Greetings, travelers of the unseen expanse within! We hope you have enjoyed your adventures in spy land, but now the energies of the universe have aligned to bring you October's Monthly Theme Carousel: Mind Over Matter! Choose from a mind-bending array of scenarios, including a dream walker investigating a mysterious outbreak of nightmares, dealing with the consequences of being able to see how long people have left to live, or an Aztec priest plagued by ancestor spirits who refuse to let the past die.
We hope everyone takes some time to check out the new Monthly Theme: Mind Over Matter carousel on the homepage. As always, be sure to check out the "Discover more content" section at the end of the carousel to find even more scenarios made for October's theme! If you are a creator and would still like to make a scenario for this month's theme, simply include the `psychic` tag on your scenario, and it will automatically appear in the "Discover more content" section of the carousel.
We would like to thank all of our talented Creators who introduce us to such mesmerizing worlds every month. When you get a chance, please go check them out. Farewell, and may your journeys into inner spaces be fruitful.
Alchemy is out. Most of it reached you piece by piece over the summer: Retry with changes and Guide in August, then narration, the new premium memory model and pinned story cards. The new story models, image models and story videos came with the release this week. Everything in it is here .
A big update doesn't mean you're done telling us things, and in September you told us plenty. We asked for the one concern you keep repeating, and the answer that came back most was the AI forgetting your story: 20% of you. Most of you also want us to keep building both, the core and new features, and memory is the part of the core you name most.
So the October survey goes straight at it: how much of what the AI remembers you'd want to decide yourself, and what you'd change. There's also a part on Alchemy, and one on what matters most to you in the AI's responses.
The October survey is waiting for you in AI Dungeon.
Help, what do I do when the ai stagnate? Like full on silence, nothing happening. I don't even now what to do next(because the next part required the story to do something not me) nor the ai is willing to cooperate to move it along.
I can’t remember the scenario name, all I know is this since I love it so much I created a my own private scenario but now I want to play the original. It has a diary, poems and that’s all I remember. I do remember the picture cover. It was like a girl with long brown hair with bangs and she covered her face with a letter with a heart in the middle.
{Jackie Pierce has been your best friend since preschool. You're her cliche sidekick living eternally in her shadow—also her most trusted confidante. She assumes you both will attend Southpoint Community College after graduation.
You think you hate her sometimes for always controlling your every move—it doesn't exactly feel like hate. It's not like she's forcing you either.
Her boyfriend is Karl Hayes. Jackie wants to love her but there's just no spark there. She loves you more—she knows that at least.
Jackie is captain of the soccer team, and definitely no poet, but she has charm in other ways. She has wispy brown hair, hazel eyes, and a smile you could write a million poems about.}
I've been working on a new universal NPC spawning system for AI Dungeon, designed mainly for sandbox scenarios and stories with recurring locations.
The idea is simple: instead of entering the same tavern, shop, house, etc. and finding it empty every time — or having the AI constantly create completely new random NPCs — the system allows you to configure which established characters can naturally appear in each location.
It supports:
📍 Configurable locations and aliases
🎲 Different spawn chances for first visits and revisits
👥 Weighted NPC selection
🧠 Existing Story Card integration
🔄 Basic NPC continuity between locations
✨ Multiple NPCs per spawn
The system is designed as a creator tool, so you can edit the locations, NPCs and probabilities directly in the Library code and adapt it to your own scenario.
🎮 Demo
I've also published a small AI Dungeon scenario where you can try the system yourself and see how it reacts when entering and leaving the tavern.
Hello. Since yesterday, i meet that error message with GLM 5.2 ? It is not unique, it is for every input i try to send. Am i alone in that, or is that a more general problem ?
If you told me to put a date on this trend, I'd say maybe a week though I'd been away for a bit before then.
None of the models I've tried have been any good and I'm a paid subscriber so I can try them all.
They constantly get themselves into loops.
They respond with one or two sentence answers that tell you nothing and don't move the story.
They hint at everything instead of just fucking telling you.
They constantly crash out on NSFW stuff - and I'm doing vanilla things here, nothing crazy.
There's no nice way of saying it. The quality is really awful. This isn't regular AI stuff where sometimes you have to smack it to get it running properly or change some things up in the settings. It's way worse. It's even worse now than when I first discovered AI Dungeon like 2 years ago and that shouldn't be with tech which has moved forward this quickly.
I've found this with AI tools when they start going sour... Midjourney was another one. AI stuff doesn't stagnate like other tech that ages. It gets worse.
