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AI Roguelite News

Locations v2.1

[h2]Worlds/Universes[/h2]
Added support for the concept of multiple worlds aka zones and multiple universes. The location event check will take this into account. A "world" refers to a map, and could be the size of a city or planet depending on your scenario. A universe can contain multiple worlds. You can access the worlds/universes view in the map.

[h2]Movable locations[/h2]
Locations can now move around, to support being in large moving vehicles such as starships. If conceptually it doesn't make sense to place it on the map or is in transit, your location could be marked as detached from the map, then be reattached upon docking or landing.

[h2]Better status effects[/h2]
Changed how status effects work. The duration is now AI-determined, and they can also be removed by the AI.

[h2]Better state changes[/h2]
Consolidated name, description, and status effect changes into a single system (technically two event checks, but followed by one prompt to ask the LLM which fields should be changed). To prevent names and descriptions from being overwritten, you can either turn on player-confirmed "details updated" and avoid clicking that button, or ensure "lock name and description" is checked on the entity you care about.

[h2]Location placement awareness[/h2]
AI can now dictate initial placement for regions. For example, a southern region will is more likely to start in the south. Region shapes are still procedural. The story generator also gets context about a location's heading and distance if mentioned.

[h2]Location manual adjustments[/h2]
Added move button for map locations
Added "move here" option for locations and npcs
Added option to make a sublocation its own top-level location

[h2]Lorebook[/h2]
Added a lorebook system which can be accessed via a tab in the journal view. Lorebook keys are one per line, and treated as regular non-case-sensitive matching. If encased by slashes, it's treated as a regex. Lorebook entries may be triggered if story or player input text matches them, up to a limit (at this time, a maximum of 3 entries).

[h2]Favorites[/h2]
Added a favorites system which can be accessed via a tab the journal view. Favorites (up to a limit) are included in story and event check prompts and thus have a higher chance of staying relevant in the game.

[h2]Reduced character/item duplication[/h2]
Added the concept of recent entities, including those which recently died or went away. The event check is primed with recent and favorited entities and the game will check if the string corresponds to a pre-existing entity. For example, if you recently lost an item, you might get it back.

[h2]Better high-cost quest videos[/h2]
Improved reliability and quality of high-cost quest video generation

[h2]Region background images in map[/h2]
Cosmetic improvement that makes the map feel more immersive

[h2]Misc[/h2]
  • Fixed a comfyUI issue where the game was accidentally slowing down generations. The other issue of images not appearing in the game until 10+ seconds after generating may or may not be fixed (I can't reproduce the issue).

07/24/2025

  • Upgraded event check models for all AI Roguelite cloud service tiers (should result in less random damage across the board)
  • Added player-confirmed item depletion, defaulting to false. To enable, go to Options, and under "Require player confirmation", select "Item removal".
  • Added prompt suffix for successful crafting rolls to mitigate issue where the story turn would leave you hanging
  • Implemented merchant detection for NPCs appearing in the story
  • Fixed currency UI in new game view
  • Added inclusion of static object description when interacting with it
  • Fixed visual bug with map colors

Small update 07/20/2025

  • Switched free cloud text generation to a slightly better model
  • Improved free cloud text generation speed
  • Improved AI Roguelite Free image generation coherence (not to be confused with Wombo, which is a 3rd-party image gen)
  • Added a new style to AI Roguelite Sapphire image generation called "Vibrant V2", which outperforms other styles in most cases
  • Added support for detecting if multiple items were crafted simultaneously
  • Fixed bug in Dungeon Crawl leveling system where player was always "stronger than enemy" in roll mods
  • Added tip to utilize Scenario Settings when opening the New Game UI for the first time

Image gen outage (mitigated, still usable)

There's an outage in the image generation service for AI Roguelite Image Gen (affecting free and paid tiers). A mitigation has been pushed to temporarily switch to a different model until the issue is fixed.

Immersive Level Scaling, Vastly Improved Customization, etc.

[h2]Immersive Level Scaling[/h2]

The original leveling system was designed as an infinite dungeon crawl to encourage exploration during a pre-ChatGPT era where LLMs couldn’t write very well. The new system, dubbed Immersive level scaling, replaces the “infinite treadmill” aspect with a more meaningful power curve.

