
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.
| Updated | 1 day ago |
| Status | Released |
| Platforms | Windows |
| Rating | Rated 4.3 out of 5 stars (51 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 1.4.0c.zip 184 MB
ServerKey 50 bytes
Download demo
Download
Silverpine 1.4.0b Demo.zip 184 MB
Development log
- A Word on the Server1 day ago
- Release 1.4.0b Hotfix6 days ago
- Release 1.4.06 days ago
- Release 1.3.217 days ago
- Release 1.3.119 days ago
- Release 1.3.0c22 days ago
- Release 1.3.0b Hotfix23 days ago
- Release 1.3.023 days ago




Comments
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What AI generator do you use? I would like to make my own custom characters and Where would I go about making the sprites for them?
There's a bit of info much further down in the comments if you search for "Pony". It's not a simple process.
Link to the post: https://itch.io/post/14277651
My entire issue with watch tower construction? I didn't have the sisters key yet. Needed to move the foundation five blocks to the right now that I have it >.< I learn this game so slowly.
Fantastic news though, should only be a couple more weeks of my real life for the Western Watch Tower to be built ^^
I'm all too familiar with having a large building project. I spent several days remodeling the bathhouse, adding another private bathing room, then a fireplace drying room, which got a little out of hand. I learn the bathhouse got slightly remodeled in recent updates, and now has a fireplace where I was planning to put a storage room.
I can't see the new structure updates on my old files, and I don't need two fireplaces, so I've decided to give up my 60+ days file and just start over with a new custom character I was working on.
Here's the custom fireplace room I made after several irl days. RIP.
Don't question how stone pillars are on top of a carpet. It's a trade secret.
Is there any way I can get Mirel to recognize a house I built from scratch as her home after she moves in?
Right now she only recognizes the shack, so I demolished the shack and told her to sleep in a house on the west side of the river.
Now she just wanders off and sleeps alone in the snow.
It's not good for her.
Pretty sure you need to build her a little shack now, it’s a big, permanent thing. Anytime I sleep in my shack she bounces off to sleep somewhere outside so I kinda feel guilty, like I need to go to the tavern until I double up on beds. I’m kinda hoping moving the bed won’t throw her off either.
It currently has to be on the shed plot. I can try adding this as a feature, but with LLMs there are no guarantees.
Thanks.
The structure I built prompted me to name it since I started it completely new.
Maybe she can accept any tiles/structures that the player built originally as yours/hers.
I actually worked on this today, and in the next update you'll be able to ask her to move to any structure/named zone on the plots you've unlocked.
Interesting. So under that logic, could two (or more if it's the snake sisters) be living in the same flat?
In my game the MC/Mirel/Ros are all 'together', but only Mirel stays at the MC's place.
Outstanding.
Let me thank you again on all our behalf for continuing to update and support this great game.
Silly idea for a racial, as we already have 'low light vision', but perhaps there could be a bioluminescence trait? For example, a race that has a light source or flame on its tail, or the skin, or tattoos, etc.
Essentially it would be a lantern, maybe with a different color, maybe not, that is powered by energy. Which can be great, but I can see it backfiring if you have it active while swinging a heavy weapon around.
I have an issue with Gareth banging my shed doors after buying it. When I force him to follow he moves but when I "free" him he returns to shed door and get stuck again with noise of building something.
Ack! I know it's been mentioned before, but it's come back with a vengeance: Rosalyn and Mirel are shoving 100s of potions at me at a go, which I never asked for.
How does one fix this?
Edit: Ugh. Yep, any time they 'gift' something to me, it's now 300x elixirs. Impossible to function this way, unfortunately.
What do they say as they do it? Does it just happen randomly?
They allude to giving a gift, for example there was a plot thread I wheedled into the story that Mirel and the protag were starting up a forge, so she was gifting the PC ore (which never worked out, haha).
Rosalyn was occasionally giving gifts of healing potions or whatnot.
Sometimes they don't even mention the act of giving an item, sometimes they do. But the result is often the same oddly named potion and in massive amounts.
I did try purging any mention of the item from the NPC memories (there wasn't much) or gift giving in general, as well as several restarting the save a few times here and there, but it ended up with the same result.
Last time Mirel didn't immediately launch into the gift, so I thought I was safe, but nope. Tail end of the convo she snuck in 300x the moonfire whatever elixir (which takes like, 30 seconds for the computer to process).
Truly a head scratcher.
I haven't played much for a few updates, if that helps narrow things down at all.
So through trial and error I've done a few different things. I've scoured the game and attempted to find every last elixir and chuck it on the ground in the maps outside the village, so they will vanish after a day, taking them out of the picture entirely.
I've been going through the narrative / npc memories and nuking any mention of them specifically.
