RPGFuture

Your Wounds Tell the Story

"Real mechanics. Authored prose. No visible dice."

With a savage arc, your Elvish Sword severs the troll's sword arm at the elbow. The limb tumbles away, weapon still clutched in its grip.

It staggers back, clutching the stump — then lunges at you with its remaining fist. Desperate, weakened, but refusing to fall.

The troll's single eye darts toward the passage behind it. With a bellow that is equal parts rage and bewilderment, it turns and crashes away through the darkness. The ground trembles with each retreating footfall.

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Three systems working together: the limb wound drops the weapon. The penalty engine degrades the attack. The morale system triggers retreat — not at zero HP, but when the troll's personality says enough.

Coming Soon for iOS and macOS

What's New

NPCs remember. Companions follow. The world has a permanent history.

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NPCs That Remember

Every conversation is recorded as a structured event in the world's graph database. Kill a guard? Elmo witnessed it. Ask about the inn? The innkeeper remembers your question three sessions later. NPC memory isn't an LLM summary that degrades — it's queryable fact stored as typed graph nodes. The relationship isn't a number from 0-100. It's a structured record of what happened, who was there, and what was agreed.

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Party Companions

Ask Elmo to join you and he follows — not as a flag, but as an autonomous agent with his own arc. He moves when you move, fights on your side in combat, and reacts to the rooms you explore together. When the arc completes — you reach the inn he was heading to — he parts ways naturally. Companions aren't permanent followers. They're NPCs with intersecting agendas.

Ally Combat

Companions fight alongside you with their own initiative, attacks, and behavior. Set Elmo to aggressive and he charges the nearest enemy. Tell him to hold back and he defends only when targeted. Party members get their own 3-action turns in initiative order — but you always act first. If an ally falls, they enter a downed state before death, giving you a chance to turn the tide.

Elmo follows you into the room. He tenses, scanning for threats.

You say to Elmo: "Where is the inn?"

Elmo jerks a thumb northward. "The Welcome Wench — just up the road. Ostler Gundigoot runs the place. Tell him Elmo sent ya."

Three rooms later, you ask about the inn again.

Elmo scratches his head. "Already told you — the Welcome Wench, north of here. Gundigoot's place. You forget already?" He grins.

"Elmo didn't repeat himself. The graph recorded the first exchange as a structured event. When asked again, the anti-repetition system told the LLM to acknowledge the prior answer — not parrot it."

Previously

Combat is suspense. Choices are dramatic intentions, not action menus.

Dramatic Combat Choices

No more "Attack / Defend / Flee" menus. The Tension Engine reads the scene — your wounds, the enemy's state, the torch guttering on the wall — and presents 2-4 emotionally loaded intentions. "Press the wounded troll," "Grab the torch and use fire against its weakness," or "Run for the northern passage." The d20 engine still resolves underneath. You just don't see it.

Scene Pressure

Four invisible dimensions drive every combat moment: threat, urgency, stakes, and momentum. When the troll is regenerating and the torch is about to go out, urgency spikes. When you sever its arm and it staggers, momentum swings your way. The prose tightens and loosens with the tension — calm scenes offer measured choices, desperate ones give you binary do-or-die.

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Soft Countdowns

"The troll's wounds are knitting shut." That's not flavor text — it's a countdown. In three more actions, it fully regenerates 20 HP. Grab the torch to pause its healing. Or ignore the timer and press the attack before it fires. Countdowns create real urgency without exposing numbers — you feel the time pressure through the prose itself.

The troll snarls, wounded but still dangerous. Already you can see the scratches on its hide knitting shut. The torch on the wall sputters in the draft.

You need to decide — strike while it's overextended, grab the torch to use fire against its weakness, or fall back north.

> grab the torch

You snatch the guttering torch from the wall and thrust it at the troll's face! The creature shrieks and recoils, its regeneration halting as flames lick at its flesh.

"Every choice changes the pressure. Grabbing the torch paused the regeneration countdown — buying time the troll didn't want to give."

Combat Maneuvers

Trip, disarm, grapple, or shove your enemies. Type "trip the troll" and watch it crash to the ground. Disarm a dangerous foe and send their weapon clattering across the floor. But be careful — overextend on a trip and you'll be the one eating dirt.

