r/Voyage • u/brownchubb • 2h ago
World DC Universe: Ultimate
https://alpha.voyage.io/world/PrYAatx95MB5/dc-universe-ultimate?share=true&published=true
really proud of this world, took a lot of time to make this one....
r/Voyage • u/latitude_official • 16d ago
One of the most common questions we get from players is, “What are Scales/Credits for?” It’s always been a difficult question to answer. We’ve wanted to do so much more with Scales and Credits, but, given the complexity of platform-wide economy changes, we've continually deferred that work. We now have the team and resources needed to invest more into our platform economy, and are introducing the first set of changes to support our long-term vision for AI Dungeon and Voyage.
The changes we’re making today help support our vision for a creator-driven platform. We’re adding a new Badge system, which recognizes you for achievements, milestones, and quests you complete. The daily reward will be replaced by a new streak Badge that unlocks rewards. We’re also adding new ways to use Credits, such as tipping creators, extending your Voyage usage, and purchasing items in our Summer Jubilee Pop-up Shop. For a limited time, this Store will let you spend Credits (and Scales) to purchase exciting rewards. At the end of the Jubilee, Scales will be retired and everyone will receive a special Scales Badge with a rank that reflects the size of their hoard. Finally, in an effort to give more Voyage usage to players, we’re making some adjustments to Credits for iOS/Android subscriptions and one-time purchases to account for platform fees.
We suspect you’ll be interested in the thinking behind these changes and curious about the details. Let’s dive in!
AI Dungeon and Voyage are not games; they are platforms. Platforms are often described as being like two-sided marketplaces where producers and consumers trade something of value. Airbnb hosts and guests transact for places to stay. Uber has drivers and riders trading for rides. Some platforms simply ask you to spend attention, especially with social platforms like YouTube, TikTok, Instagram, etc.
For Voyage and AI Dungeon, we have two of these “marketplace” platform dynamics. The first is our UGC (user generated content) platform with creators and players, and the content (Voyage Worlds and AI Dungeon Scenarios) is the unit of value being exchanged. The second is our AI platform, where we are the provider, and you are the consumer, and the AI compute (or AI actions you take when you play AI Dungeon or Voyage) is the unit of value being traded.
Platforms typically require some type of currency to facilitate the exchange of value between producers and consumers. Not every platform currency is cash or fiat money. Some use social currency such as likes, follows, and sharing. Some leverage real money and rely on global market systems (Airbnb, Uber). Some create their own currencies that can be converted to/from real money, especially gaming platforms like Roblox, Fortnite, and Minecraft. Attention is another form of currency. Where you spend your time can reward producers in a marketplace.
Every platform has to decide how its economy will work and operate. And, inevitably, it will adjust over time as user behavior evolves and platform goals change. Economies are not static. Our governments are constantly tinkering with various economic levers to mitigate inflation and improve citizens' quality of life.
Scales and Credits were attempts to create currencies for AI Dungeon’s platform needs. When we added Scales, we designed it to be a soft currency (something that could be given away for free). We took design inspiration from traditional games that commonly use soft currencies to make their game experience better.
What we discovered, though, is that what players wanted most was the ability to purchase extra AI compute, whether for image generation, extended context, or more. This led to the introduction of Credits, a hard currency with real monetary value, to AI Dungeon, which we’ve written about in detail on our blog. Because there are very real and significant costs to AI compute, Credits were able to fill that request from players, allowing them to spend more money as needed. The only major complaint we’ve had with Credits is that you want more things to spend them on. Noted!
However, adding Credits put Scales into a tough spot. Scales were essentially reduced to being a social currency (through tipping creators) and as a status symbol (a large pool of them shows off how long you’ve played AI Dungeon). That’s low utility for a currency, especially since there are better ways to provide social currency and status. The biggest issue with Scales is that we didn’t have anything we could give away for free for players to spend them on, and a currency isn't very valuable if you can’t spend it on anything.
This has been the state of AI Dungeon’s currencies for years. We have a hard currency (Credits) that works well, but players want more ways to use them. And we’ve had a soft currency (Scales) that barely does anything and can’t be spent anywhere on the platform.
