Silverpine
A downloadable game for Windows
Buy Now$8.00 USD or more
Silverpine is an experimental fantasy lifesim with NPCs powered by a local AI model.
Remote server performance can't be guaranteed.
Since the AI server is currently experiencing an unusually high amount of traffic, which should resolve soon, the browser demo is temporarily unavailable to make the traffic more manageable.
Updated | 7 days ago |
Status | Released |
Platforms | Windows |
Rating | Rated 4.2 out of 5 stars (40 total ratings) |
Author | Three Eyes Software |
Genre | Role Playing, Survival |
Tags | 2D, artificial-intelligence, Dungeon Crawler, Fantasy, Furry, Life Simulation, Procedural Generation, Singleplayer |
Average session | About an hour |
Languages | English |
Purchase
Buy Now$8.00 USD or more
In order to download this game you must purchase it at or above the minimum price of $8 USD. You will get access to the following files:
Silverpine 1.1.1.zip 187 MB
Download demo
Download
Silverpine 1.1.1 Demo.zip 187 MB
Development log
- Release 1.1.110 days ago
- Release 1.1.012 days ago
- Release 1.0.9May 25, 2025
- Release 1.0.8May 16, 2025
- Release 1.0.7May 11, 2025
- Release 1.0.6Apr 09, 2025
- Release 1.0.5Apr 01, 2025
- Release 1.0.4Mar 30, 2025
Comments
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Would more save slots be a possibility, or is there some kind of limitation that keeps 3 plus the auto-save as the maximum?
Flipping through the comments I assume the answer is 'no', but is there any means to add a more permanent footnote in the games memory? For example, Mirel enjoys teasing others as a couple with my MC, but later on she forgets, or can do almost a 180 of being shy and insecure, which while cute, can be a little jarring and confusing. The serpent sisters have taken to calling my MC 'little sister' in one playthrough, as I've been bonding with them, and I'd rather like to keep that element running if possible. It's cute. Especially from Oriana, who is... a lot to get used to before she eventually warms up to you. Oof.
Another story beat was Gareth going from friend to alpha predator, which my MC resisted as they were getting intimate. The game wrote the story well, which was a nice discovery that it could write a convincing conflict with emotions running high and mistakes being made, but of course the game is quick to forget such things, which is a shame because it has wonderful potential to be a moment of character growth, haha.
Or adding a story beat of a character wearing something you've crafted, forged or found as a token of your friendship/affections. Basically adding a strong footnote to a NPC that doesn't get wiped out as easily.
Also, on slightly more lewd ground with intimacy, is there any way to guide the AI, gently or otherwise, to remember that an intersex has *both* attributes? Even with the custom character description of a feminine hourglass body type with all the trimmings and such the game tends to focus immediately on the male bits and forgets other half... and of course all the rest of those soft and lovely curves.
Thanks for reading, and thank for making the game. I've been recommending it to me friends. Best 8 bucks I've spent in months.
The last part is kind of just an LLM quirk. I don't know what prompt Silverpine uses to prime it, but that might factor in. I think the only consistent way would be to use emotes (*action*) a lot and always describe your actions with a feminine hint to them, just so the LLM has that to go off of.
Hm. I'm been going with a sort of shortstack knight adventurer vibe, so maybe the whole gallant vibe is too much of a contrast. Mostly I get around it by trial and error, or tweaking the memories to adjust the running dialogue when it swaps my her into a him, but that can get fairly annoying at times.
It's a good suggestion, I'll try to change it up and see if anything comes of it. Thanks!
Before the long-term memory system, there was a permanent footnote like that. I've been thinking about how to bring it back in a more elegant way.
I'll investigate, but it's probably a model limitation.
That would be fantastic! It's always fun to sort of reshape the world in little ways to make it your own.
For example, in my most recent adventure, Mirel suggested Rosalyn join the romance. Saucy and adorable stuff! I'd sure like a way to keep this relationship status or angle a more permanent fixture moving forward, even if I need to update it now and then manually.
Shame you can only wear one wedding ring, haha.
Is there a community discord for this game?
And will it be possible to have children with NPCs in the future? This might be a strange question, but it would be great to be able to start a family with your favorite NPC, like in Stardew Valley :DD
I am back again, hopefully for the last time, specifically to second this comment.
I don't want to write a review on this game you made beyond "5 Stars, accept the jank and go play it." but every day I spend in this damn game I want to talk about it and learn about it and pick the creators brain on the possibilities here.
These NPC's are plying me with ideas that I think are impossible in the game, but everytime we talk about a course of action my eye twitches in curiosity about whether these conversations actually grasp the limits of the world we're occupying and they're subtly leading me to discover new things, or if it's all impossible to do but just fun to talk about.
Hayden recommended I get a shield for slime fighting. I haven't seen a shield in the game yet, is that a thing?! Without a wiki to outline my limits here I'm just browsing and searching this game indefinitely. Which I love, but seriously, I have to put this down from time to time and when I do that I want in on a discord to learn more things the easy and selfish way the internet usually allows nowadays.
Rereading my words. I may be a bit much. Sorry about that.
A fun narrative beat I had with my game is suggesting and supporting that Hayden start selling coffee along with his fresh baked bread. He took to the idea, struggling with it over time, and now offers it to my protagonist when I drop by in the morning.
...Of course, the game can only do so much with that. Some times the game give me a 'tea' item, others it is a mug. Not a mug of coffee, mind, but a standard wooden mug with nothing in it along with the 'thunk' sound effect. It made me laugh. You'll get it right eventually, Hayden!
I am curious what weapon 'types' are in the game. Asking the npc's tends to make with mixed results. So far I've found a quarterstaff, swords, and what looks to be a flail (which Aldric assures me is a whip). And the bow, which I haven't tried out yet.
