AI RPG Engine Handbook
A guide to building simulation-driven terminal RPGs.
Getting Started
Section titled “Getting Started”- Beginners Guide — New to the engine? Start here
Part I — Orientation
Section titled “Part I — Orientation”Part II — Engine Architecture
Section titled “Part II — Engine Architecture”Part III — Simulation Systems
Section titled “Part III — Simulation Systems”Part IV — Authoring Games
Section titled “Part IV — Authoring Games”Part V — Building Modules
Section titled “Part V — Building Modules”Part VI — Starter Examples
Section titled “Part VI — Starter Examples”- The Chapel Threshold (Fantasy)
- Neon Lockbox (Cyberpunk)
- Gaslight Detective (Detective)
- Black Flag Requiem (Pirate)
- Ashfall Dead (Zombie)
- Dust Devil’s Bargain (Weird West)
- Signal Loss (Colony)
Part VII — Systems
Section titled “Part VII — Systems”Part VIII — Debugging and Tools
Section titled “Part VIII — Debugging and Tools”Part IX — Future Directions
Section titled “Part IX — Future Directions”Part X — Advanced Systems
Section titled “Part X — Advanced Systems”- Quest Webs & Emergent Opportunities
- Composition Guide — Build your own game by composing engine modules
Appendix
Section titled “Appendix”Building Worlds with AI RPG Engine
Section titled “Building Worlds with AI RPG Engine”AI RPG Engine is built to support simulation-driven storytelling, reactive worlds, modular design, and terminal-native games.
The engine does not tell you what kind of world to build. It gives you the systems to build one that behaves.
Experiment. Break things. Build something that surprises you.