Changelog
Every SagaBound release, newest first. The same notes ship inside the app under What's new.
Tabletop Mode: Real Dice, Real Death
- Tabletop, the third game mode, begins rolling out in early access to Paragon members. It runs on the Ironsworn tabletop system: five stats, real server-rolled dice, and a narrator that is bound by the result instead of deciding it. Type what you do, tap the suggested move, roll, and the story tells exactly what the dice decided.
- Momentum is Tabletop's signature resource. Hits bank it, setbacks drain it, and at the right moment you can burn it to flip a miss into a hit before the story is written. The receipt above the input shows every roll's full math, tap to expand.
- Quests in Tabletop are sworn iron vows with progress tracks, and fulfilling them is what pays experience. Spend it on new asset cards, companions, paths, and talents, from the move sheet's browser.
- Death in Tabletop is real. Hit zero health and you Face Death on the dice; a miss ends that character's story permanently. You are warned when you create the character, because it is the point: risk that means something.
- Creating a Tabletop character adds one step: place the 3, 2, 2, 1, 1 spread across Edge, Heart, Iron, Shadow, and Wits, and pick three starting assets, with a one-tap suggested loadout based on your archetype.
- Fantasy genres play classic Ironsworn; science fiction plays Starforged. The right move and oracle set is picked automatically from your saga's genre. Full rules live in the new Tabletop article in the Player's Guide, along with the licenses and credits for the Ironsworn material this mode is built on.
- Elsewhere: free daily turns now reset at the same midnight everywhere instead of two different clocks disagreeing, searching the Community tab no longer loses your place, and the world list pages more smoothly.
A Sharper Storyteller & Steadier Turns
- The Dungeon Master tells a tighter story. It plants small threads and pays them off later, lets the tension find what your character actually cares about, and gives you a real warning before a serious or deadly blow lands instead of springing it from nowhere.
- Your next-move suggestions are real choices now. Instead of three versions of the same move, the tray offers genuinely different paths worth weighing, and each is labeled with its true risk, so a calm scene reads calm and a crisis reads dangerous.
- Retry works on the first press. It used to fail the first time, every single time, before a second press went through; now it regenerates the turn right away.
- Correct the DM sticks. A correction you apply now carries into the rest of your story instead of quietly reverting a turn later, the world visibly reflects the fix on your next turn, and you can ask the story to rewrite its last turn to match right away.
- Visualize recovers from the art model's content filter. If a scene leans past what the image model allows, the game now softens the request and tries again on its own, and if it still cannot render it, it asks you to describe it a little differently and refunds your credit instead of just failing.
- The story reads how you play. If you lean toward action, conversation, or exploration, the world leans with you and offers more of what you reach for, and it never manufactures conflict when you just want a quiet moment.
- Waiting no longer drags. When you rest, keep watch, or skip ahead in time, the story cuts straight to the moment something changes instead of narrating the wait beat by beat. Time that passes still costs what it should.
- Fresher prose. The narrator drops a set of overused clichés and repeated openings, varies how characters show what they feel beyond the same glances and smiles, reads your typos charitably instead of correcting them, and keeps your character's private thoughts and feelings yours to write.
- Steadier turns. The game catches and steers away from garbled or one-line responses, and the storyteller models no longer slip their own behind-the-scenes notes into your prose.
- Custom-world openings stay truer to their lore. The first scene now holds to who owns a place or leads a faction as the creator wrote it, instead of occasionally reassigning it.
Model Lineup Adjustment
- Aion 3.0 turned out to be far more expensive to run than the rest of the lineup, so it has been retired a day after launch. Aion 3.0 Mini, from the same roleplay-tuned family, remains on Architect and Paragon, and anyone who had selected Aion 3.0 is moved to it automatically.
Storyteller Mode & Worlds Shared by Link
- Every new solo adventure now starts by choosing how it plays. Adventure is the classic SagaBound experience with combat, health, quests, and money. Storyteller is a new pure-narrative mode: no stats, no combat, no quest log, just you and the story, while your codex, story memory, scene art, and narrator keep working exactly as before. Pick a mode on the first step of character creation; it is locked in for that saga.
- A third mode is on the horizon: Tabletop, a dice-driven ruleset with real stakes for risk and consequence. Its card already sits in the mode picker, marked Coming soon.
- Creators can now publish a world without listing it publicly. Choose Unlisted when publishing and your world never appears in the Community tab; only people you share the link with can find and play it. Perfect for a personal saga or a world made for friends, and your published and unlisted creations now have their own play list under Your Worlds.