When I chat with either I immediately told the chat/ai in *this* not to give any of those items in bulk or large number.
It... sort of is working. Game loves to backslide into it now and then, but that's what saving and loading is for, I suppose.
I'm working on an improvement for this.
I have found the mythical 6th rarity of item. I am unsure if this is intended as it has no color, but I have found a rarity above 4 stars. For the fun of it I gave it to Rosalyn and she insisted the ingredient was a "Blessed Bat Wing" which cracked me up. If this is a real and intended rarity, hats off. If not, it's a really funny bug.
Yes, I once saw Aldric selling a rune stone with 5 white stars. Had nowhere near enough money to get it so I could only let it go.
Next day, I saw a 6-star runestone with dark red stars. I remember being surprised I had encountered such high leveled runes in Aldrics store, one day apart from each other. I had some insane luck having that happen, but not enough luck to be wealthy at the time.
6 stars??? That's crazy. Straight up modded BL2 rarity stuff here lol
Yeah, wish I took a picture of it. I almost don't believe myself, because I've seen a few 5-star quality items once in a while since then, but that was the only time I've ever seen a 6 star. I'm starting to think I imagined it
Oh, I see now... I had no idea rarities got that high, sick! I have now seen that mythical tier 6 runestone and I barely managed to purchase it!
Here's all the quality levels of runestones that I've found.
When I save the game, this appears. What does it mean?
There seems to be some kind of problem with saving in 1.4.0, but I struggle to get this error myself. I've uploaded a version (1.4.0c) that lets you copy the full error, which I need to identify the issue.
I have fantastic news! I have gotten the error in your new build. (location: Silverpine, spring season) Here it is:
System.NullReferenceException: Object reference not set to an instance of an object.
at TypeSerializationUtility.SerializeWithType (ISerializable serializable, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at RoutineArgument_SeekPlayerAndTalk.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at TypeSerializationUtility.SerializeListWithType[T] (System.Collections.Generic.List`1[T] list, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at NPCRoutine.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at WalkUpManager.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.SerializePersistent () [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.Save (System.String saveFileName) [0x00000] in <00000000000000000000000000000000>:0
at SaveUI.Save (System.Int32 saveSlot) [0x00000] in <00000000000000000000000000000000>:0
at SaveUI+<AutosaveCoroutine>d__29.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
-------------------------------------------------------------------------
I also got an additional one outside of Silverpine (Sending this too because it's distinct):
System.NullReferenceException: Object reference not set to an instance of an object.
at TypeSerializationUtility.SerializeWithType (ISerializable serializable, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at RoutineArgument_SeekPlayerAndTalk.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at TypeSerializationUtility.SerializeListWithType[T] (System.Collections.Generic.List`1[T] list, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at NPCRoutine.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at WalkUpManager.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.SerializePersistent () [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.Save (System.String saveFileName) [0x00000] in <00000000000000000000000000000000>:0
at SaveUI.Save (System.Int32 saveSlot) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Update: The longer error is sent when I try to manually save (regardless of location) and the shorter error is sent when the game autosaves (regardless of location)
Thanks. I would release a patch for this, but simply waiting for 24 hours after loading the offending 1.3.2 save fixes it, since it clears out the thing that's preventing the game from saving properly.
This is also unrelated to the bug you encountered in 1.3.2, which is caused by something outside of the town. If you see it again, feel free to post the full error for that one too.
Interesting! I will keep an eye out then. Thanks!
Night vision doesn't seem to work
You have to toggle it. It's not a passive ability.
I did, it didn't change anything
It basically doesn't do anything outside of dungeons.
Oh, I didn't know that.
Got roped into building a second watch tower across the river, took forever to prep for it and finally went to start it today.. Cannot build on property that isn't mine? I can build a wall around the tavern, but I can't add to that side of the river. Any chance/way/hack to work around this problem
These are the areas you can currently build on, with the sisters' plot on the left, and Gareth's tavern on the right. Perhaps you'll be able to claim more land in the future.
Is the ability to build on a NPC's property related to relationship score? I noticed I couldn't build in the area west of the Bathhouse on a newer save, but on an older one I could deconstruct and construct the bathhouse. I'm assuming both areas are owned by one or both sisters.
You need either sister's key to build on their property.
Damn, I had it cleared west of the bath house. My torch fire is on that bend going towards the mountains and it was a great cut off. Just a quirk of discovering the mechanics of the game while the LLM has no idea what they are either. Kinda hilarious.. I'm on good terms with Celadine, Oriana, well I can't say she hates me, but goddamn she is automatically icy stares and even colder shoulders.. I might, barely be able to fit a mirror tower against the river there, but it is definitively a worse spot.
