AI Roguelite
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ATTENTION: This game requires an NVIDIA GPU. Please be sure your system meets the system requirements before buying the game.
Introducing AI Roguelite, the world’s first text-based RPG where every location, NPC, enemy, item, and crafting recipe is generated completely from scratch by artificial intelligence. Describe your starting universe (e.g. "underwater city"), and the AI will figure out the rest.
- AI-generated entities: What weapons might you find in an underwater city? Which enemies might you find? Where else can you go from there? All these questions are answered by the GPT technology running on your GPU, so you can explore a truly infinite world.
- AI-generated crafting recipes: What item could you make if combining a wooden stick with a rock? What about a computer chip with a zombie brain? The AI decides which item should be produced, based on the names of the ingredients.
- AI-generated combat: What happens when you try to attack a "terminator robot" with a "raw salmon"? There are no traditional item stats. Instead, whether an attack is successful depends entirely on its AI-generated name and description. The AI then generates a plausible set of events following what happens when you use it as a weapon against the enemy. Finally, the AI is fed its own story, from which it tries to figure out whether the enemy was killed, injured, or unharmed.
- AI-generated illustrations: Every entity gets an illustration generated by VQGAN-CLIP technology running on your GPU. Each image takes 30-60 seconds to complete, but the game can still be played while they’re being generated.
Steam User 17
While I do recommend this game, and it is far better than AI Dungeon. I have a few complaints, and also recommendations.
Complaints:
Strange skills:
- Eating & Sleeping should not be a skill, I fail at doing these tasks more than I should, and this results in my character not being able to eat or sleep when I need to because my skill is too low. Making me not want to play with hunger and energy enabled.
Location Tracking:
- There needs to be better location memory, as sometimes if I leave a place and go home, it creates a new place called Home and forgets about the one I already spawned at. The locations need to have more synergy between them, and also the Unmarked Locations you can create need to be labeled a bit more, I didn't even know that I could do this until I double clicked and found out about it because I couldn't travel to any nearby locations, as they were too far away.
Item, People, and Location descriptions:
- These are often worded in ways that make the Images generated, into ones that arent actually related. For example, with characters, it tends to describe the characters personality and not appearance, leading to a weird generation. Same with items, it will talk about how eroded an item is, but not what the actual Item is, so images for those are also improperly generated. Locations arent as bad, but occasionally they are generated weirdly as well, but these are mostly good.
Now that I have complained about a few things, here are some things I would love to see in the game.
Recommendations:
Complex Relationship Dynamics:
- Instead of just the Happy, Neutral, and Angry stuff. I think there should be more complex emotions that collectively influence a relationship, maybe not a lot, but a few more at least.
Better Left-Hand Background Generation:
- Im talking about the Background that is behind the Relationships, Items, and Enemys section. The image for these is often very random, and doesnt look good as it clashes with UI. These should be lightly influenced by description, but always appealing to a more UI visual aesthetic instead of just random backgrounds.
Creative Mode Settings:
- I think this mode needs its own Settings, so that I can fine-tune how much of it I want to be enabled. I would like to be able to edit stuff when I need to, to make stuff more cohesive. However, I don't always want to be able to do actions even without specific items, I want the realism to stay intact. I only use this mode for editing stuff that doesnt make sense, I'd like all other features to remain the same.
Side Note:
Thank you for actively working on this, I love this game. I was going to buy an AI Dungeon subscription, but then i discovered this and tried it out, as I had bought it on sale for 5$. This is so much better than any other AI rpg type game out there. It just needs a little more time in the oven, but as is, I could play this for hundreds of hours and never get bored. I like it how it is now (aside from what I mentioned above), and I'm excited to see how the updates for this progress. Much love <3
Steam User 14
The current round of updates have essentially solved all issues for me. Holy cow, you can actually play a coherent story now. Like, for half my first game with the new update, until suddenly some kind of lich thing appeared as a quest plot, I wasn't even fighting, just walking around the city and talking to people, and learning how to do things such as summon money with magic. It is a nice change of pace to not have to be a murder hobo in a video game all the time. I only expect things to get better as time goes on.