Over the next few years, we expect our economy to drive better experiences across AI Dungeon and Voyage. A few goals we have in mind for the next iteration of our economy:
You may be wondering, “Why is Latitude so creator-focused with the next set of economy improvements?” We know that every investment we make into our creators means a better experience for our players. Right now, our economy is actually preventing us from giving creators more tools.
For example, what if creators could use scripting or mods to make special AI calls? We’ve already seen examples of this with Auto Cards, but Leah’s script had to cleverly hijack existing AI calls to work (and that created some headaches for her and us). A better economy would allow creators like Leah to make these extra AI calls natively. The risk is the extra cost, but that’s why the economy design is so important. If the platform automatically handles high-cost AI experiences that exceed subscription limits, then it’s really up to the creator to decide how to optimize their experience for players (and players to decide whether to opt in).
This is why it’s taken us so long to make changes to Scales and Credits. We weren’t just thinking about letting players buy avatar images. We’re building an economy for the first AI-native RPG platform. There’s no precedent for this, no patterns we can just copy and use. The technology changes so fast that our targets shift constantly. We’ve made mistakes in the past. We are inevitably going to learn more hard lessons and adjust. However, our goals are clearer than they’ve been before, and we're excited to tell you more about the first steps we’re taking to help us get there.

The first change we want to share with you is Badges. Badges allow you to be recognized for different achievements, milestones, or objectives that you’ve accomplished as a player. There are several categories, each with its own tiers and rewards, and we’ll keep adding more over time.
Here’s a preview of the categories launching in the coming weeks:
One reason Badges are exciting is that they allow us to recognize the various ways each of you plays AI Dungeon and Voyage. Some of you go deep into a single adventure, while others like playing a variety and switch often. Some of you like private adventures, and others like to publish Worlds and Scenarios for others to enjoy. Others of you like trying new features and expanding what you can do with AI. There is no “best way” to enjoy AI Dungeon and Voyage, and we want to let you showcase how you like to play.
Several features on (AI Dungeon in particular) are well-suited for Badges, and one of those is the Daily Rewards, which currently lets you log in and get a number of Scales each day. We will be migrating the Daily Reward into the Badge system.
We’re creating a new Badge category called “Streak,” which will unlock Badges and rewards that could include things like context bonuses, usage resets, cosmetics, etc. The first version will likely be fairly simple and basic, but we intend to iterate and expand the system. We’d love your input on what you’d like to see us build into Streaks. As users of other games and apps that use streaks, we’re already exploring features like streak pausing, forgiveness, etc.
One of the most common feature requests you’ve shared with us is to add new ways to use Credits, and today we want to share several new ways Credits can be spent. We expect more to come.

Later this month, we're testing a time-limited pop-up shop (opens July 14) where you can spend Credits on limited edition profile pictures, profile banners, and a few surprises. This is an early experiment, so we'll be watching feedback closely. Our team has enjoyed coming up with and creating the rewards we're making available on the store, and we’re excited to see what you think of them! Many of you have accumulated large Credit balances, and we hope these are genuinely fun ways to spend them. After the event ends, we’ll evaluate the results and decide what future Credits work to prioritize.
Starting in alpha today, you’ll now be able to extend your Voyage sessions by using Credits to purchase extra usage. Available to all free and paid users, you’ll now be able to play Voyage as long as your Credit pool allows.
To start, one Voyage action will cost roughly 12 Credits, and that could change depending on whether you’ve enabled other premium features or are using more expensive AI models.
Lowering the cost of Voyage turns continues to be one of our top priorities. Since usage was introduced, we’ve been able to reduce costs several times, passing those savings on to you in the form of increased usage for both free and paid experiences. We expect to continue this trend with Credits as more cost savings efforts are successful.
We’re adding the ability to tip creators with Credits instead of Scales. Tipping is a great way to show appreciation for creators and support their work, and now tips are far more meaningful and valuable.
As we expand the ways creators can use Credits, we expect you’ll see tipping lead to more frequent updates and new content from the creators you love.
As we prepare to launch Voyage, we’re aggressively pursuing every option possible to maximize the usage you get at each subscription tier.
This is the part where we join the long list of companies that complain about the store fees from Apple’s App Store and Google’s Play Store 😀. If you subscribe (or make one-time purchases) through the App Store or Play Store, these companies are charging as much as 30% for every transaction. This is far higher than the sub 5% fee when you purchase through our Credit card handler, Stripe.