- World privacy is enforced end to end: private playtests stay private, unlisted worlds stay out of every public list and search, and a creator's hidden notes are never shown to players.
- The narrator starts speaking much sooner. Narration used to wait for the whole passage to finish rendering; it now begins almost as soon as the words start appearing.
- New narrator controls in Settings: set the voice's speaking speed, generated at that pace rather than sped up after the fact, and its volume.
Four New Models & a Settings Refresh
- Two new storyteller models join the Architect and Paragon lineup: Aion 3.0 and Aion 3.0 Mini. Both are tuned for immersive roleplay, leaning into dramatic stakes, tension, and consequence, and both support the full content range up to Unfiltered.
- The scene-art roster doubles. Nano Banana 2 Lite (3 credits) is the fastest image model in the game with strong scene accuracy, and Nano Banana 2 (5 credits) is the new flagship for fine detail, faithful scene composition, and even readable in-world signage. FLUX.2 Klein (1 credit) and FLUX.2 Pro (3 credits) are unchanged, and every plan can use any image model.
- Settings has been rebuilt around two tabs, Story and App, with collapsible groups that show their current values at a glance, so finding one control no longer means scrolling past all of them.
- Quests now complete the moment their final objective is done. Finishing the last step used to leave some quests stuck open; they now close on the spot with their rewards paid, and any quest already stranded this way heals itself on your next turn.
- Visualize now honors the image model you picked in Settings, no longer spends a story turn on top of the image credit, and visualized scenes are saved with your adventure so they are still there when you come back.
- The Community tab now pages through the full catalog of published worlds; it used to stop after the first page.
- The app and the public world catalog load noticeably faster: world cover art was rebuilt in a modern format at a fraction of its old size with no visible quality loss.
Correct Anything & a World That Holds Its Shape
- Correct the DM can now fix almost anything. Beyond your name and story facts, it can restore an item that vanished, set your money, health, or location right, fix what is equipped, mend a relationship the game got wrong, reopen a quest that failed unfairly, remove one that never should have existed, and even bring back a character the story wrongly killed. You always see exactly what will change before you confirm it.
- If what you typed into Correct DM is not a correction, it now points you to the right tool instead of shrugging: questions route to Ask DM, story wishes to the Story action, and complaints about the last turn straight to Retry, each one tap away.
- Dropped items truly exist in the world now. Drop something, on purpose or by accident, and it stays on the ground where you left it. The story can see it lying there, and you can walk back and pick it up instead of losing it forever.
- Equipping or stowing gear from your inventory is now acknowledged in the story, so the blade you just drew is on your hip in the next scene instead of being silently ignored.
- The world stops snapping back to old states. A ship that jumped away no longer reads as still docked a turn later: the game double-checks every location and travel change, prefers the newest events when its memories disagree, and knows exactly how current each remembered fact is.
- Exploring the unknown feels like a sandbox again. If you seek something plausible that the story never mentioned, an armoury in a guarded keep, a back alley in a port city, it exists, and the story runs with it. Established facts stay fixed; your Reality Grounding setting decides how generous the unknown is.
- The action bar no longer goes blank. The send button stays visible while a turn is working, a small spinner shows progress, and if your connection drops mid-turn a Retry button appears right in the bar so you are never stranded with no way forward.
- The animated world background no longer vanishes into permanent black. Devices under heavy load now ease down to a still backdrop and recover on their own, and players with reduced motion enabled see a calm world backdrop instead of darkness.
- Asking the Dungeon Master a question never costs a turn now, even after a free day's story turns are used up. Questions were always free on the server; the app no longer blocks them at the daily cap.
- Corrections are protected like everything else you write: they respect your content safety level, and sensible rate limits keep the channel healthy.
Reality Grounding & a Clearer Dungeon Master
- The 'DM Personality' setting is now 'Reality Grounding', a clear three-way choice for how tightly the story holds you to what your character, gear, and the scene can actually support. Strict keeps you true to who your character is without punishing you, Permissive opens things up toward a sandbox feel, and Balanced sits in between.
- Asking the Dungeon Master a question now gives a consistent, helpful answer on every model. It stays a paused, out-of-story moment, so a question never accidentally advances your adventure or changes your character, and a genuine lore answer can still be saved to your codex.