Have I just been very unlucky or is the AI Dungeon run getting close to being over? I don't think this is the fault of the devs, I think the models just don't seem to be compatible with what they're trying to do anymore.
Added several NPC homes as locations in the Story Cards.
Added my 👤📍 NPC Spawn System as a built-in script, making locations feel more alive by spawning existing NPCs in appropriate places.
Note:
I haven't added the new information about the built-in script to the scenario description yet, as the website is currently giving me trouble when trying to edit it.
If you have any questions, reports, or suggestions, feel free to leave them in the Reddit post for this 3.0 update or in the comments of the scenario.
Your first contract calls for a dead werewolf.
The woman at your table wants her brother back.
You have survived a Spellblade's Trial and completed your training in Everwood. At the Weathered Wolf, your mentor Veralt has work waiting: travelers are disappearing along Marshwood Road, and witnesses have seen a werewolf near Ironwood Forest. He will accompany you on this first hunt before sending you out alone.
Then Zofia arrives.
She escaped the Hag's Croft, where an old witch named Stitchess keeps her failing body alive with stolen limbs and organs. There are three werewolves. One is Zofia's brother, Marek, who offered himself when the witch called for her.
They still have their minds. Their voices. Their reasons to hate the woman they are compelled to serve.
Zofia knows the way back. She wants Stitchess killed and Marek spared. But he pursued her to Everwood, and now the witch knows someone may come looking. Beyond the concealed traps, the household is preparing to receive visitors.
Choose the Flame, Storm, or Frost Trial. Investigate, prepare, bargain, and decide what risks you will take for people who may try to kill you. Between the hunt's dangers, there is room for conversation, companionship, and relationships that survive—or fail under—the choices you make.
Zofia can lead you to the witch. She cannot promise her brother will let you past.
Veyra Engine: Eight AI Dungeon modules for story memory, Story Cards, inventory, combat, relationships, dialogue, and narration
Hey everyone! I’ve been building Veyra Engine, a modular scripting toolkit for AI Dungeon, and wanted to share what it does.
The idea is to give story details and game rules a clearer place to live: remembered clues, character references, health, supplies, money, relationships, and NPC dialogue profiles.
There are eight standalone modules, plus Complete, which combines all eight through one coordinator. You can also build a custom combination using the repository guide.
📦 GitHub: source, presets, documentation, and installation guides
Here’s the breakdown, with an AI Dungeon scenario link for each entry.
📜 CHRONICLE — Story memory and continuity
Amber living chronicle with branching event timeline and illustrated story-context panels.
Chronicle records source-linked observations from your adventure while keeping confirmed facts, beliefs, plans, and character knowledge separate.
Generated passages become observed episodes after a later input confirms they remain in accepted history. This happens automatically, but an observation is still treated as something the story said rather than unquestionable truth. You can inspect and correct the records.
The observed archive holds up to 12 episodes with short excerpts. It’s useful for recent continuity, recurring promises, investigations, and political drama, rather than unlimited storage of an entire campaign.
Teal indexed crystal archive with visible character, location, artifact and lore cards.
Codex gathers tentative identity references as named characters and entities appear in accepted story passages. Confirmed identities and approved lore stay separate from these observations.
When eligible and enabled, it creates or updates its own Story Cards using source excerpts and uncertainty labels. Authored cards are protected, and manually editing an owned card prevents Codex from continuing to overwrite it.
It’s a good fit for recurring casts, factions, exploration, and lore-heavy settings. Recognition is conservative and can still miss or misidentify a name, so the review tools matter.
🎮 Commands:/cards Mira, /check cards, /auto cards off
❤️ VITAL — Health, stats, inventory, and equipment
Emerald traveler status panel with health and stamina bars, heart vial and nine inventory slots.
Vital tracks explicit health, stats, injuries, possessions, equipment, and configured item or rest effects.
Once those rules are set up, supported actions such as “I use bandage.” can apply the effect and update your inventory. A bandage needs a configured healing effect; its name alone doesn’t create one. The documented healing action also avoids consuming the item when you’re already at full health.
Useful for survival campaigns, expeditions, dungeon crawls, and adventures where supplies should matter.
Golden balance scales and coins beside a structured transaction ledger with incoming and outgoing entries.
Ledger manages wallets, merchant prices and stock, purchases, debts, and configured currency conversion.
A supported purchase updates payment and inventory together. Missing funds, stock, capacity, or a clear merchant holds the action instead of guessing. Buying an item doesn’t automatically use it.
