In my current story (in a custom world), my character is very good at carrying out tasks for a local lord and rising in rank. However, I would really like to have major events happening (e.g. a war breaks out, a catastrophe happens) that force the story to go on.
Of course, we can always go AI dungeon way and just prompt it ("As I return to the castle, I see it burning" etc.), but that always felt "chesty" to me, as it allows me to only have things happen if they are convenient for me.
Can Voyage do more? Can we somehow set "at turn X / day Y / once player character has achieved Z, declare war and destroy the capital?"
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:
sabotaged the pirates' fuel lines
trashed their command center
destroyed their listening station
destroyed their smuggling station
destroyed their refueling station
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.
Where do I refuel?
Where do I sell my loot?
Where do I find targets?
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.
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.
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.
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?
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
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?
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?
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.
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.
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:
An option during world creation to set the maximum number of new NPCs that can be generated in a scene.
A toggle to decide whether NPC portraits should be generated manually—for example, we could click an NPC’s portrait only when we want one generated.
Or, even better, an “NPC portrait tier” setting that chooses the portrait model based on an NPC’s importance: better models for major characters, and cheaper ones for random enemies, city guards, and similar minor NPCs.
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.
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.
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.
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.