And if there is a way to wear any more jewelry/accessories beyond a single ring slot and the neck. Such as an anklet, belt, and such. But I agree, this game is one delicious and fantastic time sink, and well worth the purchase!
I do wonder if there's a way to streamline the drink process, since it gets brought up by NPCs so often beyond the current tea system. That way we could get a variety of drinks.
One thing I was wondering is if letters are a thing. It would be cool if you could send mail to NPCs that they receive in the morning, with an option to fill in who sent it however you like.
Hahaha. At one point I got a market 'letter' from Aldric (the same style telling the MC you sold X and got Y) telling me to meet him in the woods for a grand spooky adventure. The letter was so long it went past the paper art, and of course he can't go there, nor was the quest an actual thing, but it was neat to see all the same.
Another time he gave me this grand sales pitch about a silver warhammer with wolf inlays, forged by dwarves, etc. etc. Sold for a mighty sum, and of course the mighty weapon was NAMED warhammer. ...And it was a basic hammer, of course. It would seem I was not in fact worthy of Mjolnir this day.
Another thing I wouldn't mind seeing is the ability to rename an item, but that may mess with the system/be an exploit.
Huh, you got a letter from an NPC huh? I wonder how you reliable get them to send them to you...
Been playing around with the game and really having fun. characters refusing stuff for logical reasons is refreshing for AI and not sure if it was coded in but shopkeeper lowered the price he was buying my oozes due to large volume and low demand. A little tip for making money to other early game is to sell lavender from mountains to the baths, got offer of 10g per bundle right off the start. rumours spreading about me has been really neat, sell lavender late at night > why are you visiting bathmaid at odd hours? and guard heard i limped into town after nearly dying from other characters and offered bodyguard services
couple of gripes about the AI (local nemo) it didn't happen at the start but steadily it has become more common for AI to roleplay my character in their "dialogue" causing frustration as it makes me say stuff i wouldn't. mainly problem with Gareth, maybe because I talked with him the most and I'm dating him (full heart bar)
Other one is less of a problem, more of a curiosity, i cannot find way to see what the context characters use when talking with them, it would be neat to peek under the hood and see what is happening
had few fun conversations about this game with friends about excellent usage of AI and fantasizing about "stardew valley: ai edition" in future. also thanks for making this furry/scalie game with good mix of genders and races. saw your post about adding characters so i won't ask for it but male scalie would have been neat.
You can't see what the AI is thinking as you talk to it, but you can get the NPC Memories by going into the settings in game and clicking on "Export NPC Memories." You can find the memories by clicking on "Open Custom Player Character Folder" and going back up one directory. It will be next to your save slot data. Open it with notepad++ or whatever you want to read.
You can actually edit stuff in there and import it back into the game. Like deleting words Gareth put in your mouth. Though it has to be recent conversations, as they eventually get summarized and simplified for long term memory which you can still edit. You can also see your relationship as a number for each NPC and the rumors about your character.
Hello, I uhhh... Have another suggestion. Real quick.
You should TOTALLY add to Aldics lore that he would definitely 100% never ever, ever, accept pre-payment. I noticed, from what I can tell, that you cant in one prompt cycle tell an NPC to give you something. In order for the player to receive an item it has to be "queued" two or more cycles deep. You can however ask for an item and receive it in one cycle if its somehow relevant to the current scenario. With that in mind if you ask Aldric if the order of {quantity}[item] that you prepaid/(already paid for) arrived today he will, without fail, hand it to you.
I understand fixing this root issue is nye impossible but again I might suggest adding something somewhere in the LLM feed for logging that he never accepts prepayment and/or is wary people claiming fraudulent orders. I know you can finesse this issue on any NPC but the reason i bring it up for Aldric is that its a 'plausible' action and is thus extremely easy to use and abuse, especially because as a merchant its 'plausible' that you could really order anything from him.
I'll try adding an actual system that keeps track of orders with game logic, but ultimately it's difficult to prevent this kind of manipulation.
I'm concerned about how this will effect players attempting to haggle, buy, and sell outside the Trade option. I already have trouble getting Aldric to reliably give me a custom named item or gold after I've given him an item. I make a save whenever I try, just in case he rips me off by RPing that he gave me what I asked for, but doesn't follow through with an actual item or gold. Hopefully this make him more reliable to give first and the player has to follow through or he calls the guard and maybe a negative rumor and some lost relationship with everyone.
Also, can't players just ask other NPCs for free items? I once was asking NPCs for any nails they were willing to part with. I had a good RP reason as a builder and Aldric out of stock and several gave me some for free. It seems you just need to roleplay a different narrative to get free stuff from other NPCs. And at that point your playing the game right by engaging with the AI, so I don't see the problem as long as it's not asking for 100 Scrolls of (whatever) so you can sell them all.
Has a custom appearance prompt ever been considered for the character customization screen? For example, you could write that your character has a scar/lithe body/shorter than usual stature, and the AI could remember that for future interactions. It'd be a fun way to keep NPC reactions fresh on new saves.
You can do this with the Custom Player function.
Can it? I thought the custom player feature was just for custom portraits and species.
Yep. The characterconfig.json has a description box. Just write down those features there and NPCs will have those accounted for when you talk to them.
Highly recommend "large bulge from endowment." It got brought up a few times, usually hilariously.
Had a NPC, forgot who, *look down and raise eyebrows* and Celandine whispering about my "noticeable bulge" to Oriana when I RPed going into one of the private bathrooms alone. They went back in forth about it for a few dialogue boxes. Funny stuff.
How do you get NPCs to talk without your input/only with themselves in multi-conversation mode? Also, what perspective works best for emoting/RPing? I never know if I should use first person, second, or third for it.