- New-game openings are steadier. However you start a game, the first scene now eases you in with the same calm, grounded approach instead of dropping you into a crisis, and freshly generated worlds begin with a richer set of starting codex entries.
Quests That Stick & a Believable Economy
- Quests you accept now reliably become active. A contract the story offered and you took on used to get stranded as merely 'offered' and never tracked; now it lands in your journal right away, with a clearer, more specific title.
- Promised rewards are actually paid. When a contract offers a payout for finishing the job, completing it now pays that amount automatically instead of relying on the story to remember.
- Your money reads true. The game keeps a single, consistent currency and reconciles your balance against the amounts the story names, so a thirty-coin job no longer leaves you with an odd, inflated total, and the prose no longer mixes denominations the tally can't represent.
- Your wealth fits your character. Your starting fortune now reflects your background, from destitute to magnate; the well-off can trade on their name, credit, or influence without emptying their coin purse; and your standing can rise or fall as the story turns, through an inheritance, a ruin, or a title won or lost.
- Wounded enemies stay wounded. A foe you have badly hurt keeps fighting at reduced strength instead of being narrated back to full power the next turn.
- Less repetition, fresher prose. The narrator stops re-describing details you already know every turn (a familiar uniform, a faction's emblem), and avoids a set of overused clichés, so scenes move forward and lead with what changed.
- Your character speaks in their own voice. When you describe what you want to say rather than typing the exact words, the narrator now composes your line for you, and characters only react to what they could plausibly see or hear instead of overhearing everything.
- No more duplicate gear. Picking up or renaming an item no longer spawns a near-duplicate of something you already carry.
- Correct the narrator, now for everyone. If the story gets a fact wrong, your name, who is still alive, or an established detail, every player can open Correct DM from the game menu to set the record straight. It was previously limited to staff.
- A more balanced default tone. New games now begin in the Standard, adaptive narration tone instead of the darker Gritty noir tone. If you have already chosen a tone in Settings, your choice is unchanged.
- The 7-day free trial now covers more tiers. You can start a free trial on Architect and Paragon as well as Chronicler, on monthly plans. Annual plans are excluded so a trial never turns into a large up-front charge.
- Reliability fixes: the password-reset email link now opens the app and lets you set a new password instead of landing on a blank page, and screens that load your data recover from a stalled connection instead of spinning forever.
Deeper Memory, Sharper Recall
- Your story now has a long, searchable memory. When a person, place, or detail from deep in your adventure matters again, the narrator can recall that exact past moment, even from hundreds of turns ago, instead of leaning only on its broad summary.
- The narrator brings the right history into each scene. The characters, places, and past events most relevant to what you're doing now surface on their own, matched by meaning rather than exact wording.
- Familiar faces stay a single, consistent person. If the story refers to someone in a new way later, the game recognizes them by who they are instead of splitting them into a near-duplicate.
- Your story's long-term memory keeps itself honest. As it folds older events into its summary, it now re-checks them against what actually happened, so a long saga drifts less and stays consistent about debts, deaths, and who turned on whom.
Bigger Memory & Steadier Storytelling
- Every membership tier keeps more of your story in active memory, and the free tier's context window grew by 50%, from 8,000 to 12,000 tokens. The narrator now holds more of your recent adventure before older details fold into its long-term summary.
- The people you meet stay one person. If the story refers to someone by a slightly different name a few turns later, it now updates the relationship you already have instead of quietly creating a near-duplicate.
- Long stories keep a cleaner sense of who is actually present. Someone who fled, was freed, or was sent away no longer lingers in the story's memory as if they were still standing in front of you.
- The narrator stays grounded. If you reference someone or something that is not actually in the scene, it plays that honestly instead of inventing a person or object to make the action work.
- The narrator stays inside the story and no longer breaks character to explain game mechanics or world rules to you.
- Anonymous enemies in a fight no longer clutter your relationships list.
A Longer Memory & a Smoother Narrator
- Long adventures hold together better. As your saga grows, the story keeps a tighter, cleaner memory of what's happened — a debt you paid down, an ally who turned on you, an item you lost — so it contradicts itself far less across a long playthrough.
- The narrator starts reading sooner: each turn's narration now streams in as it's spoken, instead of making you wait for the whole passage to render first.
- All narrator voices have been upgraded to a newer, more natural-sounding model.
- Items you pick up now stay on screen long enough to actually read them.
The Narrator Speaks
- Your story can now be read aloud. Switch on the narrator from the top of the game screen and each committed turn plays in a voice you choose — hands-free storytelling. (Experimental.)
