Forty-one islanders, each with a persistent memory of every conversation. Deliveries are the excuse; reputation is the game. Lie about a late parcel and the harbourmaster will bring it up nine days later, in front of someone you were trying to impress. The tide schedule is fixed and hand-authored. Everything people say about it is not.
AI systems
Long-horizon NPC memory
Reputation graph
On-device dialogue fallback
StudioKelpforge (Lisbon)
PlatformsPC · Console
Release windowSpring 2027
StageBeta
Published byAmmighty
Explore the archipelago
A playable-feeling slice of the map: five islands, the courier's route and the tide that decides everything. Watch the sandbars surface at low tide, drag to look around.
Low Tide Courier · diorama built from the game's island layout · tide cycle sped up ~200×
Devlog
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.
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.
Forty-one islanders, one shared prefix
All islanders now share a single cached world block (geography, ferry rules, the history of the drowned bell) before their personal sheets. Cache hit rate on that block is above 95% in long sessions.