The Future of Your Tale: Our Development Roadmap

The saga is just beginning. Here is what already ships, what we are building next, and how we decide what comes first. We would rather ship fewer promises and keep them, so this page is updated as features move from the workshop to your browser.
What already ships
Party play lets a group share one narrative through invite codes, with turn and credit modes for the table. Narration and art can accompany every scene, with a text-only mode when you want silence and ink. The creator toolkit covers archetypes, abilities, tone directives and a guided prompt enhancer, and BYOK lets you run any of it on your own OpenRouter key.
In the workshop
Ambient soundscapes will follow the tension of a scene, from the hush of a forbidden forest to the crash of a boarding action. Interactive maps will make travel part of the story: pick a road, meet what waits on it. The Nemesis system will give recurring rivals a memory, so a defeated foe can return with a grudge and a scar.
Under the hood
Stronger reasoning means deeper plot twists and characters who hold their own agenda across chapters. Faster scenes mean less waiting between a choice and the next line of prose. Both matter more than a longer feature list, because they are felt in every session rather than once.
How we prioritise
Stability, safety and the quality of a single scene come before new surface area. If a release would make an existing saga feel worse, it waits. We also keep a close eye on the cost of a scene, so the free experience stays genuinely playable and BYOK remains an option rather than a requirement.
What comes next
The next milestones are the soundscape layer and the first version of interactive maps, followed by a public test of persistent rivals. Dates are deliberately absent: a feature ships when it is ready, and the changelog will say so on the day it does.