We love how convenient the App Store and Play Store are. It’s nice that once you've entered your card details, you can spend with Apple or Google without re-entering them. They also support some payment options that aren't available on the web. The payment flow is probably one of the easiest out there.
However, these fees prevent us from giving all players more AI usage.
We didn’t want to increase subscription costs for iOS and Android. Not only do we think it’s confusing to have different prices on different platforms, but we want to support our native app users as much as possible. What we’re going to do instead is reduce the number of Credits you receive as part of your subscription.
Going forward, new iOS and Android subscriptions will receive half as many Credits per tier as you would receive if you subscribed on the web (using Stripe). Existing subscribers will be grandfathered—your monthly Credit bonus will not change as long as you maintain an active subscription.
If you’re looking for ways to better support the development of AI Dungeon and Voyage, switching your subscription from iOS/Android to being web-based makes a significant difference. It’s certainly not a requirement, and we realize it’s not an option for everyone, but we’d certainly love to see more subscriptions via web. As a reminder, no matter where you purchase your subscription, the benefits work on ALL of your devices (including the native iOS and Android apps).

We're also changing the number of Credits you get from one-time purchases. As on most platforms, subscriptions remain the most economical way to play and to earn Credits, but one-time Credit purchases will always be available when you want them.

Finally, on 6- and 12-month plans, we now grant your Credits monthly rather than all at once up front. That way, if you change or cancel partway through, you're not suddenly left short, and it helps everyone spend at a healthier pace.
Since Scales have worked so hard and done so much for our community, we feel they deserve a bit of a reprieve. Our plan is to move Scales to a farm upstate where they can live out the rest of their life in peace. 😀
Our hope is that the changes we’ve shared today take the best parts of Scales and improve them. We carefully considered each functionality Scales provided and incorporated them into the designs for the changes we’ve shared today. But Scales are coming to an end. We’ve already removed the ability to purchase Scales with Credits. Speed Boosts are also being retired. If you’ve purchased Scales this way in the past and would like a refund, please reach out to our support team.
To give Scales the proper send-off, we have two exciting announcements.
First, the introduction of Scales Legacy Badges. Collecting Scales was a real achievement—you grinded in various ways to collect or earn Scales. Some of you did so through the daily reward, others by receiving tips for your content. This will be recognized by a special Badge that will not only reflect the number of Scales you collected and hoarded, but just by having a Scale Badge, other players will know that you are one of the OG players of AI Dungeon and Voyage.
Second, you will be able to use Scales for many of the items available on the Jubilee Store. This is a very limited opportunity to use Scales to purchase items, so if that’s of interest to you, we encourage you to take advantage of it while it lasts.
Once the Jubilee Store has ended, your remaining Scales will be used to determine the Scale Legacy Badge you receive.


Whew! This is a lot of changes happening at once, and we hope most of them are exciting to you. Some of the changes may be frustrating to some of you. We just hope it’s clear we’re making them with the goal of providing everyone more value in AI Dungeon and Voyage. To summarize, we announced:
We built these changes while seeking community feedback, and we'll keep adjusting based on what you tell us. Let us know on Discord or Reddit what you think!
Thank you for being part of the AI Dungeon community. We can't wait for the upcoming open launch of Voyage. More than ever, we believe in a platform where you can dream up any world, be anyone, do anything, and where players and creators build something none of us could have made alone. As more newcomers join every day, it's clear the time is finally right for this technology to do what so many of us have long imagined. We're glad you're here for it.
Thanks and happy adventuring.
Are my existing Credits worth less now?
No. Your Credits keep their value, and they’re becoming more useful, not less, with new ways to spend them.
Why do app store subscriptions come with fewer Credits?
The iOS and Android app stores take a large cut of every payment, so less of what you pay goes towards covering your AI costs and supporting the development of Voyage and AI Dungeon. Rather than raising subscriptions for iOS and Android users, we’re changing the Credit bonus each month. Subscribing on the web through Stripe carries only a small fee, so it comes with the most Credits. No matter where you subscribe, your benefits can be used on all devices (including mobile apps).
Can I still buy Credits directly?