Attacks of Opportunity

Cast a spell in melee range? The troll's axe interrupts you before your incantation completes. Enemies with combat training now punish reckless actions — turn your back to flee and they'll strike before you take a step. Every decision in combat carries real weight.

Smarter Enemies

Enemies no longer just swing and hope. An aggressive troll hits harder but leaves openings. A defensive knight raises their shield and waits for your mistake. A cornered goblin drops its weapon and begs for mercy. NPC strategies now have real mechanical teeth.

The World Reacts

Enemies don't just fight to zero HP. They think, fear, and remember.

Enemies That Surrender

Every NPC has a psychological profile — morale thresholds, personality traits, and moral lines they won't cross. A wounded troll retreats at 25% health. The thief surrenders at 15% — but tries to negotiate first. The cyclops? It doesn't care about HP. Say "Odysseus" and it flees in primal terror, regardless of health.

The thief flicks something small and bright at your eyes — a distraction, nothing more — and by the time you blink, it has melted into the shadows like smoke.

Moral Lines

NPCs have ethics that constrain their behavior. The thief won't kill you in your sleep. The troll won't negotiate — it only understands force. These rules aren't suggestions; they mechanically filter which strategies an NPC can choose. The same enemy makes different tactical decisions across playthroughs — weighted-random selection from 40+ named strategies means no two fights play out identically.

Trust-Gated Secrets

NPCs remember how you've treated them. Threaten the thief and it fights harder. Show compassion and its trust rises — at 70%, it reveals something it has never told anyone: it was once an adventurer like you. These aren't scripted cutscenes. The trust system gates what the NPC is willing to share, and the prose adapts accordingly.

The thief's sardonic mask slips for just a moment. "I had a party once, you know. Good people. We went into the barrow together." A pause. "I came out alone."

Enemies That Telegraph

Before each combat round resolves, every NPC telegraphs its intentions through prose. A stunned troll staggers. A desperate enemy winds up for a reckless swing. A calculating thief feints low, hinting at where the real strike will come. These aren't flavor text — the severity level reflects actual combat math, and paying attention gives you a real tactical edge.

The troll's eyes gleam as it winds up with its bloody axe. Its stance suggests a committed, reckless attack.

Combat That Scars

Every wound has mechanical consequences. Every scar tells a story.

Limb-Specific Wounds That Cascade

Attacks target specific body parts — head, torso, arms, legs. Each limb tracks its own damage through six severity tiers: scratched, wounded, injured, mangled, crippled, destroyed. A scratched arm is cosmetic. A mangled sword arm applies -4 to attack rolls. A crippled arm drops whatever it's holding.

This is the "Black Knight" design philosophy: enemies keep fighting with serious wounds, but they fight worse. A troll with a crippled sword arm drops its axe and swings with bare fists. One with mangled legs can barely stand. Wound penalties stack and persist — the enemy you've been fighting for three rounds is genuinely weaker than the one you met in round one.

Your blade sweeps across the troll's sword arm, carving deep into muscle and bone. Its grip fails — the bloody axe clatters to the stone floor.

The troll snarls, swinging its remaining fist at you. The blow is clumsy, desperate.

Bleeding Persistence

Wounds at "injured" or worse begin to bleed. Each bleeding wound drains 1 HP per round — a character with three bleeding limbs loses 3 HP every turn until treated. Severed limbs bleed automatically. Time pressure becomes real: do you press the attack or fall back before the bleeding finishes you?

Fumbles With Consequences

A natural 1 isn't just a miss — it's a disaster. Roll a critical failure and you might drop your weapon (it's mechanically unequipped — you fight unarmed until you retrieve it) or stumble and fall prone (-4 to your next melee attack). These aren't narrative flourishes. They change the mechanical state of the fight.

Your grip slips, your Elvish Sword flying from your hand! It skitters across the stone floor, just out of reach.

The Dead Remember

Return to a room where you killed an enemy and the body description reflects the specific wounds you dealt. If you severed the troll's arm, the body mentions it. If you pierced its heart, that's what you see. The world remembers what happened — even after you've moved on.

Full Pathfinder Under the Hood

Every attack resolves d20 + base attack bonus + strength modifier vs. armor class. Critical hits require confirmation rolls. The PF2e three-action economy gives you tactical choices each round — attack again at -5 penalty, switch to a defensive stance, or try something creative. Six attributes, feats, saving throws, armor penetration — the complete ruleset runs silently beneath the prose.