Wish you had an epic FAQ page or vod series to binge, the game feels so simple and then you bump into stuff and kinda fumble for a second trying to guess what works. Thanks for still jumping into the comments though, I've got some building to do
I'm almost glad there isn't, it feels really special when you learn something new and you often do learn these things through normal gamepla
This game is fantastic, and I cannot stress enough just how pleased I am with the game's quality. For anyone who is reading this and thinking they might be a little interested, you NEED to try this game. I would dedicate pages of text to the positives and negatives of Silverpine, but I will not do that here. If a better location came to be, I would not hesitate a moment.
More importantly, I have managed to create a corrupted save file through gameplay. I do not know how I managed it, but if you want me to send it to you @Three Eyes Software please let me know, I will gladly send it if this would improve the game. I do not need the file fixed and returned, as I managed to move into another zone and save normally. The game stated it was an exception related to an unknown item. If you want the file, please let me know how I can send it.
I can't extract any information from an already corrupted save file because they're not human readable, and the game can't read them because they not formatted properly, but if you remember what zone or static location this happened in, that'd help a lot with identifying the problem.
Forest zone, spring season. Specifically the tile directly south of Silverpine with the river running through.
Thanks, I will investigate it.
@Three Eyes Software
In regards to my previous comment/question, below... is there any plans on adding a debugger/console window for spawning items and RP/Story purposes, or would you consider adding one by request?
Is there any way to manually create/spawn items, like equipment or such?
While it may be considered cheating, I'm honestly more asking for lore/story/character background reasons.
Unfortunately, there is no debugger in the game, or at least I couldn't find it. The only option would be to rebuild the game, but I don't think that's an option for you. If you want to study/look at something, I can only recommend downloading Cheat Engine.
Oh, I see...
While I am familiar with Cheat Engine and know how to use its most basic functions, I'm far from knowledgeable enough to generate items and similar stuff, without a cheat table.
Oh well...
Save NPC memory at the start. Then generate the items through dialog. Load the saved memory to wipe them back to default. It can be done without a cheat engine.
Heyya, this is an interesting game concept, and I already put in more hours in than most of my steam games. I really enjoy it, well done!
I found an issue, I maxed my relation out with Rosalyn, I live in here house, woke up one day she game me a key to the house. Now if just go to the bad, sleep for a bit, wake up, she just rushes over to me and keep giving me keys.
AI has this issue (about keys). As I understand it, this is because they check whether you have the key in the dialogue box, not in your inventory. That's where the problem lies. You can mention this in the dialogue box, it might help.
My personal recommendations:
- Don't create long contracts/quests. Due to the peculiarities of information storage, AI can often mess up and fail to perform a certain action.
Personal example: Aldric offered to make me armor in exchange for artifacts. He gave me the artifacts and, in DIALOGUE, he gave me the armor, when in fact he didn't give me anything. Short-term deals like “I'll give you slime in bulk and you give me N coins” can be pulled off, but it's not worth doing.
P.S. And don't ask for more than one type of item at a time.
- Someone once told me that you can save outside of dialogues and return to them. This is true if you are communicating with one NPC. In general, I recommend ending the dialogue before saving, as restarting the server can sometimes play a nasty trick on you.
- There are times when NPCs can take their fiction for the truth. For example, Oriana scolded me for trying to take her and Celandine to the fortress for some unknown reason, even though it was Celandine herself who suggested it.
- And yes, sadly, NPCs may ask to join your party, but when you move to another location, they simply disappear. That would be fine, but sometimes they insist on exploring caves/castles with you. The lack of this option is infuriating. Sorry, Three Eyes Software, but criticism is criticism.
Well, those are all my recommendations. And yes, Three Eyes Software is working on adding custom NPCs. I wonder if they understand that Ryan Gosling didn't die at the end of Drive)

Cheers for the tips and suggestions! Will keep them in mind.
Most relatable post. 100% do not pause a three person conversation, it loses that plot every time. You can sometimes salvage it but you lose a lot of the set up.
And the constant requests to join to on patrols? I got them so much before they invented different plots to occupy themselves. I suggest diverting to a walk through just the village map section since they all seem to love picnics when walks are discussed.
I recommend not chat trading items that you need to be properly traded. You can exploit the Ai if you’re a jerk about it, but they regularly mess it up and break the flow of any RP. Aldric accepted my items as gifts and paid me in “Gold Coin”x10 in the shape of beer bottles. So I have a stash on the floor of his shop now and am broke, again.
I remember my first escapades when I sold a bunch of plants wholesale (I didn't know about the existence of a box for selling forest herbs and caves) and in the end I was only paid for some of the plants. In the latest versions, they are able to bargain wholesale.
