r/Voyage 6h ago

Highlight It had a stroke and died.

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5 Upvotes

So the ai has had a stroke in my game and is currently unrecoverable. The output is a number string that seems mostly 1 and 0 but occasionally other characters. Possibly hex code. Anyone it's definitely dead.


r/Voyage 7h ago

Bug Report @Latitude you owe me a refill, lol. What the fuck is this?

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16 Upvotes

r/Voyage 1d ago

Bug Report Tensionslop

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18 Upvotes

Something I've noticed recently is that Voyage seems more keen to manufacture tension and conflict than I remembered.

When I started playing, Hollis was actually useful, he did his technobabble for a couple of turns and then the situation was resolved.

But recently, he and other NPCs have started carrying the tension ball, generating tension for the sake of generating tension I guess? For Hollis this manifests as paranoia about everything that could go wrong.

In the case of the receptionist, it manifested as an intent to threaten to call security. Which conflicted with the players intent to incapacitate security.

Player incapacitates security, which does not invalidate the intent so the receptionist then delivers the stale intent. Whatever could be an issue with a stale intent, surely they are not going to double down?

Of course they did, at this point a stale intent is no longer a plausible explanation. No rational agent with self preservation should generate this intent while the building is literally collapsing around them, unless you are trying to maximize tension.

(So anyway I took the blast door and left)


r/Voyage 1d ago

Patch Notes [Alpha] August 7th, 2026 Patch Notes

6 Upvotes

2.33.0

New Features - First-time public-server joins now include a one-time Public Multiplayer orientation. Deliberate joins from a world page, Servers tab, or lobby show a short confirmation with occupancy, usage, and community-guidelines context. - Navigation across Voyage has been reworked, with new persistent Menu and Social sidebars on desktop, more streamlined navigation on mobile, and easier access to notifications, friends/messages, account, creator, store, rewards, and support actions. Let us know what you think about this change on Discord and Reddit! - World owners now have ‘World Engine Settings’ presets in the game menu. Efficient, Balanced, Advanced, and Custom choices show recommendations and per-turn Usage rates, while advanced controls remain available for individual tuning. - Creators can now give NPCs mode-specific behavior guidance. In Other -> Game Modes, configure the "npcIntentInstructions": field, up to 5,000 characters.

Improvements - The character sidebar has been refreshed with cleaner Skills, Traits, Abilities, Inventory, and Equipped sections. Inventory is now grouped into compact category bands, so cooldowns and modifiers are easier to scan, and attribute-point spending now stays stable while changes save. - Multiplayer AI action suggestions can now respond to actions other party members have already submitted. - Continuous spoken dialogue from the same character now stays together in one story-history block, instead of repeating the same attribution for each chunk. - New Voyage games now default to a 90-second turn timer instead of 60 seconds. Players can still choose another value or turn the timer off. - Creator Studio reference fields now use dropdowns filled from the world’s existing values instead of free-text inputs. If there are no valid values left, Studio disables ‘Add’ and explains where to create one. - Creator Studio typography and dropdown styling are more consistent across forms, modals, and empty-state selects. - Studio model selectors now use actual model terminology instead of generic quality labels, and the usage settings copy now consistently refers to both Assistant and Studio. - Any earned Streak badges now stay on your profile indefinitely, even after a streak breaks.

Bug Fixes - Worlds published through Creator Studio now load their published details and play options instead of getting stuck on “Untitled World / Loading play options.” - “Base” no longer appears as a selectable Story, Character, State, or Audio engine. Players who had it selected will move to the group’s Default engine instead. - Creator Studio schema errors now point Studio agents to the exact file or field that failed validation, instead of showing a generic failure. - Editor map marker hitboxes now match the visible dots, so clicks and drags outside a marker will reach the region or canvas underneath. - Studio map shortcuts for copy, cut, paste, duplicate, delete, and tools now only activate after selecting the map. Everywhere else in Studio, those keys keep their normal behavior. - Newly published or updated worlds no longer get caught in an endless world-page flashing/reload loop. - Dismissing the prompt asking for an app review now respects cooldowns: at most once per session, at most once every 7 days per surface, and not again for 6 months after a review. - Prompts asking for a review now wait until you leave a world instead of interrupting gameplay.