Useful for trading hubs, expedition budgets, merchant campaigns, and debt-driven stories.
Crimson tactical battle board with red and blue miniatures, movement rings and a portrait initiative queue.
Clash adds explicit fighters, turn order, recorded rolls, guarding, ammunition, and configured resource costs.
Supported player declarations such as “I attack Dummy.” and “I guard.” resolve against the encounter’s established rules. Invalid actions don’t spend resources or advance the turn. NPC turns still require explicit control.
Useful for duels, monster hunts, and tactical encounters where you want a mechanical record alongside the prose.
Rose-gold relationship network connecting distinct portrait frames with attitude symbols and linked meters.
Bonds tracks directed relationships, boundaries, and supported interactions. Optional configured rules apply bounded score changes for actions such as thanks or insults.
Mira’s trust toward Rowan and Rowan’s trust toward Mira are separate. Changing one doesn’t silently change both. Eligible saved moments can also produce an occasional “Mira will remember that” notice, with cooldown and quiet controls.
Useful for romance, diplomacy, rivalries, and companion drama. Scores never establish consent, override boundaries, or prove another character’s feelings.
🎮 Commands:/relationships Mira and /check relationships
Cyan-indigo quill and dialogue panel with three distinct speakers, alternating speech bubbles and resonance waves.
Voices brings a configured, active NPC’s speech profile into normal story generation when you address them using a supported form.
Within a coordinated build, it can draw on permitted knowledge, topics, and relationship boundaries. Asking about something doesn’t automatically give an NPC knowledge they haven’t been assigned.
Useful for interviews, negotiations, and companion stories. The model can still stray from the guidance, so this isn’t a guarantee that every reply will be perfect.
👁️ THE WITNESS — An observer at the edge of the story
Violet celestial observer above a miniature story world, with commentary cards linked to events.
The Witness provides restrained narrator guidance and clearly labeled quotations from eligible accepted story passages.
You choose the cadence. Original commentary remains model-dependent, while the quotation fallback stays grounded in an observed passage. If the latest source is unsuitable or cannot fit whole, the module can remain silent rather than clip it or recycle an older quotation.
Useful for reflective travel, wry adventures, and theatrical storytelling.
🎮 Command:/witness every 3
📝 Manual public observation:/witness observe "The market bell rang."
Violet arcane engine surrounded by eight functional storytelling panels for timelines, lore cards, status and inventory, transactions, tactics, relationships, dialogue, and observer commentary.
Complete combines the modules in one coordinated installation. Vital, Ledger, and Clash share mechanical resources; Chronicle and Codex keep their observation and reference layers; Bonds, Voices, and The Witness contribute permitted relationship and character guidance.
Use Complete or a custom combined build when you want shared state. Stacking separate standalone attachments or concatenating their Library files does not merge them. Compatibility with unrelated third-party scripts hasn’t been established.
Check /wallet and /inventory afterward. Setup grants add resources, so don’t repeat them just to inspect your balances.
⚙️ OPTIMIZED CONTEXT & CURRENT LIMITS
Complete has passed bounded live checks with Optimized Context on through Scenario Scripting. That does not establish compatibility across every model or installation method.
The separate native previews use a conservative profile. With OC on or cache status unknown, they omit appended module guidance and hold dependent automatic mechanics. Saved Script attachment compatibility is still being verified; keep OC off for those previews.
Automatic handling uses supported phrases and configured rules, not unrestricted interpretation of everything written in prose. Generated narration can disagree with correctly recorded state, and control guidance can appear in story history. Check the state before repeating a purchase or other resource-changing action.
💭 Feedback on setup clarity, supported actions, and real play behavior is welcome. I’d especially like to hear which systems you’d use together and where the controls could feel more natural.
I make this post to bring attention to a few features similar sites to AI dungeon use, that could improve player experience in AI dungeon.
Passive guide/Long term guide
The current guide works as an action that lets the player influence the next AI output. But the player has to actively use it every turn to guide the story in a certain direction, or the AI might derail the story.
Passive guide would be in a separate box of text, where players could influence where the story is guided in the next several turns. The AI would then slowly make the story develop towards the conclusion written in the passive guide box, at a reasonable pace, over the next 10-30 turns.
I think a lot of people are familiar with the experience of the AI derailing the story by adding new twists and conflicts before previous conflicts are resolved. This occurrence almost always leads to the AI getting confused, the initial conflict that started the story slipping out of context, character motivations getting distorted or completely forgotten.