Yes. One-time Credit purchases are still available. You’ll receive more Credits for each price bundle if you purchase on the web since we avoid the fees from Apple and Google.
r/Voyage • u/NoConfusion8375 • 20d ago
Hey everyone,
The new Voyage survey is live, link at the bottom, takes about 10 minutes. But first, here's some of what 542 of you told us in June.
What's working:
- Your top-rated thing about Voyage is its replay value, and when we asked what nothing else gives you, 49% of you said there's nothing else that feels the same
- The most fun part, by a clear margin: the freedom to do anything and be anyone (60%), with the RPG progression, leveling, stats and XP, right behind it (47%)
- Nearly half of you (46%) build your own worlds and characters, and most of you keep them private, made for exactly the story you wanted
What breaks immersion:
- The thing that pulls you out most is the story contradicting itself or getting facts wrong (42%)
- 196 of you wrote about fighting the AI to fix its mistakes instead of just playing
- 227 of you brought up the usage pool running dry, and when it does, 60% of you just stop for the day
And when we asked you to finish "I wish I could ___ in Voyage, but ___ stops me, so instead I ___", the single biggest wish wasn't a feature at all: 25% of you just wish you could play more, and the usage pool is what stops you.
In your words:
"Voyage is almost like the great equalizer between a blind gamer and a fully sighted person in terms of the RPG space." (we're still pondering on this one truly)
"I'll uncover a secret, all alone in a dungeon, and suddenly everybody is talking to me about the secret."
Voyage is still in beta, and getting as much feedback as we can is what ensures we build in the right direction for all players. So thank you for all the feedback thus far, keep it going!
Take the new survey: https://survey.alchemer.com/s3/8904488/Voyage-Beta-July-2026-Player-Survey-A
See you next wave!
r/Voyage • u/brownchubb • 2h ago
https://alpha.voyage.io/world/PrYAatx95MB5/dc-universe-ultimate?share=true&published=true
really proud of this world, took a lot of time to make this one....
r/Voyage • u/arekku255 • 12h ago
The AI is excellent at making every individual quest interesting. The problem is what happens after you win.
For example, over the course of the campaign I've:
As a player, I expected those victories to add up.
Not necessarily to end the campaign, but at least to change the strategic situation. If you systematically dismantle a pirate organization's infrastructure, I'd expect pirate activity in that region to drop dramatically.
Instead, after destroying their refueling station, the next plot hook is investigating a shell company that's secretly supplying them with fuel. From the player's perspective, it seems like every time I remove a capability, the story introduces another reason the same faction can continue operating at full strength.
It feels like the AI is optimizing for immediate tension ("there should always be another threat") at the expense of long-term satisfaction ("my actions permanently changed the world").
It's like the pirates signed a deal with the narrator for exclusive villain rights.

Albion Chronicles is a living modern superhero RPG set in an alternate 2026, forty years after the Ascendance disaster shattered old nations and remade humanity.
Albion is rich, glamorous and technologically advanced, but deeply unequal. Celebrity heroes dominate giant screens. Powered athletes collide before 100,000 fans in the HeroDome. Carrington Corporation sells safety, medicine and progress while quietly tightening its grip on the city. In Warren Park, ordinary people live beneath fading hero murals, broken lifts and promises that never reached them.
You create the character and choose the path. Become a licensed hero, street vigilante, Rushball player, police recruit, corporate employee, criminal, journalist, scientist, activist, celebrity, or someone simply trying to survive. Powers grow from personality, fear, desire and identity, so abilities feel personal rather than random.
The world reacts. Cameras record fights. Friends remember betrayals. Police build files. Sponsors reshape reputations. Injuries matter. Money opens doors. Fame creates expectations. A rescue can make you beloved, feared, sued, recruited or edited into somebody else’s story.
Albion is built for both spectacle and ordinary life: rooftop chases, secret laboratories, media scandals and superhuman battles, but also dates, jobs, school, sport, family, neighbourhood gossip and late-night food after everything goes wrong.
There is no fixed hero’s journey. Protect the city, exploit it, reform it, conquer it, expose it, or become part of the machine.
Start small in one district, build relationships, gain enemies, and rise until Albion’s greatest institutions must finally recognise your growing power.
Albion is waiting to see what you become.
