Skip to content

AI RPG Engine Handbook

A guide to building simulation-driven RPG worlds — from first room to experiment-driven balancing.


New to AI RPG Engine? Follow this path:

  1. What AI RPG Engine Is — overview and positioning
  2. Engine Philosophy — deterministic worlds, truth vs presentation
  3. Quick Start — install, run, create your first content

Create rooms, entities, factions, quests, and content packs.

Build your own game from engine pieces.

Powers, statuses, resistances, AI intent, and balance tools.

  • Combat System — roles, encounters, bosses, engagement, recovery
  • Abilities System — ability definitions, statuses, resistance, AI scoring, audit

How the engine processes actions, events, perception, and cognition.

NPC agency, districts, companions, leverage, and strategic play.

Analyze replay data, tune mechanics, run experiments.

The interactive design studio.


action → validation → resolution → events → perception → cognition → faction beliefs → district metrics → economy tick → crafting/salvage → opportunity evaluation → arc detection → endgame evaluation → NPC agency → companion reactions
prompt → scaffold → critique → iterate → session memory
build → simulate → analyze → tune → experiment

  1. What AI RPG Engine Is
  2. Engine Philosophy
  3. Quick Start
  1. The Simulation Core
  2. The Event System
  3. Modules
  4. Rulesets
  1. AI Cognition
  2. Perception Layers
  3. Environment Simulation
  4. Progression System
  5. Narrative Authority
  1. Content Files
  2. Rooms and Zones
  3. Entities
  4. Dialogue Trees
  5. Items and Status Effects
  1. Writing a Module
  2. Testing Modules
  1. The Chapel Threshold (Fantasy)
  2. Neon Lockbox (Cyberpunk)
  3. Gaslight Detective (Victorian Mystery)
  4. Black Flag Requiem (Pirate)
  5. Ashfall Dead (Zombie Survival)
  6. Dust Devil’s Bargain (Weird West)
  7. Signal Loss (Sci-Fi Colony)
  8. Crimson Court (Vampire Horror)
  9. Iron Colosseum (Gladiator Historical)
  10. Jade Veil (Feudal Mystery)
  11. Salt Road Ledger (Mercantile)
  1. Character Creation
  2. Asset Registry
  3. Image Generation
  4. Equipment
  5. Character Profiles
  1. Save Files
  2. Deterministic Replay
  3. Observability
  1. Planned Systems
  2. AI-Assisted Worldbuilding
  3. NPC Agency
  4. District Life
  5. Companions & Party Dynamics
  6. Economy, Scarcity & Trade
  7. Crafting, Salvage & Item Transformation
  8. Quest Webs & Emergent Opportunities
  9. Endgames & Campaign Conclusions
  1. Composition Guide — Build your own game by composing engine modules
  2. Create Your Own Starter — Scaffold a new game from the CLI or template
  3. Plug-in Profiles — Per-entity rule resolution: a might fighter and a will mystic in one fight

See also: Profile Roadmap — the original “why profiles” vision doc (Plug-in Profiles shipped in v2.5 — see Chapter 59)

  1. Combat System — Roles, encounters, bosses, recovery, defeat fallout
  2. Abilities System — Definitions, effects, status semantics, builders 49a. Combat Overview — The six pillars, actions, states, authoring map
  3. Combat Tactics — The five actions, soft counters, brace/reposition
  4. Combat States — GUARDED, OFF_BALANCE, EXPOSED, FLEEING
  5. Zone Positioning — ENGAGED, PROTECTED, BACKLINE, ISOLATED, chokepoints
  6. Defeat Flow — Morale cascade, FLEEING, frontline collapse
  7. Precision vs Force — Three stat dimensions, breakthrough, guard counter
  8. Companion Interception — Scored formula, role bonuses, AI cover
  9. Build a Combat Pack — Author guide for buildCombatStack and stat mapping
  10. Tuning Philosophy — What to tune, what to leave alone

AI RPG Engine does not tell you what kind of world to build. It gives you the tools to build one that behaves.