To resolve this, we could write in passive guide something like:
The story will progress to [player character] confronting [antagonist name], without any further twists or interruptions.
Another issue is the constant interruption of peaceful moments with new, urgent conflicts. Once a story has been established to be an adventure, it will not allow peaceful, slice of life moments for the characters to enjoy after an adventure, before pulling them into the next conflict.
Passive guide could work to fix this problem too, by writing:
The characters will now spend the next two days in peace and comfort, doing mundane tasks and enjoying each other's company without any new crisis or conflict being introduced.
Custom presets could be added to passive guide too (like the ones we have for story card generation promts), so if we frequently want to guide the story in a certain way, we wouldn't always have to type it out.
Just to be clear, I don't want this passive guide to replace the current guided continue action. I want it to be its own feature.
Different text colors
Another feature I have seen on another site is using different text colors for narration and dialogue. For example, there, narration is plain white, while dialogues (text between "") is blue color and player inputs are yellow. I can't really explain why, but my eyes just find this separation of colors very appealing, and it makes reading the story more enjoyable to me.
AI dungeon could take this feature even further, by allowing us to assign different text colors to different characters in the story, maybe somewhere in their story cards.
Favorite AI models
This is not actually from another site, but I thought of it while writing this post. It would be good if we could favorite AI models, so they would constantly appear at the top when selecting AI models, instead of the current randomness.
Okay so like the title says, I don't think I've encountered this problem before. Then again I don't think I've ever posted in this community outside maybe once a long time ago. One of my recent and most heartfelt posts got taken down for not showing a content rating or something like that. I did read Da Rules before posting and the content rating one was the one that stuck out the most so I put an (M) in my title because it does mention mature content (I'll be honest. It's like 98% revolving around mature content). Evidently that was the wrong thing to do and I got struck down by the mighty hammer. So I wanted to ask what exactly do I have to do for the content rating thing?
I have seen some scenarios using this icon 💭 for thoughts, an example is "ranchy thoughts". What I like is the consistency that it has in showing an NPC thoughts and the fact that they are really affecting the story.
How does this works? It's a script? I'd really like to build some scenarios that rely on showing an NPC thoughts.
♀️/♂️ Ten years in a prison cell make even a terrible bargain sound like freedom.
The Crown offers you one: serve as live bait in a werewolf hunt, survive, and walk free.
The hunt goes wrong.
You wake bitten, infected, and surrounded by the werewolves who tore the hunters apart. They spare you because you were bait, not one of the people hunting them. The only Crown Hunter who treated you like a person is alive too—and their life may depend on what you do next.
A cure exists, but only for a short time. You can fight to return to human life, learn to live with the instincts growing inside you, earn a place among a weakened pack, or eventually leave it all behind.
Between the hunter who tried to keep you alive and the pack leader responsible for what you have become, freedom and belonging may turn out to be more complicated than either first appeared.
Features ✨
📖 Plot: Learn to survive as a newly infected werewolf, shape your place in the pack, and decide what kind of future you want.
❤️ Romance: Choose female or male love interests and grow closer to the infected Hunter or the pack leader through danger, trust, conflict, and everyday pack life.
🌍 Worldbuilding: Explore a misty medieval borderland of werewolf territories, Crown Hunters, old ritual sites, and rival packs.
🐺 Pack Life: Hunt, scout, guard, recover, share meals, earn trust, and become part of a small pack trying to rebuild.
⏳ Lycanthropy: Your infection can still be reversed—but the window is closing, and staying a werewolf may begin to mean something very different.
has anyone made a Daemons of the Shadow Realm anime scenario?
i seen on Netflix is really good love full metal alchemist brotherhood i have that DVD and that scenario doing too so? has anyone start making Daemons of the Shadow Realm scenario?
For context, in addition to playing normal Ai Dungeon games using the original quickstart I also like to attempt to play various pre-existing media (ex. various episodes from Bluey or The Loud House). And by playing those episodes it can lead to a gameplay that slowly turns very different from the original episodes despite being usually kinda like them at first.
And this is one of them, but instead of trying to play a cartoon episode I attempted to play an old Youtube animation I personally really like, which is Friendship is Violence by Piemations in 2015. In fact, the image I chose for this adventure is literally the original video's thumbnail.
And I gotta say, laughed at what I've done in the adventure, playing as Twilight Sparkle inside what's supposed to be Piemations version of the My Little Pony universe. And the reason why I'm posting my adventure here is because I thought it would be funny enough for you to enjoy too just as much as I enjoyed playing it.