- Choose from ten narrator voices in Settings — steady, energetic, gentle, and dramatic reads, plus British and Australian options — and tap to preview any of them before you pick.
- Replay any turn's narration from its feedback row, and the narrator picks up automatically on your next turn.
- The narrator is a Chronicler-and-up perk. It draws from your shared credit balance at one credit per 750 characters, with the cost shown right in its Settings panel.
- Story turns on the free tier now write longer, more descriptive prose.
- Your money now shows its real value in the heads-up display instead of starting at zero.
Sign in with Google
- You can now sign in or create your account with Google — one tap, no password to remember. Look for "Continue with Google" on the sign-in and create-account screens of the web app.
- Signing in with Google sets up your profile and starting image credits automatically, just like an email signup, and the usual 18+ and policy confirmation is handled for you.
Forge, Locations & Your Hero's Identity
- Your character now chooses pronouns — She/Her, He/Him, They/Them, It/Its, or a custom set — right under their name, and the narrator uses them instead of guessing your gender from your name.
- Character creation ends with a final Review step: a clean summary of your hero, scenario, backstory, traits, specialties, and starting place, with quick Edit links before you begin your saga.
- Locations now work in two tiers — the place you are in (a city, town, or landmark) and the exact spot within it (a market, a throne room, an alley) — shown as "Neo-Kyoto — The Neon Bazaar." Moving around a settlement no longer churns your location, and only real places earn their own codex page.
- The five main tabs — Home, Worlds, Forge, Community, and Profile — now share one consistent look: a persistent top bar with your credits and avatar, a single steel accent, and the same background everywhere.
- The Forge has a new anvil logo, and your published and draft worlds now reliably appear in "Your Worlds" and refresh after you create or publish one.
- Hardened the Forge build, playtest, and publish flow: publishing no longer freezes on web, the publish checklist refreshes after a playtest, you can set a world's genre directly, and large agent requests have more time to finish.
- Favoriting worlds and thumbs ratings now save reliably, with Favorites pinned to the top of your Library and a "Saved" shortcut from Explore.
- The Shop now correctly tells apart monthly and annual plans when showing your current subscription.
- Fixed character-creator "randomize" and "suggest" buttons returning nothing on reasoning models, and shored up story turns so combat events and scene transitions resolve cleanly.
Grounded Stories & Combat With Stakes
- Story turns are more grounded: the world no longer bends to make every action matter, big goals now play out across several turns, and failure or refusal are real outcomes instead of everything always going your way.
- Combat now fights back — every living enemy and ally takes its own turn after you act, instead of standing still — and the full enemy and ally roster is now visible instead of being clipped to a single row.
- Falling to 0 HP no longer ends your story: you are defeated rather than killed — revived at low health, the encounter clears, and you pay a price (lost credits and a costly aftermath next turn). Worlds can opt into permadeath.
- The Retry button now nudges a disliked turn to regenerate more grounded, instead of rerolling the same over-the-top result.
- You can now edit a turn's text: rewrite what happened and the game re-resolves your HP, enemies, inventory, and codex to match.
- Fixed stories that re-ran the same beat every turn — an NPC re-introducing themselves, re-offering the same item, or re-reading the same clue — so scenes move forward.
- Subscriptions and image credits are now surfaced where it counts: a clearer turn-limit wall that leads straight to the Shop, a passive free-turn meter in the heads-up display, and a tier-aware out-of-credits prompt.
- New players can start a 7-day free Chronicler trial.
- In-game menus — Codex, Reputation, Quest Journal, and Inventory — now match each world's genre theme instead of a fixed indigo, and story text spacing is tighter and easier to read.
- Scene images now sit still with a soft cross-fade instead of a constant slow zoom, and active combat and tutorial highlights breathe a gentle glow instead of pulsing in size — all respecting your reduced-motion setting.
- Home screen fixes: the delete button on recent adventures now works on web, you can scroll the Recent Adventures row with a mouse wheel, and saves that failed to reach the cloud now resync automatically.
- The free-tier turn meter now ticks down on every turn.
Home Screen Refresh
- The home screen has been redesigned around a personal, time-aware welcome and a cinematic Continue card that surfaces your most recent playthrough — character, world, and where you left off — at a glance.
- Quick links to Worlds, Multiplayer, and the Forge are clearer and now gently lift and glow as you point at them, with your recent adventures and worlds to explore arranged for easier browsing.