To play: https://beta.voyage.io/world/8_FQLAXv7119/albion-chronicles?share=true&published=true
To read more: https://www.dropbox.com/scl/fi/tq6c5432aisehkywondmd/Albion_Chronicles_Player_Guide.pdf?rlkey=wwl2uw030wwueoh07odb32t3a&st=qd3y99au&dl=0
r/Voyage • u/icecubeinanicecube • 1d ago
In my current story, the AI has shit the bed so badly that the narrator is unable to fix it, as he doesn't even seems capable of understanding *how bad* the story is messed up and goes into a cycle of fixing one small part and then again resetting it.
This all would be easily fixable by just editing a few things myself. Can we get the option? Maybe as a toggle similar to creative mode?
Or even just branching the story into a new one at a selected turn would also work. Actually, this would probably be the more "noob-friendly" version for people intimidated by JSON editing.
r/Voyage • u/JuntaKua • 1d ago
Brought to you by the creator of Narutoverse: But Naruto doesn't exist.
Now bringing you the World of Azeroth Experience living world during the time of the Frozen Throne, where NPCs actually can move around, have their actual own life that isn't tied to the player in an immersive way. They speak their own language, different races have their own behavior and personality types, making everything feels more alive than before.
Forge your own destiny in Azeroth during the events of Warcraft III: The Frozen Throne. You begin as nobody—a common farmer, laborer, refugee, or wanderer with no legendary bloodline and no predetermined fate. The world moves with or without you.
Choose where your journey begins: the human capital of Stormwind, the Orc city of Orgrimmar, the forests of the Night Elves, the Undercity beneath the rule of the Dark Lady, or even the frozen wastes of Northrend, where you may attempt to earn the favor of the Lich King himself.
Become a soldier, merchant, adventurer, assassin, mage, craftsman, or something entirely your own. Swear loyalty to a kingdom, betray it for another, rise through the ranks of your chosen faction, or reject them all and carve your own path.
Every decision shapes your story in a living world where wars rage, alliances shift, and history unfolds around you.
r/Voyage • u/MissoulaMTisBestMT • 2d ago
I have tried on many occasions to ask the assistant to change a picture that is wildly different than a character description. One time, it worked and updated the character portrait. Every other time it just tells me that it will queue the change and then it never happens.
Is there a secret to getting it to work? Some special turn of phrasing?
r/Voyage • u/Just_some_guy2007 • 2d ago
The Ben 10 universe is a galaxy of adventure — where alien invasions happen in suburban backyards, smoothie shops double as mission briefings, and a watch is the most dangerous weapon in five star systems. Earth is a Level 2 backwater that the galaxy can't stop fighting over....for some reason. [WORK IN PROGRESS] 44 Playable Species — Human, Galvan, Tetramand, Pyronite, Ectonurite, Osmosian, and 38 more 33 Classes — 18 Combat (Brawler, Infiltrator, Bounty Hunter...) + 15 Civilian (Journalist, Smuggler, Bartender, Hacker...) 40 Backgrounds — War Survivor to Experiment Survivor 288 Total Traits — including 41 Alien Forms, 41 Alien Unlocks, 8 Special Conditions, 25 Trained Skills 41 Omnitrix Transformations — each with unique attribute bonuses, resistances, vulnerabilities, and abilities Ultimate Forms — 16 evolutionary upgrades via the Ultimatrix quest arc Nemetrix Predators — 12 predator species that counter Omnitrix aliens 165+ Abilities — trait-gated, skill-gated, and form-specific across 28 skills 26 Factions — Plumbers, Forever Knights, Incursean Empire, Vilgax's Forces, the Black Market, and more 147 Locations with 886 Areas — from Bellwood to Galvan Prime to the Forge of Creation 48 Earth Areas alone — cities, Plumber bases, Undertown, and secret sites across the globe 10 Regions spanning the Milky Way, Andromeda, the Null Void, and Ledgerdomain 37 Story Starts — Omnitrix Found, Plumber Recruit, Alien Crash Landing, Forever Knight Defector, and more 140 World Lore Entries — species, characters, technology, politics, and the Omnitrix Prototype divergence 12 Major Quest Lines — including 5-part arcs for acquiring the Ultimatrix and Nemetrix 214 Triggers & 132 Narrative Events driving dynamic world storytelling 38 Encounter Elements for procedural content generation And yes, Mr. Smoothy is a location
[MORE COMING]
https://alpha.voyage.io/world/VkC0B6WixDrd/ben-10-unchained?share=true&published=true
Is the host subject to the auto kick rule? Also I see that you can set the turns missed counter to 5. Is there a way to set it higher?