The funniest thing I remember is that I made a deal in a dialogue between Aldric and Gareth. Then I paid each of them separately, but when I ran into a dialogue with both of them, they immediately jumped on me, “Where's the money for the barn, where are the artifacts, where's the gold!”. To be honest, it seemed ridiculous to me, but then I pointed out that I had already returned everything, and they seemed to check their memory and calm down.
Three Eyes Software, it was moments like these that made me think about bug reports, which I asked you about a long time ago. Could you at least provide an email address where I can send bug reports with files? For example, you could create a separate Google email address.
P.s.
And to be honest, about the 3 dialogues with 3 characters, I totally screwed up the triplet... I'm not proud of it, but... Sniff.
Game needs a discord, if only to collect the important bits from the comment sections and collect a quality FAQ page. I want to know how anyone knows to communicate with the Ai OOC brain itself. Giving commands that aren’t confusing characters in the moment, or getting them to actually follow through when they say they’re going to follow you.
Couldn’t get Hayden to budge from bakery when he suggested a walk, left it to imagination after the third attempt. Shy, shy little baker.
The key issue is definitely a bug, but I can't seem to reproduce it. If anyone else is experiencing this, please let me know.
The restart or more like picking up the same save from yesterday fixed it, as Rosalyn weren't throwing any more keys at me after a powernap. But some of the jank doesn't take away anything from this project. Well done i'm really enjoying it. Can't wait to see what gets added in the future!
I would like to ask. When I ask an NPC to give me a backpack, they always give me a tent with the name backpack. So the question is, does the game have backpacks or anything that will increase the maximum weight carried or not?
AFAIK The only way to increase carry capacity is with items that have the "Effortlessness" enchantment. Which could be applied to: rings, necklaces, upper clothing, lower clothing, and your weapon.
Well, I realized that's the only way so far. But probably some kind of character leveling system would also be appropriate...
Is there a way to transfer saves between devices? I see the option to export memory but transferring save files between the local low folder did not work.
You need to transfer SaveSlots.json too.
Is the game on steam?
A Steam release would require adding guardrails, so it's not available on there.
I tried importing a .glb (made with https://studio.tripo3d.ai/ ) but the game says it can't load it in, or generate any directional sprites, or something. Is there anything I should keep in mind/must do when creating the .glb? Like, does it need to be rigged, etc?
If you get a "Failed to import GLB.", try retopologizing it down to 50k tris. I think there might be some sort of limit.
Thank you for the suggestion. Sadly, it didn't work for me. Might just be something wrong in general with my .glb file, I guess. :c
Mind if I ask which site you usually use to make your .glb files, and which settings?
A combination of the services listed in the game, because I manually edit both the model and resulting sprites.
If you're willing to put in some effort, you could also use Flux Kontext or Nano Banana for novel view synthesis, and then scale the resulting images down to 32 pixels height and clip the alpha:
Instructions used:
Got the demo a while back and only now really tried it for real, the freedom this game has is insane so I immediatly bought the full game
10/10 would recommend
(Altrough I'm still quite lost, if someone has a wiki or something it would be much appreciated .w.)
QoL Report
After loading the .glb I notice the directionals are a bit... wrong. An easy fix, but thought you should know.(Edit: I'm dumb.) Suggestion: Add a small box that says, "rotate models", when hovering over arrows?End Findings
Not sure if you're aware, but the arrows around the box that shows the imported .glb lets you fix the directional sprites. I'd guess it's for compatibility with any different orientations that you might get from the different .glb export services. I've been wrong before, though, so take what I say with a grain of salt. The other two things are definitely a bit of a nuisance.
Oh, I see. I'll be honest, I thought those arrows were a design thing. They don't appear to do anything unless you import a glb first.
Thank you. I'll cross that out on the report.
It's alright, a few people have run into a similar issue as well, so it's possible that the UI needs a slight tweak like the one you suggested. I'm not exactly a genius myself.
I'll consider those suggestions, thank you.
I don't suppose we could get a option to buy the key for the shed from Gareth when trading with him could we? In my current game I've been doing work for him and when he RPs passes me an iron key for the shed I never get a actual key for the shed.
I haven't bought the shed in several updates, so I'm not sure how similar it still is now, but you should get a message pop-up that interrupts your dialogue, asking you if you want to "buy" the shed key for however much you haggled for it.
You should specifically mention you want to buy the shed, and you'll probably see it pop-up after Gareth replies. (So read fast) Just say no and start haggling the price down. Though, you may get the pop-up after every price offer from Gareth.
He should be able to give it to you. Perhaps try mentioning "key to the shed" or "shed key" explicitly.
Will be sure to try this later.
It worked finally, had to use "key to the shed" to get the right key.