Steam User 8
Got myself reborn as a nobel child. Learned to use the system. Learned to use magic. Went on a adventure to collect companions and shadow spirits that increase my might. Found a Castle with a leviathan beneath it. Used magic engeneering to build a floating castle. Now I have a Magical-Technical world where I spend my time with improving my Floating Lybrarie to safe the unverse from interdimensional beeings or something like that.
This game is insane. If you know how to manipulate the AI into giving you the story you want, then this is better than any Anime or Movie or whatever. I have roughly 90 hours now. I play only Adventure mode, beceause permadeath sucks, but if you're here for the story and for checking out AI possibilities go for it!
The Pirce is fine. But for better AI models you will need to spend some more... Well, its awsome to give it a try for 10€ if you're getting into it... well, then it's to late anyway.
Strongly Recommend for Story and AI Content lover!
Steam User 10
Its kinda good, an endless adventure in whatever world you and the AI can think of... just censorship is a pain in the neck... not NSFW but just in general. Sometimes you just wanna eviscerate a minion, ya know?
Edit: True to the Dev response, one reinstall later I can in fact eviscerate a minion! All is right in the fantasy world! :D
Steam User 8
This game is a lot of fun. I played the generic farmer start as someone who was physically strong but dumb. at some point I got a money ledger as a weapon and my guy had to become smarter and more convincing to show people that the mayor was corrupt and I started a resistance of local farmers to overthrow the mayor.
Steam User 7
TL;DR Really fun. A campaign unique to you, just the way DnD was meant to be played. You will have a lot more fun if you have a working knowledge of AI and DnD, or are willing to learn.
I play in creative mode, which I recommend for new players. Language models especially can be an unpredictable form of deep learning so it's worth understanding the way it thinks about player action and underlying mechanics before getting invested in an adventure that autosaves and can't be recovered from something that had an unintentional consequence.
That said, there is a lot of room for personalization and creativity, to me the best parts of DnD. The AI will dynamically offer skills, gear and quests based on what it thinks you're interested in and grant you something truly and deeply unique to you
Steam User 5
Does AI Roguelite share the same limitations that all LLMs do? Yes. Because it uses LLMs.
Is AI Roguelite getting better as those limitations are being smoothed out over time? Yes. Because LLMs are getting better.
Do you have to pay to get the most out of the experience? Maybe. It depends on what you want. If you are looking for a sizable adventure with chapters of lore, you will either have to fork over some money to get the higher context token tiers, or use an alternative LLM host, which the game allows for. If you are looking for shorter "one shot" kinds of adventures, the free model works just fine.
So why not use an LLM directly? This provides a good framework for creating and retaining Items, NPCs, Quests, and stats that are kept in memory and are track-able, affecting the gameplay and storytelling. Anyone who has messed around with LLM's directly to run adventures knows that it requires a lot of babysitting to keep it from forgetting any of those things as the game progresses. AI Roguelite requires far less, if any, babysitting because of the way it tracks those elements.
Ai Roguelite also uses a roll-system to determine plausibility and success of actions, that have varying affects on how the game/story progresses based on the level of success or failure, so there is granularity and gameplay involved similar to a traditional game.
Are there areas the game can improve? Absolutely.
- I would like to see the stat system be less about how they generally affect rolls and instead directly impact the context. For instance, if I have a very strong character, stat wise, I would like the gameworld to recognize that and react accordingly at appropriate times.
- I would like to see more traditional game systems integrated into the AI that affects how the storytelling adventure progresses, like time, weather, etc.
- I would like a more coherent world map that doesn't use themed "threat zones" as regions for all the locations to be spawned in. Something graphical that shows forests, mountains, oceans, rivers etc and has locations that make sense. As it is now, it is just region blobs that fit a theme.
I want to be clear that the above areas of improvement are a wish list, not some "The game sucks if it doesn't have these" demand. I'm well aware of the current limitations of AI, and that the dev is one person, and that this game is still a WIP. I still recommend it to anyone who doesn't have an axe to grind against AI in general and who sees the potential that AI can have in the future of games.