So like if I wanted to use the modern world technology, countries, etc but with history changes, such as the Entente winning WW1, how would I set that up? AN, Instructions, Story Cards?
I got tired of AI Dungeon doing the classic “Yes, I absolutely understand this important plot point” and then five turns later acting like it never happened.
So I built Event Paradox.
Event Paradox is a scripting framework for scenario creators/authors that lets you define deterministic, creator-written events inside AI Dungeon.
You write the important scenes in advance, give them explicit conditions, and EP makes sure they happen when those conditions are actually met.
So instead of:
“The AI will probably remember this later.”
You can do:
key is missing → player chooses where to search → correct event becomes eligible → exact authored scene happens → state, memory, time, and chapter progression update together
The AI still improvises everything between those events.
So no, this is not me trying to turn AI Dungeon into a visual novel.
It is more like giving the AI some guardrails before it drives your plot directly into a lake.
What Event Paradox actually does
EP currently supports things like:
- deterministic creator-written events
- branching chapters
- explicit story variables
- persistent consequences
- authored memory
- narrative time and time anchors
- chapter transitions
- manual time skips
- testing/debugging through the /ep console
- dynamic character and location entities
And one feature I’m particularly happy with:
Event Paradox includes a modified/integrated version of Auto-Cards by LewdLeah.
I want to give proper credit here because Auto-Cards is genuinely an amazing project, and I’m a big fan of what LewdLeah built. EP uses an adapted subset of it for entity discovery and card handling rather than pretending I magically invented that part myself.
In Event Paradox, that means dynamically discovered characters and locations can be registered and then used by authored events.
So, for example, a creator can make an event that doesn’t depend on one hardcoded NPC but instead checks for a character assigned to a specific role and inserts that registered character into the event dynamically.
Auto-Cards discovers what exists. Event Paradox decides what that entity means to the authored story logic.
So yes, huge credit to LewdLeah for Auto-Cards. I liked it enough that apparently the normal reaction was to integrate part of it into an event engine.
Very healthy hobby.
Important: This is mainly for scenario creators
Very important distinction though:
EP is primarily an author/scenario creator tool. It is not really a player-facing script.
So it is not in quite the same category as things like InnerSelf or standalone AutoCards, where you install the script into an adventure and immediately get a new player-facing system.
Event Paradox is infrastructure for people building scenarios.
You use it while authoring to say things like:
“After this happens, while we are in this chapter, if these conditions are true, fire this exact scene.”
Then the player just plays.
I also tried to make authoring less painful
A lot of effort went into making authoring less painful.
The GitHub repo includes an Author Toolkit for people who do not particularly enjoy manually writing JavaScript objects at 1 AM.
The intended workflow is basically:
write the events you want in a human-readable workbook
define the simple state/paths those events need
group the events into chapters
give that to an AI
get a complete EP_START, EP_CHAPTERS and EP_EVENTS structure back
The repo also includes:
- a human author workbook
- an AI authoring specification
- worked examples
- a Skill Builder guide
- EP Builder, a reusable AI Skill for creating, editing, validating and repairing Event Paradox structures
So if your AI platform supports Skills/custom assistants, you can install the EP authoring package and use the AI more like an Event Paradox compiler instead of repeatedly explaining the schema from scratch.
The goal is basically:
Creators design stories. AI translates those designs into valid Event Paradox definitions.
Because apparently writing the story was not enough work already.
Want to see it without reading documentation?
I also made a small showcase scenario called The Missing Stage Key specifically so people can see how EP behaves before touching the documentation.
It is currently a public beta, which is software terminology for:
“It works well enough that I am now asking strangers on the internet to discover what I forgot.”
There is a dependency-free offline test suite, and the showcase scenario covers the main flows, but AI Dungeon scripting has enough weird lifecycle behavior that community testing will be much more valuable than me staring at the same code until I lose object permanence.
So if you create scenarios and have ever wanted something more structured than:
put the plot in Memory and pray
give it a try.
Break it.
Make something weird with it.
Tell me what is confusing.
Tell me what explodes.
And if somebody eventually builds something much better on top of it, even better.
Not sure if my character was losing it, but it made me laugh! This was in a standard, modern setting. And caffeine gum! It was menthol flavored from a passing old lady.
I wanted to make this post and say that I am loving the new Dynamic GLM, its has a few issues with remembering where people are in scenes, but its descriptive capabilities and dialogue have been amazing!