I was wondering if anyone have same problem with me, when I start the game if they can't connecting with the server they usually asking if I want to use Gemma or nemo, but this time that option didnt appears, instead the game keep trying reconnecting with the server
Go into your file explorer, select the "View" tab at the top and make sure the option "Hidden Items" is activated. Then navigate to
C:\Users\"Your Username Here"\AppData\LocalLow\Three Eyes Software\Silverpine
with the username of your computer account in place of the "Your Username Here" part. Open the file "settings.json", you can set the option "useAIServer" to "false" and "showAIModelSelectionOnStartup" to "true", this will have the game show you the options for running a model locally.
If you want to try connecting to the server again, you can change the "AI Processing" setting in the ingame settings menu to "Server". You will have to restart the game for it to actually try and connect again, though.
This is actually a bug, since it's supposed to give you those options if it fails to connect.
Fair enough, thanks for the fix.
Tents appear to be busted again. Attempting to use a tent outside silverpine results in the message "you cant sleep here".
When downloading, the browser says that a virus has been detected and the file won't download.
I assume it's Trojan:Script/Wacatac.B!ml, which is a common issue with Unity builds.
I’d like to ask if it would be possible to get an option to edit the given playable characters?
I get that that only the griffon is an example for custom characters, but it still feels strange to me that no other character can be edited, since the information one can add in the custom character creation does not include any background or so. Well, and I also failed to create a usable GLB on multiple tries.
It’s a fund game by the way, already had hours of fun in some of my runs. (Though I still try to find the way I like to settle into the village.)
There is a tool, called AssetRipper, that allows you to extract the the images used for all of the characters, you can then use those images to create your own custom character out of one of the included character's assets, but you'll have to cut out each directional sprite, and put your own description in for the new custom character. For the background, it is stated for visual aspects only, but you can add some background info if it's important, like saying that your character is wearing something from a specific place or is a variant of their race/species that is commonly found in a certain region or speaks a certain language/ has a certain accent. Typically you give the characters your background as you play, they will repeatedly try to get you to answer questions about yourself, so you could talk about how you're an escaped convict or the chosen one or whatever, the game has a lot of room for you to make your own past. As for making .glb files, I've found that Trellis gave me the most usable results.
Thanks, the information about AssetRipper is a possible solution I did not know about. But I’m afraid that my formulation led to confusion. I am aware that the background is “created” while talking with the NPCs. All I meant to say is that not having a background in custom character creation makes it strange to me that the given playable characters can’t be modified.
Still, thank you for trying to help with the explanation.
p.s. Please excuse if something is written in a strange manner, while it wasn’t mentioned in my previous comment, I’m not a native speaker.
Example of ripped Oriana's sprites.
I even have her in game description in the CharacterConfig.json. Which you can find in some compressed game files without decompressing.
Not sure what will happen if I talk to Oriana as Oriana. I'm betting it would break the AI, so I've been holding off since 1.1.10.
Tried making a custom char, when I after I made the GLB with Trellis I tried uploading it to the custom char maker. Ended up getting not the right poses for directions when it loaded up the GLB. Any advice for fixing that issue?
Do you mean the character is facing the wrong direction? You can adjust the offset with the 4 arrow buttons around the rotating preview.
Thank you that helped. Fixed that way, so thank you very much!.
Got an issue in 1.3.0c where I can't seem to cook anything. Got lucky and killed a deer, but I can't cook any meat on any fire. The craft button is shadowed in.
I'm working on a small update, so I'll include a fix when it comes out in 1-2 days. Thanks for the bug report.
Just to add to the list, I've noticed a couple issues with houses. On saves from before 1.3.0, Hayden's house doesn't get updated, so he starts homeless maxing and sleeps outside. The other issue is that the northern walls of the shed are indestructible on saves that were started on 1.3.0, and those walls fall outside the build boundary for the shed so you can't replace said walls even if you could destroy them.
This has been fixed now. As always, thanks for the report.
Idk what to do. It keeps failing to load the ai model when I download Nemo on Gpu. I tried deleting all the files and redownloading them and even deleting the locallow file. Please help :(
What GPU are you using?
I have an rtx 4070 ti super 16gb
Open a command prompt inside Silverpine 1.3.0c\Silverpine_Data\StreamingAssets\KoboldCPP like on the picture, then paste in:
Please post the resulting error. There's also a .bat file inside the folder that does this automatically, but it seems I forgot to update it.
It seems to work now for some reason. I did a re-installation before I read your reply. Before it never gave me the notification to allow Koboldccp and now it just gave it to me.
Hayden served me a slice of pumpkin pie. 10/10 update, would pie again. Unless that's always been a thing and I just discovered it. In which case, hey, better late than never!
