This project was my introduction into AI development, starting initially as a command line experiment that became Claude Code software as I experienced each level of limitation. My initial design used an AI gamemaster for all gameplay, but I quickly discovered AI's tendency for confabulation and creatively viewing and applying the rules, especially in long context scenarios like roleplaying. I first attempted to solve these confabulations structurally with rules and created testing tools to understand them, but the reality is that AI simply isn't the right tool for precision in a narrative context. So, I built a programmatic game engine that handled every aspect of important rules arbitration, specifically turn based combat and dice rolling mechanics, set against a programmatic character sheet, weapon, and item concept. I essentially recreated the entire D&D game system programmatically to take over when rules are important, but allowed the AI DM to weave a fully open world with complex ever-evolving story mechanics that a traditional programmatic game could never achieve.
I view it like the prefrontal cortex (the LLM) needing that amygdala (the engine) to automate the important subsystems. If we allowed our prefrontal cortex to regulate our breathing, we wouldn't last very long. My guess is that AI systems will evolve into similar multilevel systems like our actual brains use with consciousness existing within a limited LLM hallucination with unconscious limits steering it from harm.
This of course expanded my 2-week development time from my first iteration to months of effort, testing, and asset creation. But I've finally gotten to a baseline that I think is fairly competent and complete. I will be adding new features and expanding the subclass offerings over the next year. Unique items, weapons, and magic items created by the AI are rationalized against my programmatic library of all existing ones and mapped to existing programmatic mechanisms and behavior, or when entirely unique, the items are programmatically generated based on the AI specifications for it and added to the libraries. This way the AI is free to create anything it imagines specific to a campaign or world but the items become programmatically real and usable between different campaigns, passed between players, and broadly functionally real, not just narrative flavor.
I'm now releasing this beta to get it into other players' hands to discover all of the things I've yet to discover to fix. Hopefully together we can create a solid platform to expand into a much more pliable future system. But you have to start somewhere.
THANKS FOR PLAYING MY GAME.
If a number matters, code computes it and the log shows it. The AI never adjudicates mechanics — not even a little.
Peer-to-peer play, local encrypted data, your own API key. No accounts, no server between you and your friends, no session harvesting.
The app is free and AI usage is billed at raw cost by the provider. We will not paywall rules, classes, or your own characters.
Where a mechanic isn't modeled yet, the game says "narrated" instead of pretending. Beta notes tell you what to expect before you download.