I seemed to have bugged furniture? I can't seem to pick up my plant and clock as they don't turn green anymore when I use "Pick Up Furniture". It's only these two, everything else in the house is pick-up-able.
I can't really reproduce this. Does it persist after restarting the game?
If I reload my save it's still a problem, yes. Only for that save file. This doesn't seem to happen on my other save file.
I did manage to pick them up, but I had to tear down a wall to get to them. So its not an item problem. They are pick-up able still. I made sure to reload test pick them up from the left and right with no problem. It's only from the bottom I can't pick them up. Which means it's probably a range issue.
I suspect it might be possible to just barely place an item out of pick-up range if placed just right, so when I placed these furniture items down from inside the house as far away as I could, I managed to place them just out of pick-up range.
Okay, I was testing if I can intentionally place further and I can confirmed you can. Try placing it straight up and as far away. It took me a few tries here with the clock.
The difference between the NEMO and Gemma-2-large model is actually interesting, Nemo seemed to focus on the conversations while Gemma includes all these small actions as well.
My main problem with the large Gemma one is that it randomly will format its texts to seperate actions from speaking, and then stop doing it a sentence later.
It also picked up a habit of asking what I want to do at the end of every characters prompt. It also has a problem on occasion with going beyond I believe the limit from the console is like 256 words? So it just cuts off mid sentence leaving me with an npc doing something like "Oh, please go and" and Im not sure if I can do anything to let them finish speaking what it was attempting to.
Beyond the issues its actually amazing just how much time one can spend doing random stuff in the game, I was gifted a "chest full of gold" for working (it was just a chest, they straight up stole my gold lol). The AI also does some interesting things at points because I mentioned a bet about drinking 5 things of mead and someone randomly gave me 5 things of mead despite no one saying they would do it and the conversation having moved on in their own prompts.
Think the saddest thing is how much the AI fights me when I want it to randomly select a winner in a card game I think I tried two tell it to pick at random twice and it just looped back to asking who won and then on attempt 3 it just made me the winner.
Otherwise this is quite entertaining and well worth 8$.
You can reset any repetitive behavior by not talking to the NPC for 48 ingame hours, which will clear out the short-term memory.
Unfortunately I think it's just part of how the Gemma-2 is working, I never had this with Nemo for anyone, and with Gemma-2 after like 3 or so prompts with anyone it starts offering me like 2 or 3 suggestions for paths in the conversation, "Do you tell them, or do you act mysterious" kinda stuff.
Yeah you have to be careful with making "deals" with the NPCS. I tried to RP as a merchant and invested gold into Hayden's Bakery, but instead of actually paying me he just gave me "some gold pieces", which isn't an actual thing, so the game gave me nothing. If I had instead said something like "Pay me 10 gold a day" I think it would've worked. There's not *really* a solution though, beyond some kind of debug setting that allows you to edit an NPCs response and allow the game to re-calculate the dialogue exchange and possibly give the item (would this work as a feature, TES?)
It was funny because I didnt ask for payment for my work, they just decided to give me it lol, chest was still helpful to have though tbf.
This…. This game is a damn rabbit hole in a time sink. I’m struggling to learn how to make money as I’m collecting ooze off of monsters that are destroying the clothes off my back before I can earn money to replace them. The merchant in town won’t buy anything the enemies drop but he will ask me about creating a business plan for shipping these products to a distant city, one that I cannot be sure is actually somewhere in the game or if it exists as a place in lore only. Now I’m starving and I can’t sleep until I eat something but all the shops are closed, but I enter the tavern and with what little money I have I can buy booze to heal just enough hunger to last until morning. Then I go tell my woes to the Baker without having the money to buy food and the little guy just GIVES me enough food to last the day in the middle of our conversation.
I’ve been sinking hours into this thing because each person you cross paths with is a conversation you write-in yourself, and almost half of those conversations are explaining the days events to a new person. Then they suggest a new thing for you to try or a place to look for the herbs you’ve been searching for and now the next two hours of your gameplay are decided. But you can’t wander off into the woods without dropping your inventory first, but the shed you live in doesn’t have storage for shit and the floor is really cluttered.
I can’t contain what I’ve experienced so far in anything short of a novel, but what I really wanted to say before I left was. Hayden’s character keeps thinking things in a format of <thoughts> Blahblahblah </thoughts>. And I figure that is a bug, no problem. But now I had the idea of my character being able to hear these thoughts ever since an encounter with sanity attacking slimes and some experiments at the alchemist with a Strange Plant I found and basically I’m convincing my own character and the alchemist in town that I can specifically overhear one characters thoughts and that we can’t tell him until we’re sure what I’m experiencing is real and that we have to tell him because he deserves to know I’ve accidentally invaded his privacy with this.
This game is so much experimenting to learn things the hard way. The long way. With so much upkeep to make your days productive. And I’m here roleplaying with an Ai to be responsible with my mind reading abilities while the Ai itself can forget that the character I’m talking to has been following my character around town all day while asking me for the fourth time so far why I look so tired and if my slime hunting has been fruitful.
And I’m writing this while torn about looking into ways to get a proper, fully custom character into the files so I can put this time and effort into a more perfect playthrough with a proper self-insert fursona.
It’s. A. Lot. But the best $8 I’ve spent in years. And I don’t even know if that means it’s a good recommendation.
Yeah. I easily spent several days playing this game all day. It's limited in several ways, but fun despite that.
I believe you can sell your oozes to Rosalyn. If you want a tip or two for gold income I have a few.
Most NPCs are sympathetic enough to feed you if your desperate, especially around breakfast/lunch/dinner times. I usually get invite to eat with them and snag some free food.
If you need to sleep and can't afford Gareth's rent, you can also try asking a NPC if you can sleep with them for the night, might get some action and possibly get paid for it if you ask.