- Subtle motion brings the home screen to life: a softly pulsing indicator on your active save, a slow drifting hero image, and sections that ease into view — all of which respect your reduced-motion accessibility setting.
Autosave & Living Community
- Your progress now saves automatically every turn. Each game is its own playthrough — start as many as you like per world, and a new game never overwrites an old one. Resume or delete any playthrough from your dashboard.
- The old manual save slots are gone; there is nothing to remember to save anymore.
- Community is live: browse and play worlds other players have published. The Explore tab adds search, genre filters, and Trending, New, Featured, Official, and All views, while the Library tab keeps your recently played, favorites, and your own published worlds.
- Sixteen official Sagabound worlds — one for every genre, plus a few extras — are now published in Community with cover art and an official badge.
- Tapping Play on a community world now starts that world with its own scenarios and archetypes, instead of dropping you into the generic creator.
- The landing page now showcases the live Forge and real published worlds with their cover art.
- We may occasionally ask engaged players for feedback after a session — a quiet, dismissible nudge that never interrupts a cold launch.
- Free-tier story turns now run on DeepSeek V4 Flash; the older V3.2 model has been retired.
- Published world pages no longer include a comments thread.
Forge Genres & Faster Turns
- The Forge Agent now settles genre first: it recommends the closest of the fifteen built-in genres, or you can author a fully custom genre that the game honors during play.
- You can now add and edit world content by hand in the Forge using schema-aware fields, and your manual edits are validated the same way the agent's proposals are.
- Added a quick "?" help guide to the Forge Agent chat.
- Fixed the build, playtest, and publish path in the Forge, including a crash that could interrupt the agent mid-reply.
- Custom worlds now use their own theme (or a neutral one) instead of defaulting to cyberpunk colors.
- Free-tier story turns are noticeably faster: codex writing moved off the turn's critical path into the background, so prose arrives sooner and codex discoveries simply appear a little later with no extra waiting.
- Community genre filters now match the real fifteen genres, plus Custom.
Premises, Security & Richer Openings
- Openings are reworked: curated scenarios are replaced with open premises that frame an AI-generated start and ease you in — fewer unexplained names up front, a small first action, and no reputation you didn't earn.
- One hundred twenty-two archetypes across all fifteen genres were renamed to clear, genre-native titles (for example Netrunner, Political Officer, and Femme Fatale).
- Characters now begin with fitting equipped gear and a starting amount of money matched to their archetype.
- New worlds start richer: openings seed eight to twelve varied codex entries spanning multiple locations, lore, and factions, instead of a samey fixed set.
- Raised the opening-generation budget so intros no longer get cut off.
- Launch hardening for accounts and billing: playing now requires signing in, the live payment webhook is pinned, refunds and disputes correctly revoke access, and players can no longer self-grant credits or billing status.
Worlds Come Alive
- Animated genre backdrops (flanks) rolled out to all fifteen worlds, with more detailed creature and character silhouettes.
- CyberBound's backdrop was redesigned as a neon-noir Night City skyline.
- Elevated in-game ambiance and critical-hit effects, tuned to a motion budget and respecting your reduced-motion setting.
- Backdrop polish: a gentle bounded sway replaced the looping scroll, so there is no more visible repeat seam, the art no longer overlaps the reading column, and the prehistoric world is now creature-free but still prehistoric.
- Calmer motion overall — constantly drifting characters and vehicles are gone, with only the occasional vehicle flyby remaining.
- Story prose now streams at a steadier word-by-word pace that covers the behind-the-scenes work, with no rushed sprint at the end of a turn.
Forge Agent Deepens
- Approved world content is now fully editable, with structured per-field editors and a before-and-after diff for every proposal.
- The Forge Agent remembers your conversation, so follow-up requests build on what came before.
- More reliable agent generation: automatic retries, recovery from truncated replies, rate-limiting, and content moderation.
- A new Forge content browser lets you filter by type, search, and edit or delete any entry, alongside a world-content inspector.
- Generate a world cover image right in the Forge — preview it, tweak the prompt, regenerate, and accept.
- Each draft world now has its own scoped chat, and you can delete draft worlds you no longer want.
- Story openings now suggest first actions, generated together with the scene.
- Fixed the empty Community tab and added coherence repair to the live story-turn path.
Forge Agent (Preview)
- The Forge tab is back: open it to build worlds with the Forge Agent, an AI co-creator that proposes content for you to approve, edit, or remove. Nothing becomes canon until you say so.
