People remember. Bonds change. The world keeps moving.

Bring any setting to life and live in it however you choose: fight, trade, build, scheme, explore, make things, settle down. People keep their own schedules, want things, remember what happened to them and act while you're elsewhere. Goods come from somewhere: a flooded mine raises tool prices two towns over a week later. Towns grow when trade flows and empty when it doesn't. Seasons bring planting, fairs, floods and hard winters; beasts hunt, breed and move; ruins reveal themselves one level at a time. The world notices what you keep doing and grows deepest there, with rivals, opportunities and trouble sized to your fame. Every scene is archived into a story record, so a promise made in week one still matters in month six. When a character's story ends, the world doesn't reset; it inherits.

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Builder's ManualVolume IIHow to build on this system — its conventions, extension points, and design intent, for creators adopting it.OpenCompendiumReferenceEvery entry this system ships with, rendered exactly as your project will inherit them.Open
Author's note

Recommended GM model: GLM 5.3 Flash (a Core model, included in the plan; Craft marks it Slow). In live testing it followed the engine best: no behind-the-scenes notes in the chat, a header on every reply, and enemies who grow over time. GPT-6 Luna also works well and is faster. Avoid DeepSeek V4 Flash for this engine: it often leaves its working notes in the chat. Choose the model in the GM Model dropdown when you start a game.

World-agnostic and built to attach to existing settings. The engine supplies the procedures; the attached world supplies its cast, places, calendar and rules through a single World Settings doc. Before play, follow the Porting Guide and the Builder's Manual chapter "Attaching a World", and run the Engine Test Cases. Version 4 builds on the engine first proven in Steelsong, with ideas adapted from LIMBO, School Days, Gritty Realms, Isekai Reincarnation, Vaelaria, Dead Horizon, generative-agent research and classic story-pacing systems.

Character
18 fields
Class
6 fields
Clock
14 fields
Equipment
7 fields
NPC
75 fields
Quest
16 fields
Species
4 fields
Almanac
11 fields
Annals Ledger
15 fields
Chronicle
8 fields
+13more types in the compendium