NPCs will sometimes fail RP and speak in RP and other times say there RP out loud. Once in awhile you might also see them put words in your or other NPC's mouth.
Yes, yes they definitely will. I just had a conversation with two sisters that turned into a roleplay that controlled my character for a decent length of interesting time. I’m noticing if you let them go on they actually do a worse job of playing off themselves then while interacting with my inputs.
It’s been about. 6 hours since I entered into a set of sisters home and engaged with a storyline that I strongly hope was hidden in here by you. Celadine is.. a darkness that I have recently loaded a save to avoid unleashing. I’m interested in finding the right path to walk here, but I’ve just raised one character affection by about 60 points while dragging another up by about 50, before maxing out hard with the former while dropping the latter down 20 very deliberately unkind points.
I think this would have sank my entire playthrough if I didn’t unmake what I’ve done. The NPC’s really do need a way to protect themselves from the player. That was.. so much. I don’t think I as a person can take some of what I’ve experienced back.
But I’m not giving up maxed out Darian. I can fix this timeline. I have the power.
Celandine and Oriana are a inseparable pair that love to banter with each other for dialogues boxes. Thank god Dev added the Interrupt option so you can get a word in edge wise. Those two love controlling, especially Oriana who is my personal favorite for obvious reasons. If you have high relationship with her, you can suggest things she can do to you and she is absolute game for it.
I am curious why you think I secretly added a storyline? What exactly happened. Did you piss off Celandine? Usually Oriana is the one who is defensive of her sister and gets mad at players more easily, as I accidentally did my first time. But Celandine, she's can be a bit much with the constant propositions and overtures for sex. What's this about her darkness?
What exactly did you do to make things so bad that the thread of prophecy was severed and you had to reload your save or suffer the fate of the doomed world you created.(Morrowind reference)
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I'm interested in this game, but I haven't downloaded it yet, but I have a few questions about whether it's possible to communicate with NPCs in other languages like Russian and whether they will understand and answer me in the same language, and whether it's possible to buy this game on another platform, because I'm afraid that itch.io during If there are any more locks, this game will be removed from my library, thank you in advance.
[DEV] Is there any chance for some erotic animations with NPCs in the future? And most importantly, if a character undresses, they should also be shown naked during conversation, and NPCs should appropriately react to nudity.
I think NPCs are aware of what you have equipped, since it's happened a few times where NPCs say something about my weapon or clothed status, but yeah, NPC nude sprites would be nice.
Hello! Great game n' all, I just wanted to leave a couple suggestions... and also two 'oh please dev please!' begs. Because what is any communication to the dev if not a plea for what I want.
For a one suggestion... I notice that NPC's keep asking me 'where are you from' and 'what brings you to Silverpine', or something in that vein; it happens every time an NPC decides to try and ask unprompted about my character to fill conversation. It is my total conspiracy that you have in some way weighted the LLM with a 'when you meet the player try and ask them where they're from and what brings them here' lore prompt somewhere. Dear god please get rid of this if it exists or fix it, and if it doesn't exist add a negative bias to this question or some check... however you want to do it to make it stop. This is like.. 4% annoying so I'm LITERALLY dying.
An easier suggestion would be to add scroll wheel support to dialogue boxes, specifically when an NPC gives a response larger than one text box. I know this is extremely minor but as one of the core elements is talking to NPC's I think, I know it would go a long way.
And a last suggestion... more of a criticism... Sorry. This is a long and kind of philosophical one that touches on some fundamental ideologies of game design. You've been warned. By definition I would consider this game an 'immersive sim' and a 'sandbox game' so please consider this criticism through the lens of someone playing an a-typical game in those genre. And now to put it horribly bluntly I find the game unintuitive. To give an example; when I went to cut down a tree with an axe I was only given a sapling and no wood, upon further investigation it appears you ONLY get saplings from cutting down trees, my intuition that I can get logs from a tree is shattered, nor is it subverted in a meaningful way. As a result I find the axe a sort of useless item because it failed to work as expected nor does it have a subversive use. There are many other examples like this, like how I don't find it intuitive that the shop keeper Aldric won't buy most items despite being a merchant. Like how its unintuitive that, from what i can tell, the intended way to get an NPC to stop following you is to talk to them again and then just walk away. Now I also have basic reasoning, I can with confidence guess as to why things are the way they are, axes are meant to move trees not collect wood, Aldric only peddles in tools and equipment to not make the other vendors redundant, and talking to an NPC twice to have them stop following you is really the only option you have and the player is just expected to kind of pick up on it. Maybe I'm wrong and those where not the reason but the point I want to make is that this though needs to be exercised from your end to the extent of thinking about what the average player might do/think. WHY on this green earth is this important? I'd say because it breaks immersion, not the immersion of my character or of the game world but a more... fundamental one, the immersion that I am playing a game, because for a brief moment as a player its like hitting a roadblock and I'm reminded just how limited I am. Very subjective but, again, I believe this is more so a fundamental view on how one should approach the construction of a game, the absolute idea that upon adding an item or feature to a game that one must ask themselves "how will a player use/interact with this" and If you think the answer does not align with your intended use case then attempt to remedy, clarify, or subvert within reason. Sorry that was long winded. Even if not for this, I hope you keep this in mind.
After all that I'm still obligated to beg for content/features.
It would be. Really. REALLY. Cool. If... You exposed more of games files for editing before mixin such as: 1. Character/world text that will be fed to the LLM. and 2. Character sprites in the same vein as how the custom character is handled.
After all this I'd like to say that I really do like most of what you've made. And I say all this because I care, the concept of engoodening is a thing.