- Start a draft world and chat with the agent — ask for a whole world, just a few factions, or one piece at a time. It drafts schema-validated proposals (lore, locations, factions, characters, entities, items, scenarios, rules, World Bible, AI Guidance) and never writes directly.
- Review each pending proposal: Approve applies it to your world, Edit lets you adjust the payload first, and Remove discards it. Edited content is what gets saved.
- Playtest your draft straight from the Forge — openings now reflect your World Bible, AI Guidance, Codex, and Scenario. A successful playtest is recorded toward publishing.
- Publish checklist: publishing is gated on a name, description, genre, at least three World Wiki entries, a scenario, and a successful playtest, with a clear list of anything still missing.
- Publish finished worlds to Community, where other players can browse, open, and play them. Drafts and hidden AI notes stay private.
Turn State Stabilization
- Story turns now rely on the post-prose state resolver for HP changes; your sheet only loses health when that resolver returns an explicit HP update, not from automatic prose pattern guessing.
- Codex updates on story turns come from the state resolver only; the extra narrative codex scan after each turn is removed so pages are not silently added when the resolver chose not to record one.
- Streaming story narration now receives your full character sheet, inventory, HP, genre voice, and scene context so wounded heroes read hurt, equipped gear shows up in the prose, and speak/action/continue inputs steer the scene correctly.
- Story memory and pending consequences no longer recycle safety refusals, slurs, or other abusive player text into future turns — those inputs are filtered out of campaign summaries and consequence hooks.
Unified Codex
- Delete Account now works reliably on web and cancels active Stripe subscriptions as part of removal.
- Multiplayer Delete table and Leave table confirmations now work on web.
- Codex now has seven entry types: Lore (including history and incidents), Locations, Factions, Characters, Entities, Items, and Secrets.
- Characters are for named individuals only. Entities stay for species, creature types, and other non-individual kinds.
- Codex duplicate detection is stronger: backfill sees your existing pages, AI gets a fuller do-not-duplicate list, and low-value auto-pages are filtered more aggressively.
- Creatures and encounter types now live in the Codex as entity entries instead of a separate Bestiary tab.
- Story turns write new entities through Codex updates; legacy bestiary AI fields are still accepted but no longer surface in the player UI.
- Forge templates and collaboration proposals for old bestiary content import as Codex entity pages.
- Plain-prose streaming turns no longer fail when OpenRouter cannot route strict structured-output requests for your model; the game retries with a compatible JSON mode instead.
- Story turns with multiple narration and dialogue blocks now show every block in the reader, not just the opening narration line.
Beta Release
- SagaBound beta is live with all 15 worlds available to play.
- Story turns now stream narrative segments in real time, so scenes begin appearing while the AI is still generating.
- World presentation received a major quality pass with richer animated flanks, atmospheric mobile backdrops, and themed event effects.
- New game openings now give clearer world setup, and character creation scenarios and archetypes are easier to understand at a glance.
- MythBound, MechaBound, and HeroBound now have full theme support across single-player and multiplayer.
- Multiplayer now carries more of the single-player theme experience, including world backgrounds, live story presentation, and cinematic effects.
- Signing in after account confirmation now opens the app without needing to refresh or leave the sign-in page first.
- The current AI model roster includes Grok 4.3, Gemini 3 Flash, DeepSeek V4 Flash, Qwen3, Mistral Large 3, and Llama 4 Scout.
- Context controls now reserve their full window for game memory while system instructions use a separate overhead budget.
- Streaming story turns now show in-progress text while the current segment is still generating, including multiplayer live beats, with stronger handling for wrapped, unfinished, or missing state tool-call chunks.
- Character creator AI assists now use the selected Settings model when your account tier allows it, with stronger name variety guidance for creator and in-game characters.
- Character generation now retries one-off null AI responses instead of failing the full creator flow.
- A guarded rollout is bringing plain readable prose streaming to main story turns while inventory, quest, codex, and combat consequences resolve safely afterward.
- Live story streaming now falls back safely instead of showing raw JSON if a model returns structured data during the prose phase.
- Live story streaming now flushes each update immediately and avoids replaying completed turns with a second typewriter reveal.
- Dialogue cleanup is smarter about direct spoken questions, and routine thought/echo cleanup now stays out of warning-level logs when it succeeds.
- Starter codex entries now stay in-world and no longer end with campaign-importance explanations.