Every Word Authored

Not AI-generated. AI-composed. The difference is everything.

Four Layers of Prose

Every combat event passes through a four-tier narrative pipeline. First, the game checks for a world-specific Ink story — authored dialogue written for that exact moment. Second, it checks for an LLM rewrite tag — dramatic moments get composed through an on-device language model. Third, it selects from hundreds of wound templates matched to location, severity, and damage type — a slashing wound to the arm reads differently from a bludgeoning blow to the chest. Fourth, a clean fallback ensures nothing ever breaks.

The result: combat reads like authored fiction, but no two fights produce identical text. The game composes — assembling authored pieces into new arrangements — rather than generating from nothing.

Branching Dialogue With Real Consequences

NPC conversations use Ink — the same narrative scripting language behind 80 Days and Heaven's Vault. Dialogue branches based on world state: show the troll your elvish sword and it reacts differently than if you're unarmed. Choose to let the troll flee and the passages open — the same world-state change as killing it, achieved through words instead of violence.

The troll eyes your blade warily. "Elf-steel," it growls. "Where you get elf-steel?"

1. "I took it from the last troll I killed."

2. "It was a gift. I'd rather not use it."

3. Draw the sword silently.

Actions Compose Into Prose

Pick up three items and each appears instantly — "Taken." — but two seconds later, those individual confirmations are replaced with a composed paragraph: "You collect the elvish sword, the brass lantern, and the crumpled leaflet, tucking each away." Multiple verbs in one session (take, read, open) weave together naturally: "You pocket the leaflet and flip through it while checking the mailbox — it swings open with a creak."

NPC Voice Is Data-Driven

Every NPC has a defined voice — register, pace, verbal tics, example lines. The troll speaks in broken shouts: "NO PASS! Troll's bridge! TROLL'S!" The thief is sardonic, measured, always calculating. When the language model polishes a dramatic moment, it writes in that character's voice, not in generic fantasy prose. Pronouns are data-driven too: the troll is "it," human NPCs use "they" by default, and world authors can set any pronoun per character.

Gameplay Experience

Prose on the left. Dice on the right. Both real, both running simultaneously.

Narrative View

The troll is here, brandishing a bloody axe. It blocks all passages out of the room.

The troll's eyes gleam as it winds up with its bloody axe. Its stance suggests a committed attack.

You twist aside at the last moment, the troll's axe whistling past your ear.

Your blade carves across the troll's sword arm, drawing a spray of dark blood. Its grip wavers — the axe dips.

The troll snarls through clenched teeth, fighting through the pain. It swings again, slower now, favoring the wounded arm.

Your Elvish Sword severs the troll's sword arm at the elbow. The limb tumbles away, axe still clutched in its grip. The troll staggers, then swings its remaining fist — desperate, weakened, refusing to fall.

The troll's single eye darts toward the passage behind it. With a bellow of rage and bewilderment, it crashes away through the darkness.

Action Panel
Adventurer HP 85%  AC 14
Troll HP 31%  AC 11 (-4 wound)
Troll misses Adventurer MISS
Adventurer hits Troll for 6 dmg (right arm) HIT
Right arm: wounded → mangled (-4 atk) WOUND
Adventurer hits Troll for 14 dmg (right arm) CRIT
Right arm: mangled → destroyed (SEVERED) SEVER
Troll drops Bloody Axe DROP
Troll misses (unarmed, -4 penalty) MISS
Troll morale check → RETREAT FLEE
d20(18) +5 vs AC 15  |  Confirm: d20(14) +5 vs AC 15 ✓ CRITICAL

The narrative view shows authored prose. The action panel shows the Pathfinder mechanics underneath — wound escalation, equipment drops, morale checks, and the dice that drove it all.