I know the limitations of LLM's, how information needs to be summarized and compressed to be stored, how information is often lost in the process, and how this affects the user experience. But all that aside when it works it works. I had Gareth get giddy at explaining the brewing process of ale and when I purposefully made a mistake he picked up on it and was excited when I did things right and remembered what he had said. Once Darian said offhandedly that his watch tower isn't actually his residence despite sleeping there and technically he is roommates with Hayden and somehow despite that clearly not being the case it has become cannon to my save. When I first met Orina she was very dismissive of me, I immediately told her that she didn't have to talk to me if she didn't want t, she replied that she just doesn't like small talk and now if I'm ever with a group talking with her in it I'm the only one she'll speak to and she only speaks directly with zero filler chatter. My favourite interaction was when Hayden refused to go to his shop so I was stuck in early morning starving, probably a bug, but instead of reloading I went to Rosaly and basically begged her to cook a meal which she provided, I gave her 8g and she said it was unnecessary but accepted it if it meant I though that I wasn't abusing her kindness.
I had my clothes break after punting slimes in the woods. Aldric didn't have any to sell so I had to run around naked for days. During this time I expanded the shed I bought from Gareth, he sold it to me dirt cheep since my character helps him run the inn. He asked to see the renovation and so I took him over, he gave me a chair to commemorate and I put it down in the wrong spot, when I went to pick it up I accidentally stripped the flooring out instead. He... somehow detected the wood and nails now on the ground under the chair and commented that I have a hole in the floor and he felt obligated to tell me. He then proceeded to say something along the lines of 'listen kid, you're running around naked and you live in a shed with big holes in the floor, just move into the inn until you get yourself steady' and I deadpanned In real life so so very hard. Immaculate.
I like the bones of this game. Even for as crispy as it can be its very fun.
Thanks for the thorough review. This kind of feedback is very valuable to me.
I have yet to discover why this happens, maybe it's a quirk specific to Nemo, or maybe it's the fact that the NPCs currently only commit when and what happened to long-term memory, not specifically personal details about the player. When I first started work on the long-term memory system, it was an approach that would keep track of new "lore" with Telltale style triggers, but this ultimately didn't work out because Nemo would use it inappropriately.
The game's character/world lore is a carefully constructed web that isn't easy to expose in a sane way, but I will think about having moddable NPC sprites.
NPCs in this game do occasionally share information with each other in an agentic way so it's possible for this kind of thing to happen.
If you add that or not, it would be nice if there was an option to toggle Mirel between being a herm, female, or male. Though I'd 100% if you wouldn't want to add that kind of toggle if that's just how you envisioned the character. I just really like Kobolds, but am personally not into herm in the slightest.
Hello, beforehand I want to say this is an awesome game!. The game runs smoothly with the generation by server.
I am having trouble setting up the local GPU generation, it mentions that KoboldCPP can't be loaded. Is there a tutorial to set this up?
Edit*: I manage to launch the kobold.exe by downloading the koboldcpp-oldpc.exe, the one that the game downloads never starts or anything.
Edit 2: manage to get the latest koboldcpp fromgithub working and I just changed the seal to make it work. If anyone needs help on how to get work reply to this message and I'll happily past the step by step tutorial :)
What GPU are you using? Maybe the version currently in use has a problem with the latest AMD/Nvidia drivers. I will change the automatic download to the newest version in the next patch.
NVIDIA 4080super, but it seems that my AV was also messing with my download, as downloading the koboldCPP directly from github was getting blocked by it. got it working by disabling my AV while downloading the CPP and then doing the work around by overwriting the koboldCPP downloaded by the game and editing the .seal.
(Note: I tried disabling the AV and downloading the CPP from the game but for this, the workaround didn't work ^^;)
Also thank you for the quick reply!
Hi, I could use information how to use Kobolt form github page. Orginal, dowloaded by game dosen't work on my PC. Thanks
You need to overwrite the kobold downloaded from the game, with the one downloaded from github, then you need to edit the kobold.seal file to match the size of the koboldcpp size downloaded from github.
Thank you, works like charm. :)
this was really easy to set up but I have concerns of longevity of this game. only your server and three local models are supported. to make sure this can be played in future could you add and option to connect to local server? players could then have always a way to play this and it shouldn't be too difficult. just add a list of compatible models and warning that other models may produce undesirable effects.
I'm in the process of adding an advanced option for third party inference providers as per Busyman's suggestion. The game will always be playable via the local option, since it's hosted on your own machine. You can also add custom model definitions or exchange the download links (if they ever die) via the JSON files in the AppData folder. Also, the AI server will remain online for the foreseeable future, since it's not a rented cloud instance.
I'm trying to buy the shed from Gareth, but he gave me a table named "key", when I told him it didn't he work then he gave me a column looking thing called "shed key" wtf?
I can’t help, but I can say he compromised for me on selling that key for like 20 coins in a conversation. A very nice surprise.
I managed to get the key for free by accident. He offered me a job to repair his shed and I said I wanted to look at the damaged first before agreeing so he gave me the key.
Is this after you've paid for the shed and he gives you these items?
He should give you a separate prompt with yes or no for buying shed at whatever price you haggled with him to.
私は日本からこの文章を書きこんでいます、この文章はGeminiを使用して翻訳して作成しています。
このゲームの試みはとても面白く、今後の展開に期待しています。
私を含め、日本のケモナーのために、日本語テキストが適用できれば尚いいと思います。
I am writing this from Japan, and this message was created and translated using Gemini.
This game is a really interesting attempt, and I am looking forward to seeing its future development.
For Japanese furries, including myself, it would be even better if Japanese text could be implemented.
Will character relationships have any impact? I'm talking about sleeping in the same bed or any erotic intricacies, not just textual ones?
Yes.