You can still select the old leveling system for a new run by selecting the Dungeon Crawl leveling system.

[h3]Power curve[/h3]
Enemies have tiers which influence combat generations and roll checks, and locations get danger levels which slightly influence generations and spawned entities. Leveling up feels more meaningful because the maximum tier/level is finite, with a max player level of 20 and max enemy tier of 7.

[h3]Currency[/h3]
Item monetary values are AI-determined based on a new concept called a currency guide, which is tailored to your world. This also means the AI gets to determine exactly how much money you received/spent on a turn (previously, it was overridden by the game logic for balance purposes, which confused many players)

[h3]Item quality[/h3]
The AI is now given full freedom to determine your item rarity from Common to Legendary.

[h3]Immersive HP changes[/h3]
The AI has been given more freedom to specify exact HP changes for the player and characters, which allows it to deduct tiny or large amounts. The damage is based on what happens in the story rather than scaling based on item/character level. To improve variation while maintaining AI coherence, I came up with the idea to use RNG for the prompt sent to the AI rather than applying it after the AI’s response. These values can be modded in misc/hp-delta-rng.txt.

[h3]Skill leveling overhaul[/h3]
In the new system, you invest points into skills as you level up instead of passively training them. To help undecisive players, asterisks will be displayed for your most commonly used skills. There is also a skill cap to prevent certain skills from becoming OP.

[h3]Crafting, foraging, harvesting, looting[/h3]
Crafting, foraging, harvesting, and looting are now available to be played as story actions rather than out-of-story actions. A new event check also improves the experience of crafting in this way.

[h3]Essences overhaul[/h3]
General edits to entity name/descriptions are now freely available and no longer gated by any setting or essence, because they’re commonly needed to fix AI or game engine mistakes, and impossible to balance.
  • Essence of Opportunity is now activated by clicking on it. You will gain a roll check bonus on your next roll.
  • Essence of Rewinding is used for undos and retries.
  • Essence of Fabrication is also activated by clicking on it, and allows you to use non-story crafting (if playing with story-based crafting), or learn arbitrary recipes (if playing with non-story crafting).

[h3]AI-detected XP gain[/h3]
Added an event check for XP gain. It can be tweaked by following the README in the moddable files.

[h2]Customizable Scenario Settings[/h2]

Each scenario can now be individually customized with options, including:

  • Leveling system: Whether to play on the new immersive mode or the classic dungeon crawl mode
  • Plausibility/mechanics options: Which plausibility system to use, whether to bypass click-to-move plausibility, whether to allow unlimited undo’s, etc.
  • Death outcome: Choose from no penalty, lose most items, or permadeath
  • Free-form trading: Whether to enable the classic trading UI and trade without the story, or restrict yourself to trading exclusively via the story and the AI’s money/item event checks
  • Various mechanics options: Whether to enable on-demand skill creation, classic loot system, farming, item depletion, classic foraging/harvesting/looting, max inventory items, and various other mechanics.
  • “Continue without input” mode: Choose from default (same as before), Player is passive (less likely to take actions on your behalf), Passive with penalty (same as #2 but applies a penalty if you do it 3+ times in a row)
  • Story turn length: Choose from Default, Concise, or Concise combat.

[h2]Retry last action[/h2]

Hold alt while clicking on the undo button to retry/reroll your last action.

[h2]Reduced item spam[/h2]

The event check context now includes your most recently used items, which should prevent most cases of duplicate items.

[h2]NAI image gen v4.5[/h2]

Added support for NovelAI image gen v4.5.

[h2]Misc[/h2]
  • Improved sound effects service.
  • Improved plausibility checking by adding a decoy choice called “Inappropriate” (unused by the game) to prevent the AI from labeling inappropriate actions as implausible
  • Event checks can now finally detect multiple items or new NPCs in the same turn
  • Added “move here” option when right-clicking an NPC on a location other than your own
  • Rebalanced status bars and added numerous customization options in the edit details view, including a multiplier for each direction as well as modifiable thresholds
  • Slightly increased Free Cloud context limit