I seem to be a lightning rod for issues, I'm not able to get 1.3.0 or 1.3.0b to connect to KoboldCPP when using Nemo. It always stops at the point where it tries to connect to "http://localhost:5001". This is after letting the game download both KoboldCPp and Nemo fresh from the server. Using the dedicated server or a different model seems to work fine, it's just choosing Nemo that caases Kobold to get stuck.
I've uploaded a patch. Thanks for the reporting the issue.
Worked like a charm. I've been playing around with the latest version and haven't run into any real memory poisoning, a few times a character has repeated themselves, but it's always been with a day between the first time they use that output and the time that they repeat. It could be me getting better at steering Nemo away from the things that would cause the poisoning issue, but it definitely feels a lot more stable. I've made sure to try with "shortTermMemoryClearingEnabled" set to false at first, and the only "issue" was outlined above. Nemo's dialog is massively improved from 1.2.5 and now feels a lot more stable than 1.2.6, also I really appreciate the addition of a bar next to the status effects indicating how many turns they have remaining.
I'm glad to hear that what I suspected turned out to be the actual cause.
So where are these dungeons, I found the mushroom cave but can't find the others.
Are there any NPCs in the dungeons?
I think I read that there might be three but I've only found two so far. You need to get the two keys pieces in the mushroom cave to get into the Frozen Fortress. It's in the snow area to the west of Silverpine. It should visible on the map. As for NPC's I haven't spotted any so far.
There are no NPCs in the dungeons, unfortunately. As for the 3rd dungeon, ask the NPCs in the village about the swamps.
最大的顾虑是,我无法使用ITCH的支付方式,on
I understand perfectly well, since I live in the Russian Federation. My advice is to make "Friends" who can make you a temporary card.
Hello everyone.
Is it possible to integrate a system into the game that would allow the player character's lore to be exported from a game, which could serve as a pre-prompt for the AI, and allow modifications to be made? exemple:
Let's say I want to start a new game with my character named Astre. Once I start this new game, an editable file would be immediately created and associated with my character, such as:
PC Astre Silverpine.txt
This file would be editable and would condense a lore, based on predetermined global criteria, to which the AI could directly refer before any interaction with the player in the game. For example:
{
Silverpine: Everyone speaks "insert your native language" absolutely everywhere. (<- "everywhere" is important, you'll understand why.)
Astre: A slave who fled the Republic of Serpentiolis, very reserved about his past as a slave.
Rosalyn: studied at the Valistére Druid Academy.
Oriana: Originally from Serpentiolis, Oriana doesn't slip because she has two magnificent legs covered in ivory-colored scales.
ECT ECT…
}
These details didn't directly interfere with character descriptions, "if" no correlations could be made by the AI.
I'm currently using DeepSeek V3 (BTW: Thanks for the DEV recommendation, DeepSeek is incredibly good at storytelling and roleplaying.) and this LLM can be manipulated for certain narrative aspects, and can sometimes integrate them poorly. Example:
-Rosalyn: "Hey! Look who's coming, Astre! How are you?"
-Me: {AI: Modify your lore, Rosalyn speaks French very well, like all the inhabitants of Silverpine, rewrite this dialogue.}
The AI reacts quite well and either rewrites the dialogue identically in the requested language or sometimes integrates it into the narrative rather skillfully.
-Rosalyn: Oh see, that's French! It's been a long time since I've practiced that language, but I'm sure it'll help me remember it. *Wink*
Well... I prefer it when the text is simply translated identically to the original speech, but overall it goes well.
Except that you have to do this for all the NPCs, even several times, because if an NPC speaks French in the bathhouse, for example, they'll speak English again in the tavern, until I type the same command to the AI again. However, if the NPC in question returns to the bathhouse, they will automatically speak French. Basically... I have the impression that the AI takes into account the location where the command is given and seems to resonate like this:
"Player requests that Rosalyn speak French, in the bathhouse."
So in all other locations, she will initially speak English, before the player corrects this.
Then, by constantly correcting the AI's language, they will all end up speaking French in every location where it was possible to initiate a dialogue with them. (Well... so far, anyway.) But it's long, tedious, and it seriously breaks the immersion and the narrative at times.
So... I just wanted to share with you my feelings about this rough diamond that is Sylverpine, and perhaps open up some avenues for possible developments in the game.
Thank you.
The game features a custom character system that allows you to transfer your character from game to game. You can edit your character's description, and the AI will use it when interacting with you.
There's also a NPC memory system, but it's based on dialogues during the game. However, you can import them into a new game.
For now, this is all I have. I remember asking about the possibility of editing the initial data for NPCs, but as I understand it, it's easier to edit them manually in the note field in the dialogues.