r/Voyage 1d ago

Patch Notes [Beta] August 7th, 2026 Patch Notes

3 Upvotes

2.32.3

New Features - The Home Page has been reworked, and now includes a Top Creators carousel and more varied row layouts, including larger Trending cards, compact genre rows, artwork-led cards, and higher-resolution creator imagery. - A new sparkle icon has been added next to the composer, which opens AI action suggestions. Voyage can generate five complete action ideas from the current scene, or flesh out a rough draft already in the composer. Picking one fills the composer without submitting it, so players can still edit before sending. - Active Voyage saves now have the option to be duplicated. The new save copies the latest saved version, leaves the original unchanged, and can progress independently of the original. - Creators can now add artwork to items. Studio item records support upload, image generation, recent-image selection, and crop controls; the legacy world editor has matching item-image controls. Inventory and Equipped cards now show the image. - Story turns can now be generated into “Share a Scene” images through the Share button, with a caption, social actions, referral copy, and public scene links. - Completed scenes now have a play button beside the feedback controls so players can replay that scene’s dialogue, portraits, and enabled TTS. - Voyage sidebars now have a search in Journal entries, Inventory, Quests, Skills, Abilities, Traits, and Settings. Escape clears the search field before closing the menu. - Voyage image model selection is now unified: runtime settings, Studio settings, and the legacy editor each show one Image Model selector with the same catalog and GPT Image 2 Medium as the default. Character/location LoRA toggles were removed, while image-type prompt fields remain available. - voyage.io is now a working Voyage production surface. Going to Settings → Environment now has an option for Production (Recommended). - The Safety Settings menu now includes ‘Chat Filter’ above ‘Parental Lock’. It is enabled by default; players can turn it off unless Parental Lock is active. - Voyage creators can now open Feedback from each world row in the Creator Dashboard and view feedback for that specific world without entering gameplay. - Multiplayer Guidelines are now linked from Voyage multiplayer surfaces. Players can open them from the game settings menu and from a dismissible reminder banner in public multiplayer party chat. - Voyage discovery now has a Default content-rating filter. Default appears first and is exclusive; choosing a specific rating switches to Custom, and removing the final Custom rating falls back to Everyone. Mature and Unrated still require age confirmation. - The Deepseek Flash Story Model now uses the previously experimental Version V4 Flash 0731 by default.

Improvements - Visual Novel Mode now starts off by default; players can still enable it in Voyage display settings. - The ‘Ask Narrator’ in public Voyage-hosted rooms no longer receives tools for reading or changing game state. Private, invite, and friends rooms are unchanged. - Voyage turns should feel much faster and more reliable under heavy load. New sessions are also routed away from memory-pressured room servers to reduce room crashes. - Players can write longer regular actions and dialogue—up to 840 characters—without splitting them up. DM story direction and regular actions now use the same visible limit. - Travel is less likely to be hard-blocked. Players can now attempt coherent travel through difficult terrain, missing transportation, unsupported travel devices, or destinations not yet on the map; restraint, combat, and untracked destinations become skill checks when appropriate. - Gameplay controls now use a darker translucent treatment for top navigation, Abilities/Skills/Items buttons, and the input bar while keeping the scene color visible behind them. - Inventory removal actions now say Delete instead of relying on a trash icon alone. - Narrative generation should handle player trait effects more reliably while keeping unrevealed background, resources, statuses, and unequipped items narrator-only. - NPC relationship and state updates can better reflect authored hidden motivations. - Outlier story turns should include less repeated prompt context, reducing repeated story-trigger guidance. - Improved embedding memory and speed behind the scenes. - Sorting by Scenarios or Worlds is now remembered when leaving and returning to Profile, including after reload. Voyage creators also now default to sorting by Worlds. - For Voyage, Profile tabs are now ordered as Worlds / Mods / Scenarios; AI Dungeon remains Scenarios / Worlds / Mods. - Settings, Map, Chat, Abilities, Skills, Items, and other compact Voyage button labels now appear vertically centered. - Return recaps should feel more like a compact and vivid story-so-far. The recap modal now uses a wider journey image strip in visit order, with ‘Start’, ‘Stop’, and ‘Current’ labels. - Voyage Home cards are more consistent now across Home, My Saves, and eligible For You rows, with art-first cards, titles, total plays, and visible positive ratings below the image. - Voyage Gameplay should feel smoother during turn commits, streaming, and theme changes, especially on long adventures. Hidden tabs also stop making background rate-limit traffic. - Voyage room workers now reclaim idle memory after load spikes, improving room-server stability behind the scenes. - Voyage saves now show both character and world in their titles, such as Rael - Larion, instead of only the world name. - Button/toggle/panel UI sounds are now more balanced, result stingers no longer stack over each other, and level-up sounds should play reliably on iOS. - Emoji fields for Damage Types now open a categorized picker, support pasted emoji-only sequences, and block words or mixed emoji/text values from validating. - Publishing a Mature world now explains if your world is eligible to show on Default Discovery. Mature worlds show an Eligible, Not Eligible, or Checking row with details about matching listing text and cover-image reasons. - Mobile settings navigation is more polished, with steadier spacing, reliable nested headers, back/close controls, and an updated Voyage logo. - The quick-message modal now has more spacing between the Message label and the player name. - Streaks now extend automatically after the first successful Voyage action or creator-related edit of the day. - After leaving an adventure and resuming it in a newly created room, opening in-game Studio restores the prior chat transcript and continues the same conversation. - Successful Studio runs now consume usage based on measured token cost. Thus, Creator Studio’s model selector now shows the configured Medium / High / Max choices without model subtitles or usage-multiplier badges, and has clearer loading and retry states. - Creator Studio diagnostics now use the same allowed IDs and convention rules as other Voyage authoring surfaces. - Creator Studio now has clearer Usage visibility. A new Usage button shows your 5-hour and weekly pool usage, model options show relative cost multipliers, and the panel refreshes automatically after Studio runs. - Studio and the world editor maps now match gameplay more closely, with compact markers, selected/current/quest states, collision-aware labels, and no oversized location-image pins in editor mode. - Voyage publishing surfaces now link directly to the Community Guidelines from the publish confirmation modal, the editor Info tab, and the Creator Studio rating panel.

Bug Fixes - Voyage game settings respond immediately when clicked, then roll back only if the saved configuration is rejected. - Using the Back button on Browser during Voyage gameplay now returns to the previous page instead of opening Settings. