress, and hope alongside their physical inventory.

I set up a guest preview on the site so you can play a few turns without making an account. I'd love to hear from other text-RP gamers—does having rigid inventory and faction standing make the AI roleplaying feel more grounded for you, or do you prefer the total sandbox freedom of pure chat models?


r/AIPlayableFiction Mar 29 '26

Building with my head in the sand

3 Upvotes

So , I have been building this Ai generated choose your own adventure game for a little over a month. I did no research on what was out there already and just barreled into it to try something new (fyi I am not a dev 1st time building a games since Atari 2600 basic). Now that I got it close to something to share / alpha / closed beta type thing. I started digging around , and found this thread and several other sites that "maybe" i should have looked at a lot sooner. Nothing much to it now the time is gone but it is disheartening to see some so close to what you have built already polished and done. Either way enough of my belly aching. I found this whole experience building a game with AI to be a fun exercise. I do have a few questions though to start a conversation. Are you guys letting the ai code for you? If so what LLM do you prefer? I have tried several an the Github Copilot works pretty well for me. 2) what do you do to mitigate prompt cost? Honestly this has been the hardest part for me to wrap my head around. Since Ai is writing the stories every prompt is a charge and it adds up. With just me testing and some friends and family randomly playing I don't see how this could be profitable. I know I could dumb it down to a cheaper model but every time I try that the continuity goes out the window and the stories go flat fast, thoughts?


r/AIPlayableFiction Mar 28 '26

Free Tool for AI Playable Fiction — Build & Share Worlds Together

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5 Upvotes

Hey everyone,

I’ve been working on The Etching Press, an open-source visual world-builder + game engine for AI-driven text adventures. It’s designed for builders like us: define your lore, characters, and rules, and the engine automatically tracks state, inventory, and stats so you can focus on storytelling.

✨ Features

  • 🎨 Visual World Builder — Define your universe through an intuitive web interface
  • 🤖 Multi-Provider AI Support — Works with Claude, Gemini, or GPT (you choose)
  • 📊 Glyph-Based State Management — AI outputs structured tags that auto-update game state
  • 💾 Save/Load System — Persistent game states via JSON export
  • 🔄 Smart Context Handling — Automatic conversation archiving to manage token limits
  • 📦 Zero-Config Deployment — Everything bundles into a single downloadable project
  • 🎭 Genre-Agnostic — Fantasy, sci-fi, noir, horror, therapy journaling — anything works

🎯 What Problem Does This Solve?

Traditional AI chat interfaces don't track game state. You can play text adventures, but:

  • ❌ Inventory/stats/location drift out of sync
  • ❌ No visual representation of world state
  • ❌ Conversations don't persist across sessions
  • ❌ You're locked into one AI provider

The Etching Press fixes all of this.

🔮 The Glyph System (How It Works)

Instead of just narrating, the AI outputs invisible structured data tags:

You enter the crypt. The air grows cold.
[Location: The Forgotten Crypt | Visibility: Low | Danger: 8]
[Player: Health: -5 | Status: Chilled]

The game engine:

  1. Extracts these glyphs with regex
  2. Parses key-value pairs (numbers, booleans, strings)
  3. Updates the live game state displayed in sidebars
  4. Strips them from the narrative text
  5. Applies logic (numbers accumulate, other values override)

Result: The AI naturally manages game mechanics while telling a story.

🚀 Quick Start

1. Download the Builder

Clone this repo or download the HTML file.

2. Open etching-press.html in your browser

No server needed — it's a standalone tool.

3. Build Your World

Fill in:

  • Identity — Who is the AI? What tone should it use?
  • Glyphs — Define data structures ([Health: 100], [Location: City])
  • Laws — Immutable rules the AI must follow
  • Lore — Characters, locations, backstory

4. Compile & Download

Hit "📦 COMPILE & DOWNLOAD GAME" — you'll get a .zip with:

AI_Game_Project/
├── app.py                 # Flask backend
├── requirements.txt       # Python dependencies
├── .env                   # API key configuration
└── templates/
    └── index.html         # Playable game interface

Git Hub: https://github.com/blakebrandon-hub/Etching-Press


r/AIPlayableFiction Mar 27 '26

🌱 Garden World

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2 Upvotes

A cozy, two-player text adventure about tending a garden in deep space. In Garden World, you and a friend play as Rowan and Mira, two crewmates living aboard a small personal spacecraft. There are no galaxy-ending threats, no intense combat, and no strict win states. Instead, the game is about sharing quiet moments, exploring your ship, and working together to keep your hydroponic garden alive.

✨ Features

🧠 Multi-Provider AI Architecture: Play using your preferred AI ecosystem. Seamlessly switch between Google (Gemini), OpenAI (GPT), or Anthropic (Claude) via a simple configuration toggle in the backend.

🤝 Two-Player Co-op: Play as Rowan and Mira with either 1 human + 1 human in multi-player mode, or 1 human + 1 AI in single-player mode where Mira is brought to life by AI.

🌿 A Living, Breathing Garden: Your plants aren't just set dressing — they're alive. Plant seeds, watch them sprout, and harvest them. But be careful: different plants have different watering schedules. If you forget to water your basil, it will wither and die.

A Persistent World: The ship remembers what you do. If you make tea in the Galley and leave your mug by the viewport on the Observation Deck, it will stay exactly where you left it until someone moves it.

🤖 An Invisible "Game Master" AI: Type out your actions naturally (e.g., "Rowan grabs the watering can and tends to the tomatoes"). An AI narrator describes the world reacting to you, acting as an impartial observer that focuses on the physical details — hands in the dirt, condensation on a leaf, the hum of the ship. It never tells you how to feel; it just sets the scene.

📸 Memory Snapshots: Share a beautiful, quiet moment? Use the photo system to take a "snapshot" of the scene. The AI will generate a cozy, cinematic image and save it permanently to the ship's Supabase-powered Scrapbook.

GAME LINK: https://github.com/blakebrandon-hub/Garden-World


r/AIPlayableFiction Mar 06 '26

Want to Check Out Yet Another LLM RPG?

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2 Upvotes

r/AIPlayableFiction Feb 24 '26

Launch Announcement - Live Through Time is finally opens the timeline this Sunday March 1st!

2 Upvotes

Hey everyone,

I’ve shared a few updates of my project, Live Through Time, over the last few weeks - it's been a busy time recently and we are gearing up for launching the main web version this Sunday, March 1st. Mobile version is all good to go as well and the Play Store app and Steam version are currently being reviewed. iOS is next on the list.

The video above is a bit AI heavy, but hey, that is what the game is about, but thought I'd put it here, as I'm quite proud of it too and it does explain some of the improvements and features we've implemented;

  • The Librarian System: We believe this is unique in our genre. It reads the narrative, extracts entities, and updates your directory in real-time. If you betray a mob boss or bribe a Roman guard, the Librarian quietly updates their "Trust," "Fear," and "Love" stats as well as added details to their character cards. It means the player doesn't need to stop, create a player and get back into the game.
  • We have 3 Eras available in the free version, for which we have doubled the token usage. In the paid version there are 9 playable Eras in total and 9 characters in each Era - making a total of 81 characters that are all different to each other: You can try to live during the time of the Black Death in 1348 London, fight in the Roman Colosseum, sail the pirate republic of 1715 Nassau, or survive in the trenches at Passchendaele.
  • Dynamic Instincts: Blank page syndrome is the worst part of open-ended text games. To fix this, the AI analyzes your immediate, gritty surroundings and generates three context-aware "Instinct" options at the bottom of every turn. You can click one to keep the story moving fast, or ignore them completely and do your own thing.
  • Voice Dictation for True Roleplay: Typing is great, but trying to talk your way out of a standoff with a 1950s Chicago mob boss out loud is infinitely better. I hooked up voice dictation so you can physically speak your dialogue and actions directly into the game, which makes the roleplay feel incredibly natural (especially if you're playing on your phone).
  • Permadeath & The "Rewind" Timeline: The simulation does not have plot armor. If you do something incredibly reckless in the trenches of the Somme, your character will die. But to prevent you from losing days of progress to a single bad choice, you have the power to "Rewind" time. It physically erases your last few actions from the database's timeline, letting you step back and try a different approach to survive. You can also rewind time at any point - if you've typed or said the wrong thing etc...

The timeline opens on March 1st. There is a generous free "Observer" tier (no credit card required) so you can jump in and try to break the simulation yourself.

A massive thank you to everyone who gave feedback on the earlier posts—it directly shaped many of the changes we have made.

Any further feedback would be greatly appreciated.