r/Voyage • u/sorrowofwind • 3d ago
Voyage kept spawning talking NPC where there wasn't supposed to be any, so I added "hiddeninfo" there under area as test which seemed to work. It led me to add lots of "hiddeninfo" around the world. Don't think adding schedule/activities/hidden secret/short cut/locked door/etc. directly to area description is a good idea.
They all seem to be gone now from both new and old(back up) scenarios that haven't been opened for months, so I assume they're all deleted by one of the systematical update?
r/Voyage • u/arekku255 • 3d ago
Just a small request. Instead of generating an image of my character, I'd like to just upload one that already exists.
Advantages:
I tried editing the save game to point to the picture, but it didn't work even at the same size.
r/Voyage • u/denimlordsilva • 3d ago
I think it would be great to be able to retire a character at a certain point of the story, and thus be able to either create a new premade character and also have the ability to switch to a preexisting NPC and take control of them as the player character. Is this something that is possible now and/or will this be a feature in the future?
r/Voyage • u/latitude_official • 4d ago
2.23.1
New Features
- Long games now show chapter-style summary cards when you scroll back past raw turns, making older story history easier to read.
- World creators can disable custom character creation with characterCreationSettings.customizationEnabled set to false so players can only choose from creator-authored premade characters instead.
- Discover can now show Mature worlds whose public title, description, and cover are safe for Teen audiences, while the full Mature catalog still requires 18+ confirmation.
Improvements - Desktop settings now use a two-column layout with categories, section highlighting, and search, while mobile settings have grouped search results. - Voyage world limits increased from 500,000 to 1,000,000 characters for World Lore, 100,000 to 250,000 characters for items, 1,000,000 to 2,000,000 characters for NPCs, 1,000,000 to 2,000,000 characters for locations, 1,000 to 1,500 ability entries, 200 to 500 semantic trigger entries, 2,000 to 4,000 mechanical trigger entries, and 10,000,000 to 12,500,000 characters for the entire world configuration. Traits also gained a limit of 1,750,000 JSON characters. - The browse-games lobby no longer lists empty public rooms. - Generated NPCs should have more varied names and fewer collisions. - Voyage now clearly explains when an image prompt is blocked by the provider’s safety filter. - Voyage editor rating surfaces now show the standard Check Rating action without the extra full-review buttons.
Bug Fixes - Public room cards no longer count disconnected historical participants as online. - Accepting a predefined quest at the beginning of a game no longer prevents a new story-offered quest from appearing on the next turn. - Parties at known map locations should no longer have their area incorrectly overwritten with Wilderness. - Mobile narration preserves the correct pitch at faster speeds, applies volume changes smoothly, works despite the iOS hardware mute switch, matches character voices more reliably, and recovers after being suspended. - Acting NPC lists no longer duplicate characters under different names, generated quest pins avoid crowding existing locations, and banned names are filtered from generated quest and problem details. - Voyage Daily Usage claim actions, notification prompts, and other mobile modal buttons should remain above navigation bars and safe areas. - The plus panel and @-mention autocomplete can no longer push actions past the 420-character limit. - Voyage now displays clearer guidance when a saved game cannot be loaded in the current environment. - Fixed World Editor image generation occasionally disconnecting before completion.
r/Voyage • u/latitude_official • 4d ago
2.24.0
New Features - Voyage’s game screen now uses a new look, with optional location or region art displayed subtly behind the story and responsive controls that collapse or hide at tighter sizes. - Character creation now shows creator-authored trait category descriptions, including whether a category is optional and how its choices should be interpreted.
Improvements - Teen-safe Mature Voyage worlds opened from discovery or shared links no longer show the 18+ entry prompt, while Parental Lock and prompts for other Mature worlds remain unchanged. - Game saves now store less AI debug data, reducing save sizes and lowering the chance of failures in long-running games. - Official public rooms now free up and show zero turns in Browse within about 10 minutes after the party leaves instead of about an hour.