Ok i see. So you think it's possible to edit the description of the NPCs? And add small details about, for example, the language they uses or other details about the lore that i want to establish? Because as you say, using the dialog window to prompt the AI about the NPCs works, it's true, but it can be unstable and especially be forgotten after a while.
That would require pulling apart the game files and modifying WorldLore.md which is not exposed like CharacterConfig.json is for custom characters. It's do-able, but could cause all kinds of things to go haywire depending on how picky the game is, and the model you use.
Okay, I understand. Thanks for your reply!
Just in the spirit of not crushing your hopes completely, Three Eyes had stated about a month ago that they plan on adding the ability to add custom NPCs at some point in the future, when they figure out how to best implement the feature. It may not be too big of a stretch that there may also be a way for them to make it so we can add our own modifiers to the game's base lore and characters, like changing the official language of Vyrndal, as you suggested. The final say is up to Three Eyes though.
Hi. I'm not sure what exactly this is related to, but somewhere in 1.0.* there was a problem that Mirel only spoke Mir. Then everything fixed itself, but in a new game. Now in 1.2.6d, I managed to find it and the error returned. It is suspected that downloading her phrases from the server, or NPC RP, affects this. In the NPC's memory, there is only the phrase Mir, and either an increase or decrease in reputation.

Text in memory
{ "speakerType": "Player", "contents": "Hi", "usedNPCFunctions": [] }, { "speakerType": "NPC", "contents": "Mir", "usedNPCFunctions": [] }, { "speakerType": "Player", "contents": "Hi", "usedNPCFunctions": [] }, { "speakerType": "NPC", "contents": "Mir", "usedNPCFunctions": [] }, { "speakerType": "NewDialogMarker", "contents": "", "usedNPCFunctions": [] }, { "speakerType": "Player", "contents": "Hi", "usedNPCFunctions": [] }, { "speakerType": "NPC", "contents": "Mir", "usedNPCFunctions": [] }I believe this is caused by your character's name being "El", the game seeing an "El:" in the NPCs dialog, and then omitting it thinking it's a bad LLM output. I'll include a fix for the issue in the next update. Thanks for reporting it.
It's all so simple it's amazing. And yes, don't tell anyone what happened in the bathhouse last night)
P.s.
Thx
P.s.s.
Question: Is it only possible to report bugs here or is there a Discord or forum for this?
There's currently no other contact/community.
Are there any plans for nude art or any sprite animations?
Right now characters can see the players description of themselves, as well as the items they are wearing, but I think we could take this a step further. How about the ability to rename and rewrite the description of an item? The closest we have to this is attempting to steer NPCs into generating items and hoping it's something wearable, and with basically no control of the final description the NPC will see. It would also allow for cool roleplay opportunities, like personalizing gifts for characters, or trolling the characters with descriptions you know they won't like/get suspicious off. It would also be cool to turn pieces of gear into something more fitting your portrait if you wish.
This could be a direct "click on item to rename", something done through an NPC as a service, or an item you can buy from the store. There could be a 1 day cooldown, or it could be a single chance per item, and there'd likely need to be a reasonable character limit on both names and descriptions.
Edit: Since this thread got a little long, I'll add this to the beginning. This issue has been fixed as of 1.3.0c. I did eventually have some annoying output on 1.3.2 in the form of a section preceded by "RP Emote:" at the end of a character's output, but was easily able to just tell the AI to stop adding said segment.
From 1.2.6 on I've had an issue with Nemo getting stuck in an annoying behavior or some kind of loop. The most common one will have it start every sentence with "X (unit of time) later" I've also had the snake sisters just start counting up and becoming unresponsive. I've tried every way I could think of to get it to stop, and it will acknowledge what I'm trying to do, but will continue doing it. I'm running Nemo locally on a GPU with more than 10 GB VRAM, I don't have the necessary 24 GB for Gemma-2 Large though.
Also a couple QOL features I'd like to see is an actual button that lets you request a character follow you, as a fallback for if the AI doesn't start following and just RPs following you. It'd also be nice to have a bar under each status effect for how long it has left before it expires, or in the case of being soaked, show how wet the player is.
Are you using just 1.2.6, or 1.2.6b/newer? Starting at 1.2.6b, Nemo should be a lot more stable.
It started with 1.2.6 and would quickly get stuck in under 30 min. Tried 1.2.6d before the first comment, and it did take a lot longer (>1hr) but Darian did start doing the "X (unit of time) later" thing and wouldn't stop.
Try setting shortTermMemoryClearingEnabled to true in AppData\LocalLow\Three Eyes Software\Silverpine\settings.json and waiting at least 12 ingame hours after. It eliminates these kinds of issues, but it's turned off by default because it reduces character consistency. If it wasn't a problem before, it's because Nemo was paying less attention to things, including any repetitive behaviors.