Once you get a certain amount of relationship (70-80 I think) they will give you their house key, which lets you unlock their door and enter whenever you want. Mirel doesn't live in Silverpine so she'll ask to move in with you instead of giving you a key. (She once asked me to move in with her in Thalassar. lol)
Either with key or high relationship with a NPC you can eventually move their furniture, take and storage items in their chests/boxes and build on their land. You might be able to construct and deconstruct their homes as well, but I haven't gone that far or asked yet.
I think you can sleep in their beds, but they usually don't sleep with you unless you talk to them about it first. Otherwise they'll just stand next to you all night or sleep on the floor.
Thank you for your answer
Is there a way to edit saves or something? I don't feel like grinding gold
Edit: Nvm, found out you can get Rosalyn to give you gold for having sex with her
LOL! I've been missing out on some easy money then.
You can use Cheat Engine and give yourself big money and save. You'll keep it.
But if you need a tip for making money without cheating I have a few.
How did you do that i dont understand how most of that stuff works Edit figured it out im just dumb
I don't think it would be appropriate to talk about hacking a game in its comments.
There is a tutorial for how to use Cheat Engine in the application itself. If you still can't figure that out, look up a guide on youtube or online. CE as it's own forums as well.
Could you add an option to sleep for a certain number of hours in addition to the current "sleep until rested" and "sleep until morning"? I keep running into issues with this.
I thought the same thing, but you can button mash your directional keys while sleeping to force yourself to wake up sooner at the cost of some sanity for interrupting your sleep.
(to Dev) I'd like to add a negligible issue I had that is tangential to this. Once you click on a bed you can't escape the popup/dialogue box and it forces you to choose one of the two sleep options. Not a big deal, but I've accidentally clicked on the bed a few times and I can't cancel out without sleeping and taking sanity damage plus losing an hour or so to wake back up.
Thanks! That's really helpful actually.
I like the hunger meter, but IMO it drains just a tad too fast for my liking. Not enough that I'd want to turn relaxed mode on, but still... I wish the larger meals would slow the drain as a buff, or perhaps sleeping in a bed would reduce the drain while you sleep.
Yeah, I figured I'd try and Super Smash Brothers button mash my way out of it and it worked out. I like to imagine my character is flailing in bed and falls on the floor every time.
I feel the hunger is actually relatively balanced, though in the beginning your hurting for coin and can't really afford to waste money on food when you have to pay rent for a room.
I'd like to see more cooking options other than cooked meat and for some foods with shorter expiration to be longer.
The thing that gets me is my sleep. I'm always too tired after 12 in game hours and I have to nap for an hour or two to make sure I can stay up late enough otherwise I wake up way too early and I don't want to deal with whatever the hell a 'Shifting Figure' is at night.
With food expiry being a thing I'm surprised there's no smoked/preserved meat option. Also is there really no other player-made food to cook besides cooked meat? That's an interesting dynamic at least that NPCs can provide meats that exist outside of what the player can get.
If there is another way to cook or craft without roleplaying with an AI for it, I haven't found it yet. The most I've been able to do is cook meat, but maybe you can cook a turnip or those vislberry(?) herbs. Which I don't think shouldn't have an expiration on them. They're the only herb that does for some reason.
I think the idea is to make the AI more useful so you have a reason to talk to them more often. I know they can see and make comments about when your character is overburdened, wet, or tired. I suspect when the hunger icon appears in the upper right corner the NPC's can tell your hungry and will likely give you a free meal. I'm guessing it's the same for thirst and why they pour tea for you?
I played only demo, but it's already been very good. I definetly have high hopes for this game, and hope it will not gonna be abandoned how it often is. I'm gonna wait a few pathces for this game and then i certanly gonna buy it.
By the way, i'm new to itch and if i'm gonna buy it, will i get access to all future versions?
Good luck, i hope it's gonna be only better in the future :)
I believe the Dev said the game was feature complete so there won't be much in the way of new content. Though once in a while something small might get added or fixed.
I'd say its still worth $8 for a unique experience.
Interesting game, but I have a few questions.
1. Does the paid version have a time limit?
2. Are there erotic animations, or is it all text-based?
3. And do I receive an email with the new version when I update, or do I also have to pay for it?
1. Its off, you can play all day. But I think there is a daily server request limits, but you probably won't see it much unless your literally playing all day.
2. Text-based. At least from what all I've seen. I don't think losing to a monster in a dungeon gives you a exotic animation for losing either. I haven't explored the dungeons much yet.
3. I get emails about updates, so you should also unless you turn it off in your account settings. When you buy the full game it will be downloadable from your account here on Itch. When the game has an update you can download the game's latest version.
Thank you for your answer.
Hey! I tried your game and I’m really having a great time with it. The thing that impressed me the most is, of course, the AI. It might not be perfect, but I’ve honestly never played anything like this before. The role-playing aspect is truly satisfying.
As for the gameplay itself, it’s not quite as impressive, mainly because the player has to figure everything out on their own. The game doesn’t explain much. For example, I still don’t know how my character can become stronger. Is there some kind of guide available?
I also heard you’re working on your next project. Will it be something similar? Personally, I’d love to play a better and more expanded version of your game.
It will be something different, but I'll keep occasionally adding features like the facial expression system to this game as they become feasible.
I've played for a bit and read the comments, so I can give you sort of a rundown on the gameplay part at least. Progression is tied to gear. The idea in the early game is to focus on earning money. One way is dropping off resources in the market crate and selling stuff to NPCs. The NPCs can also give you very strange "AI generated" items. Like I once got a "set of clothes" from Celandine that was actually a tent, which is a good item if you plan on staying in the field, but also worth 150 gold. It is very possible to basically live off the generosity of the AI NPCs. You can acquire gear from the NPC method, or by exploring the word and finding chest in ruins, or going to one of 3 dungeons (I believe they're supposed to be taking in order, but I don't know for sure.) As far as I'm aware, there's 3 tiers. Linen, Leather, and Iron. I heard the third dungeon has "metal" gear, but again, I have no idea for sure. The "first" dungeon, the cave, is north-east of Silverpine (follow the road east until you find a fork that goes north.) There are traps in this dungeon and you will need a lantern in certain parts. I believe having full leather gear, obtainable from Aldrich's shop when it's in stock, will help a lot. Now, as of how to strengthen the gear? I haven't a clue beyond buying the quality enhancing rune from the shop. I also believe their MIGHT be a way to craft metal gear, but I honestly have no idea, because the metalworking bench just seems to repair it.