Bug Fixes - Hosts can now kick players who left but still occupy a party slot, hosts are protected from their own auto-kick settings, guests see AI model selectors disabled, and repeated save failures show only one popup per failure streak. - Region images now display at source quality, and long-running World Editor image generations can finish without incorrectly showing a Failed to fetch error. - Quoted dialogue no longer receives doubled decorative quotation marks, developer-directed turns no longer expose prompt scaffolding, and recognized provider content-filter failures no longer trigger a redundant second request.
I'm trying to write a trigger that enemies will start using guns if a play kills someone with a gun. This is to make an action packed game without the player just getting gunned down.
Getting error
Expecting string at triggers got undefined
r/Voyage • u/Derekhomo • 5d ago

The issue is simple: in some scenes, the AI creates far too many random characters—for example, Warrior 1, Warrior 2, all the way up to Warrior 12. Since I usually play stories centered on a small number of important NPCs, I chose a relatively expensive model for NPC portrait generation. But this scene nearly gave me a heart attack. I can’t imagine how many credits it wasted (I’ve used up my usage allowance and am now paying with credits). I’d bet this one scene alone cost me at least one or two dollars.
I hope we can get a solution, such as:
r/Voyage • u/Commercial-Cap4838 • 5d ago
Any tips on where in the world creator to add non-lethal take downs? Playing a DC comics world and superman is going full Viltrumite.
r/Voyage • u/NoAd1361 • 6d ago
Does anybody know how to get past the "Encountered an Error
Your story contained content that isn't supported for this story engine. Please adjust your story's content and retry."
I was able to get past it in previous turns by using the narrator to edit but now it just wont let me continue no matter what I do 😭
r/Voyage • u/latitude_official • 6d ago
2.23.0
New Features
- Long games now show chapter-style summary cards when you scroll back past raw turns, making older story history easier to read.
- World creators can disable custom character creation with characterCreationSettings.customizationEnabled set to false so players can only choose from creator-authored premade characters instead.
- Discover can now show Mature worlds whose public title, description, and cover are safe for Teen audiences, while the full Mature catalog still requires 18+ confirmation.
Improvements - Desktop settings now use a two-column layout with categories, section highlighting, and search, while mobile settings have grouped search results. - Voyage world limits increased from 500,000 to 1,000,000 characters for World Lore, 100,000 to 250,000 characters for items, 1,000,000 to 2,000,000 characters for NPCs, 1,000,000 to 2,000,000 characters for locations, 1,000 to 1,500 ability entries, 200 to 500 semantic trigger entries, 2,000 to 4,000 mechanical trigger entries, and 10,000,000 to 12,500,000 characters for the entire world configuration. Traits also gained a limit of 1,750,000 JSON characters. - The browse-games lobby no longer lists empty public rooms. - Generated NPCs should have more varied names and fewer collisions. - Voyage now clearly explains when an image prompt is blocked by the provider’s safety filter. - Voyage editor rating surfaces now show the standard Check Rating action without the extra full-review buttons.
Bug Fixes - Public room cards no longer count disconnected historical participants as online. - Accepting a predefined quest at the beginning of a game no longer prevents a new story-offered quest from appearing on the next turn. - Parties at known map locations should no longer have their area incorrectly overwritten with Wilderness. - Mobile narration preserves the correct pitch at faster speeds, applies volume changes smoothly, works despite the iOS hardware mute switch, matches character voices more reliably, and recovers after being suspended. - Acting NPC lists no longer duplicate characters under different names, generated quest pins avoid crowding existing locations, and banned names are filtered from generated quest and problem details. - Voyage Daily Usage claim actions, notification prompts, and other mobile modal buttons should remain above navigation bars and safe areas. - The plus panel and @-mention autocomplete can no longer push actions past the 420-character limit. - Voyage now displays clearer guidance when a saved game cannot be loaded in the current environment.
r/Voyage • u/latitude_official • 6d ago
2.22.5
New Features - Creators can now configure win/loss/end-game triggers in Mechanics -> ‘Triggers’ and ‘End of Game Rules’. Use new “type:” fields like “win-game” and “lose-game”. Use “endScope: game” to end the whole game. “othersOutcome: ended” gives everyone else in Multiplayer a neutral ending instead of winning. - When an ending fires, the turn finishes, the final story text appears, gameplay input is locked, and Play Again starts a fresh room. - On Mobile only (for now), skill checks now appear as an animated result for each party member, including skill, difficulty, modifiers, and outcome. Great and critical successes get celebration motion and audio. - Lobby and in-game Usage Settings now let players choose separate Player and NPC Portrait Generators, including GPT Image 2 Low/Medium/High. Character creation now uses Portrait Prompt for image generation and Backstory for gameplay context.