How It Compares

Feature AI Dungeon Classic IF BG3 / Solasta RPGFuture
Combat LLM decides Puzzle logic Full d20, visible UI Full Pathfinder d20, hidden in prose
Wound System None None HP bar only Per-limb wounds, cascading penalties, equipment drops
Enemy AI LLM improv Scripted Tactical AI Personality-driven morale, moral lines, weighted strategies
Narrative LLM-generated Hand-authored Voice-acted Hand-authored + LLM polish for dramatic moments
Combat Choices Free-form Verb parser Action menu UI Dramatic intentions driven by scene pressure, hidden mechanics
Dialogue Free-form Keyword parser Branching trees Ink branching + trust-gated secrets + graph-backed memory
NPC Memory Context window Flags only Approval meter Graph events: witnessed, reacted to, told — queryable forever
Companions LLM decides Fixed followers Party management UI Arc-based accompaniment, ally combat, ambient reactions
Reliability Hallucinations Deterministic Deterministic Deterministic core, LLM enhances but never controls state
"The mechanical depth of a tabletop RPG, the authored quality of interactive fiction, the natural language of an AI game — without the hallucination risk. Wounds cascade. Enemies think. Tension rises. Every battle reads like a novel."

Worlds

ZORK I

Infocom (1980) — Reimagined

"You are standing in an open field west of a white house, with a boarded front door."

The Great Underground Empire with real combat. Sever the troll's arm and watch it drop its axe. Say "Odysseus" to route the cyclops. The thief wanders the map stealing your treasures — and if you earn its trust, it tells you why.

The Village of Hommlet

Classic D&D Module — Adapted

"Beneath its quiet exterior, rumors of ancient evil stir unease among the villagers."

A village of NPCs with competing loyalties, hidden agendas, and faction politics. Each character remembers how you've treated them. Trust the wrong person, and the consequences ripple through every conversation.

The Forgotten Village

Original Starter World

"Every adventure begins somewhere quiet."

A purpose-built tutorial world that teaches exploration, dialogue, puzzle-solving, and combat through natural play — no instructions, just discovery.

WorldBuilder

A macOS companion app for world creation.

Design your own worlds with a visual graph editor. Build locations, connect exits, define NPCs with full psychological profiles, author Ink dialogue trees, place interactive objects, and design condition-gated quests — all in a node-based interface that maps directly to the game's graph database.

Roadmap

What's been built. What's coming next.

Phases 0-10 Complete

Core engine, Pathfinder combat (d20, 3-action economy, MAP), limb-specific wounds, bleeding, equipment drops, morale, fumbles, 100+ NPC strategies, combat maneuvers (trip/disarm/grapple/shove), attacks of opportunity, LLM narrative pipeline, Ink dialogue, action composition, graph database.

Phase 11 — Living World Complete

Ink dialogue tunnels and conditional branches. Turn-based timed event scheduler (NPC movement, environmental changes, quest timers). NPC first-contact player awareness — NPCs react to your appearance, weapons, wounds, and demeanor when they first see you. Hostile beat sequencing with initiative-driven tension.

Phase 12 — Tension Engine Complete

Dramatic combat choices driven by scene pressure instead of action menus. Four-dimensional pressure model (threat, urgency, stakes, momentum). Soft countdowns creating narrative time pressure. Consequence echoes that persist across scenes. Tension-aware LLM narration — prose quality rises with dramatic stakes.

Phase 13 — NPC Dialogue Memory Complete

Graph-based narrative event system. NPCs remember what they witnessed, what the player told them, and how they feel about it. Session-scoped coherence buffer prevents same-conversation repetition. Graph-extracted briefings give each NPC accurate, permanent memory without LLM hallucination. Anti-repetition directives keep conversations fresh across multiple exchanges.

Phase 14 — Party Companions Complete

Arc-based party accompaniment — NPCs join for narrative reasons and resume autonomous behavior when the arc completes. Auto-follow with single-tick movement, conditional exit blocking with breadcrumb reminders, party-aware room descriptions, template-based ambient reactions, and full ally combat with behavior modes (aggressive, defensive, hold-back).

Phase 15 — Procedural World Generation Next

AI-assisted generation of new locations, NPCs, quests, and puzzles from world templates. Expand beyond hand-authored content while maintaining narrative quality through the 10-layer authoring stack.

Phase 16 — Spellcasting Planned

Full spell slot system with prepared and spontaneous casting. Verbal, somatic, and material components. Spell effects resolved through the combat engine with LLM-narrated results. Area-of-effect targeting, saving throws, and concentration mechanics.

Phase 17 — Multiplayer Planned

Cooperative play with shared world state. Party-based combat with coordinated dramatic choices. Each player sees their own narrative perspective of shared encounters.