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Steam News8 September 202510mo ago

Locations v2.1

Worlds/Universes Added support for the concept of multiple worlds aka zones and multiple universes. The location event check will take this into account.

In this update12

Full notes

Full AI Roguelite update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix9 additions3 changes1 removal
  • Maps
  • Balance
  • UI and audio
  • Gameplay
  • Events
  • Fixes
addedWorlds/UniversesAdded support for the concept of multiple worlds aka zones and multiple universes. The location event check will take this into account. A "world" refers to a map, and could be the size of a city or planet depending on your scenario. A universe can contain multiple worlds. You can access the worlds/universes view in the map.
addedMovable locationsLocations can now move around, to support being in large moving vehicles such as starships. If conceptually it doesn't make sense to place it on the map or is in transit, your location could be marked as detached from the map, then be reattached upon docking or landing.
removedBetter status effectsChanged how status effects work. The duration is now AI-determined, and they can also be removed by the AI.
changedBetter state changesConsolidated name, description, and status effect changes into a single system (technically two event checks, but followed by one prompt to ask the LLM which fields should be changed). To prevent names and descriptions from being overwritten, you can either turn on player-confirmed "details updated" and avoid clicking that button, or ensure "lock name and description" is checked on the entity you care about.
addedLocation placement awarenessAI can now dictate initial placement for regions. For example, a southern region will is more likely to start in the south. Region shapes are still procedural. The story generator also gets context about a location's heading and distance if mentioned.
addedLocation manual adjustmentsAdded move button for map locations

AI Roguelite changes

addedAdded support for the concept of multiple worlds aka zones and multiple universes. The location event check will take this into account. A "world" refers to a map, and could be the size of a city or planet depending on your scenario. A universe can contain multiple worlds. You can access the worlds/universes view in the map.
addedLocations can now move around, to support being in large moving vehicles such as starships. If conceptually it doesn't make sense to place it on the map or is in transit, your location could be marked as detached from the map, then be reattached upon docking or landing.
removedChanged how status effects work. The duration is now AI-determined, and they can also be removed by the AI.
changedConsolidated name, description, and status effect changes into a single system (technically two event checks, but followed by one prompt to ask the LLM which fields should be changed). To prevent names and descriptions from being overwritten, you can either turn on player-confirmed "details updated" and avoid clicking that button, or ensure "lock name and description" is checked on the entity you care about.
addedAI can now dictate initial placement for regions. For example, a southern region will is more likely to start in the south. Region shapes are still procedural. The story generator also gets context about a location's heading and distance if mentioned.

Worlds/Universes

Added support for the concept of multiple worlds aka zones and multiple universes. The location event check will take this into account. A "world" refers to a map, and could be the size of a city or planet depending on your scenario. A universe can contain multiple worlds. You can access the worlds/universes view in the map.

Movable locations

Locations can now move around, to support being in large moving vehicles such as starships. If conceptually it doesn't make sense to place it on the map or is in transit, your location could be marked as detached from the map, then be reattached upon docking or landing.

Better status effects

Changed how status effects work. The duration is now AI-determined, and they can also be removed by the AI.

Better state changes

Consolidated name, description, and status effect changes into a single system (technically two event checks, but followed by one prompt to ask the LLM which fields should be changed). To prevent names and descriptions from being overwritten, you can either turn on player-confirmed "details updated" and avoid clicking that button, or ensure "lock name and description" is checked on the entity you care about.

Location placement awareness

AI can now dictate initial placement for regions. For example, a southern region will is more likely to start in the south. Region shapes are still procedural. The story generator also gets context about a location's heading and distance if mentioned.

Location manual adjustments

Added move button for map locations

Added "move here" option for locations and npcs

Added option to make a sublocation its own top-level location

Lorebook

Added a lorebook system which can be accessed via a tab in the journal view. Lorebook keys are one per line, and treated as regular non-case-sensitive matching. If encased by slashes, it's treated as a regex. Lorebook entries may be triggered if story or player input text matches them, up to a limit (at this time, a maximum of 3 entries).

Favorites

Added a favorites system which can be accessed via a tab the journal view. Favorites (up to a limit) are included in story and event check prompts and thus have a higher chance of staying relevant in the game.

Reduced character/item duplication

Added the concept of recent entities, including those which recently died or went away. The event check is primed with recent and favorited entities and the game will check if the string corresponds to a pre-existing entity. For example, if you recently lost an item, you might get it back.

Better high-cost quest videos

Improved reliability and quality of high-cost quest video generation

Region background images in map

Cosmetic improvement that makes the map feel more immersive

Misc

  • Fixed a comfyUI issue where the game was accidentally slowing down generations. The other issue of images not appearing in the game until 10+ seconds after generating may or may not be fixed (I can't reproduce the issue).

Source

Steam News / 8 September 2025

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