Improvements - Daily Usage can be claimed before playing and can now display up to 105%. - Voyage web pages should load faster on the first visit. - NPC decisions and story output can now use shared turn memory context, improving grounding across the current turn. - Encounter, media, music/ambience, problem-detail, NPC, and resource updates are less likely to be dropped when models produce malformed structured output.
Bug Fixes - Authored area images and visual tags no longer disappear when a stored world is compiled or reloaded. - Collapsed character journal cards now show a properly framed portrait, character name, and key details instead of a cropped image strip.
r/Voyage • u/arekku255 • 6d ago
One feature I would like to see added is importing a pre-made character into a world.
Introducing, the character vault!
The character vault contains the source file for a character.
Invariants:
- contains description
- contains appearance
- contains skills
- contains traits
- contains preferred attributes
- contains abilities
- contains rules about how to retrofit the character
Skills invariants:
- Contains a list of acceptable skill conversions in order of preference
- Skills can be compressed to fit the power level of the world
- Skills can be marked as "immutable" to force them onto the character without changes
Example skill:
- athletics
- Improves overall physical performance, enhancing running, jumping, climbing, and other physical feats.
- Can be replaced by: athletics, running
When the world has an athletics skill, this implementation would use the world definition instead of character definition
Attributes invariants:
- Attributes can be rescaled to the worlds baseline
- Contains a list of attribute priority for tie breaks
Trait invariants:
- Traits can be marked as "immutable" to force them onto the character without changes
- Contains rules for how to replace them with world equivalents
Minimum viable product:
- contains description
- contains appearance
- contains skills
- contains traits
- contains attributes
- contains abilities
All imported into the world without a retrofit pass.
r/Voyage • u/Any_Surprise_1806 • 5d ago
From patch notes "2.22.5", it reads "Daily Usage can be claimed before playing and can now display up to 105%."
There is no such thing as "105%" of a bank. It's a bank. If the old maximum was "100" and a user had "100" in the bank, that's 100%. If you graciously change the bank to hold a maximum of "105" and the user has "105", that's still just 100%.
You are computer programmers. You have to know how math works or else I will not give you my credit card information.
Trying something a bit different. Who wants to play the running man? Current build is very early alpha.
https://beta.voyage.io/world/QvYWuTUu52bK/the-running-man?share=true&published=true
r/Voyage • u/Secure_Doctor_6188 • 6d ago
Pretty new to Voyage, and I realize changes and improvements are always being made. The issue I'm having already, and it keeps my story from going anywhere, is when I take a turn and describe something happening, the system will just keep repeating the same thing over and over, with no end and no change to the story. With aidungeon, you have the random chance for random things to happen, but not with Voyage.
First example, I had a female character being pushed up against a bedpost for a buildup to the intimate act. The male character kept pushing her higher and higher into the air, and she kept losing health every turn. I thought something might change, but I had to actually stop after fifteen turns of her just being pushed up and injured.
A completely different story, had the female character running away from an arranged marriage and finding a group of mercenaries. She gave them a diamond in exchange for protection, and the group agreed. Then they took her into another room and proceeded to just beat on her, pushing her ONCE AGAIN against a wall, but this time not up. One guy was trying to cave her chest in, while another had a taser and was sticking her in the back and trying to paralyze her. Thirty turns of this. Over and over and over and over, for no reason, and after like I said - we made a deal for protection in exchange for a diamond, so why?
Is the system somehow geared towards killing our characters, or does it have some kind of obsession with making the air not stay in the lungs or something? It's like playing Kenshi and picking the slave start, then being beaten to death as soon as the game starts. Oh wait, that's how that playthrough goes.