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What we shipped, what we learned

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Devlog

Paper Senate: Off-screen deliberation, batched

Senators negotiate with each other while you're not in the room. Running all hundred in real time cost more than the rest of the game combined. We now batch off-screen deliberation once per in-game hour and simulate in detail only the senators within two relationship hops of the player.

Devlog

Low Tide Courier: Promises are now first-class objects

Every promise a player makes is parsed into a structured record (who, what, due when) the moment it's said. The harbourmaster used to 'remember' promises through retrieval alone and got the due day wrong about one time in nine. Now the date lives in game state and the model only decides how annoyed to be. Error rate on our planted-promise test: zero across 400 runs.

Devlog

Small Gods of Aisle 9: Fully offline

The regulars run on a small on-device model, fine-tuned per character on lines written by our narrative team. No network calls at all, so zero marginal inference cost per player.

Devlog

Dispatch: Ninefold: Orders you can argue with

Squadmates now reply to orders with one of four stances (comply, query, counter-propose, refuse) chosen by game code from morale and relationship values. The model writes the words, never the stance.

Devlog

Hollowmere: The forest explains itself

Playtesters thought the adaptive director was cheating. We added diegetic signs: changed animal tracks, moved cairns, a ranger's notebook that records what the forest 'noticed'. Perceived fairness rose from 5.8 to 8.1 out of 10 with no change to the director itself.

Devlog

Low Tide Courier: Cutting the tide-chart monologue

Players asked islanders about the tide schedule constantly, and the answers were long. We moved tide questions to a tiny routed model with the schedule in its prompt and a 40-token cap. Cost per player-hour dropped 31% and nobody in playtests noticed the switch.

Devlog

Paper Senate: The filibuster problem

An early build let a senator talk indefinitely if they believed they were filibustering. We added a deterministic rules core: the chamber clock is code, and the model can only propose speeches, not decide when they end.

Devlog

Hollowmere: Four players, one model call

Party behaviour is now summarised into a single structured profile per night instead of per player, which cut director calls by three quarters.

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