Are the dungeon's meant to be "cleared" in linear order? I tried to get inside the mountain castle, but it was locked, so I kind of assume that's the case. If so, is the order Cave>Castle>Temple?
I'm probably not the best person for information in regards to dungeons, but I thought there was a mine dungeon as well? I'm not so sure now, cause the NPCs like to make things up sometimes.
I do believe you can finded key pieces in dungeons and once it's whole you can enter next dungeon.
I think the "cave" in the north-east counts as the mine. As far as I'm aware there's 3 dungeons in the game. I'm more curious on whether iron is the "best" armor in the game, or if it goes higher than that. This really feels like a game that needs a wiki, lol.
It seems like Iron is, but I wouldn't be surprised if better gear can also be found in dungeon chests. More than likely there are higher quality rune stone and we can just upgrade or equipment. Though I don't remember if we can use rune stones on armor or not like we can on a weapon...
Yeah, okay. My NVIDIA 5080 is currently using all 16 GB of its vram when I try to host an LLM locally. Not sure what I'm doing wrong, but it's painfully slow and borderline unplayable because dialogues usually take 5+ minutes to generate per response
Nemo should require 10 or so gb of vram. If it's using all 16 gb, you're probably trying to run the large Gemma 2, which will by default be painfully slow unless you have 24 gb, since it will offlload a lot of it to the slow normal ram.
How possible would it be to add an option for image generation?
Buaaah!!! I would really like to see more stuff in this game! Would two or three more NPCs be too much to ask for?! Sniff! >.<'
There's a fundamental limit on the amount of NPCs, because every NPC has to keep information about every other NPC in the context of the LLM, which scales quadratically in complexity with every word of information added.
Ah... this seems like too much sophisticated magic for me to understand *just nods sadly*. Keep up the good work!
I'm curious why do all the NPCs have to keep track of information about all other NPCs? I want to understand the problem better.
LLMs have a large amount of built-in knowledge in the form of statistical relationships, but it's static and can't be modified. LLMs also have a working memory called the context that you can modify. This is sometimes also called the prompt, but in the case of this game it's constantly being changed dynamically. The model loses coherence and starts taking up immense amounts of resources due to quadratic scaling if the context becomes too large. Some information can be stored outside of the context and only retrieved when necessary in a process called retrieval-augmented generation, but if you want the LLM to use information in an implicit way, such as naturally referencing other characters in your game, it has to exist in the context or it doesn't exist to the LLM at all.
The game looks great, and the premise is nice. But has a long way to be better.
1. The interface of character selection only has disadvantages for certain characters, but not advantages.
2. You can only choose characters instead of the species. Basically, I want to control a Kobold, but the male Kobold is scrolling to the right instead of having a sex selection.
3. I start without a guide or tutorial. Basically, I am at a village with instructions about how to move and interact. But I don't know how to plant, sell, my equipment, my stats, craft, cooking, and I seem to not have a way to craft something that isn't walls, a fire pit, or doors.
4. Limited amount of resources: Cut down a tree and obtained nothing, cut down another and obtained a sapling.
5. Time passes when speaking. AI always wants to continue talking, so it could be inconvenient.
6. Hunger and thirst bar are down instead of up. Ate a sweet roll thinking I was hungry.
1. The racial advantages and disadvantages don't matter too much, not that I play with them much with Blair. Though you can consider the disadvantages as a difficulty setting I guess? Or just make a custom character and choose all racial advantages if it really bothers you.
2. If you want a male kobold, select Remy. If you want a female or herm kobold, select Nimo and choose. Otherwise, make a custom character.
3. No guide for the small things is a fair criticism, but also try to learn and figure out those small things. Some patience is require when learning a new game.
To plant turnip seeds or saplings, Use it from Inventory. You can sell some items to NPCs that have Trade option available while in conversation. Also sell by putting specific items in the market crate and waiting, you'll get a letter with money in the next day or two. Your Equipment/Inventor, Stats, and Actions are in menu tab, access by I key. U key for Actions like Construct to make buildings. There isn't really much "crafting" in this game, but you can craft potions with an Alchemy Table. Rosalyn has one you can use or you can buy one form Aldric. Upgrade weapon and armor with Runestones and scrolls which can be bought from Aldric. Repair tools with Metalwork Table, also sold by Aldric. You can cook simple cooked meat from animals you kill, otherwise buy or be given other foods from NPCs.
4. Trees aren't a resource since they don't give you anything worth having. No wood for crafting, not from my experience. Saplings just grow more trees, mostly for looks. You can only buy planks form Aldric. (I'd like to see a saw tool and logs from trees so we can make planks in exchange for wasting time cutting trees and crafting.)
5. I don't think in game time passes in conversation, but you can go to Settings tab in your menu and deselect Realtime Mode to make it turn based so you have more time to plan and do things in a day.
6. In one game a hunger bar can be full and go down. In another game the bar can be empty and fill up. Adapt and learn to play the game.
Bug report. If you're in a conversation with Mirel and she starts following you, she will disappear. Seems to be 100% consistent.
This is frankly incredible and I've already spent the better part of two hours going about basic tasks in the game after purchasing it. I hosted Gemma 2 Large but eventually ran into issues where the LLM refused to process anymore inputs. Not sure what caused it, however I had fun whilst it lasted!