Trying it now on 1.2.6d, will let you know if it happens.
Was able to go for quite a while without Nemo ever doing any of those annoying things. The character consistency was noticeably worse but at least the conversations weren't getting derailed because someone mentioned a number or the passage of time.
Now if only I could figure out how to get the AI to have the character actually follow me instead of role-playing that they're following me.
Hello everyone, I still have a few questions about the game mechanics.
I read the comments to make sure these questions aren't too repetitive.
1/ I feel like some of my character's descriptions aren't necessarily taken into account or seem unclear to the AI, so what should they be?
So I'd like to try modifying my character's description to reword it, but won't that corrupt my current game save? If the game reloads my character, after a game that's been going on for several days now, and the description suddenly changes, is there a risk that the AI will think my character is a new player character?
2/ I'd like to know if the AI takes time and days into account? I've noticed there's a certain timeline, due to the routine of the inhabitants of Silverpine, but if the player can refer to the game clock, can the AI too? This would be very useful for planning and honoring commitments.
EX: Still related to planning activities with NPCs.
-Hayden 7:00 AM: "What if we went to the tavern tonight for lunch, and enjoyed a delicious stew, where Gareth has the secret?"
-Me 7:01 AM: "Sure, let's go tonight, that's a great idea! After sunset?"
-Hayden 7:01 AM: "Yes, perfect, that suits me! See you tonight then!" *Hayden follows you*
It's a minor problem, but I have to talk to Hayden again right away to prevent him from following me, and that tends to break the narrative flow and the coherence of the story and the interactions between the player character and the NPCs.
-Me 7:02 AM: *Talks to Hayden to break the following*
-Hayden 7:02 AM: "Hey you! Glad to see you're on time for our dinner at Gareth's, let's go, my friend!* *Hayden following you*
-Me 7:02 AM: …'^-^…
3/ I've currently opted for Nemo as my AI model (and I'm very happy with it, I think it's very efficient) downloaded directly to my PC, since I have a more than sufficient GPU. For Gemma 2 and 2 L, I don't think my GPU will be able to handle them efficiently, even if VRAM-wise it's just about enough. I'd like to know more about other AI models available and compatible with Silverpine, preferably by download, and if they are more efficient and more adept at narration, dialogue, and storytelling than Nemo?
You can change your custom character's description mid-playthrough, but if an NPC has committed something related to the old description to their memory, it could lead to confusion.
NPCs have full awareness of the passage of time, but there are limits to the amount of things Nemo can pay attention to due to its small size. This is also the reason why it's sometimes ignoring parts of your character's description. Sadly there aren't really any alternatives to it in its weight class, despite it being over a year old at this point. I highly recommend trying DeepSeek via OpenRouter.
The NPCs are currently incapable of planned activities like "go to X place in Y hours". I have some vague ideas on how to implement this, but it's not a very high priority feature right now.
Also, if you talk to an NPC again immediately after they start following you, it will cancel it.
Thanks a lot for the infos! Your game is just amazing... Keep it up please!
This is wonderful.
I like the idea of NPCs creating internal schedules that they decide they need to adhere to dynamically. i was wondering how that could be implemented, since they've been telling me to meet them later but have no means to track it. I like the idea of the Bomber's notebook from Majora's Mask, where schedules are created when you agree to meetings with people.
Also, quests that NPCs request, such as when, for example, Aldric tells me Rosalyn needs a list of herbs and gives me a quest with such a list. That would be siiiick!
Keep up the good work! This is a cool project.
I've been trying to use openroute, but even with credits and API Key I seem to always get provider does not comply with openrouter API standards, no matter the model or provider. Might just be an issue at my end.
Fixed it by choosing server and then going into to the settings and choosing the models there, had to also go take the models out of the blacklist to make this work, since most of them were there.
Most providers are incompatible because they don't correctly implement OpenRouter's prefill feature, which this game depends on.
DeepSeek-V3-0324 used to have 3 compatible providers (SiliconFlow, Novita, AtlasCloud), but Novita and AtlasCloud seem to randomly return bad outputs every few inputs now. I recommend simply using SiliconFlow.
If you somehow force the game into using an incompatible provider, you might eventually run into very strange behaviors.
Good to know.
And thanky for making something like this.
is there a way to increase the Visual Description size to something bigger then 400 for custom characters
Maybe? Considering Dev has recently increased description length from 300 to 400 a few updates ago, I'd bet on no. At least not for a while.
Also, if Dev could have done 500 or more, I'd assume it would have been done already. There are likely issues with a larger description.
I'm honestly surprised we even got 400. But it could happen? Dev as been very generous lately with updates.