It would be nice if something like OpenRouter could be plugged in. I don't have a great GPU, but I wouldn't mind using my OR credits with this.
The game relies heavily on a llama.cpp specific feature to structure LLM outputs outside of dialog, but I'll see what I can do.
Thank you for considering!
One thing that would be nice is a few more racial skills. I thought an "endurance" one (less tiredness generated per move, or just less tiredness generated in general), and perhaps one related to hunger would be interesting additions.
Out of curiosity, is the next project going to be similar to Silverpine in terms of gameplay and setting, or will the similarities solely be the use of LLM integration?
It will be something entirely different.
talking to the npcs, seperately: sequence contains no matching element? whats the deal with this and how do i fix it
When exactly does this error occur?
Version 1.1.0 might have broken the daily AI sever limit message. You can check your remaining requests by hovering over the [?] symbol next to the "Use AI Server" option in the settings. If you have zero requests remaining, simply wait for them to reset at 23:00 UTC.
yeah fixed itself, just had to wait awhile for the server to reset
Where do you place custom characters, and do they need to be inside of a folder?
There's a button in the settings that takes you to the custom character folder. Each character has its own folder inside. There's an example you can simply copy-paste and rename.
Of course my 1st time ever using one of these AI chat things. Is in a furry game. But holy crap, the whole real-time responses were surreal. So this is what people have been talking about with this stuff. I suddenly feel 30 years older and out of touch.
Ever heard of 'character.ai'? You can talk to whatever"character" that's been created though AI. Most of it is anime Wafus, but you can find some furries as well since that seems to tickle your fancy.
Be careful not to get lost in the sauce.
Nah I'm good. Was impressive to see, but the whole thing honestly weirded me out. Talking to NPCs with preprogrammed/written response is one thing. What that was... yea I'm not ready for that.
witch version was better guys?
The one with the witch.
Can you make building less time consuming? or at the very least less grindy? making money in game is hard as is even with the relaxed mode.
I'd recommend "going west young man" and mine ores in the mountain tile and selling them to the Thalassar market when prices are good. Its a better source of income than hoping random herbs and ruin pots/chest spawn in nearby. Just run from the giant Slimes and Golems as they will mess you up without good gear.
(to Dev) On the note of building I'd like to add that I've had a minor issue with rocks/boulders respawn in the walls and flooring of my expanded shed house. I assumed after building on top of the area they'd not respawn on top of the building, or not at all since we can get plenty of rocks in the mountains.
I will look into the problem. Thanks for reporting it.
Has more to do with the time it takes tbh. building is slow and takes a long time if it was something i could just make a frame work for so i dont need to spend 2 hours to make one room it wouldnt be as bad this is mainly because of floors.
Constructing a building should take some time, literal in game days seems reasonable. But for bigger builds... maybe Dev would be willing to make hammers have qualities that give faster/reduced construction based on higher quality?
Barring that, pre-plan your build so you know where everything is going before you start. This way you don't waste time and hammer durability on deconstruction and reconstruction tiles as you go.
I used graph paper to sketch and help me get an idea of how much tiled space I had so I can plan the building layout and furnishings.
Also, you can skip out on flooring under wall tiles besides doors, you can't see it and it saves on materiel and time.
Hi, I would like to ask if it is possible to use more than three hundreds characters in the description of my character as I always have the warning when I start the game and it ignore a whole lot of the description, or do I need to put it somewhere else ?
Sorry if you already have answered this question
LLM context is very valuable/limited, so there's a hard cap on the character description in order to not have to compromise in other places.
Thank you for your answer
If you REALLY want the NPCs to know a bunch of descriptive about your character you can try editing the NPCMemories and adding the information to whichever NPCs and import the new memories back in.
Mind you if you talk to any NPC long enough, old advanced memories eventually get overwritten with new stuff. So make sure to check on it once in a few sessions or you'll have to retype it all out.
I'll try that, thank you for the Idea
This is the AI being unreliable, but I'll think of a fix.
Anyone know the file pathway to access the default characters? I wanted to grab the already existing models and descriptors and use them for custom characters. I am not savvy enough to make all that myself so I figured I could tweak what was already there... I just cannot find the files.
There isn't a file path to CharacterConfig, dialogue sprite, or directional sprites pngs for the NPCs or playable characters like with the example character. All that data is compressed through Unity and is given to us as a game file only Unity can decompress in the game. Luckily some of the information you are looking for isn't compressed, but is still in a compressed data file.
In the Silverpine_Data folder is a file called, level0. Just open it with notepad++ and you can read what's in it though almost all of it is compressed data. Ctrl+f to search the playable and non playable characters' names and you'll find the descriptions for each eventually. I don't know if this readable description data is the description section of their 'CharcterConfig' file. I'd recommend not editing the file, but it might be what your looking to do if all you want is to change a single starting characters description. Make a back up of the file first if you do.
Creating the directional pngs is easy, if you have the 3d model of your custom character already. If you only have an image, than unfortunately the links in the read me.txt the dev gives to the AI model generator isn't up, though they might be later. So, there isn't much you can do besides searching for another free AI generator for image to 3d model (with textures) online, or find an asset model you can buy/commission, or use for free.
If you can get a 3d model, just open it in 3D Viewer, use the grid & viewer to get the angles and direction right for the shot and use Snipping Tool to take screenshots and save the images. Open in Gimp and remove background and crop, then scale it down to... I believe around 32x32 pixels, and export as .png. Repeat and put them all in your character folder with the correct names.
Hope that helps.
The default characters don't exist as plain files. I recommend simply using a Unity asset ripping tool if you want to use their assets for a custom character.
I didn't know there was a Unity ripping tool. That'd make it much easier.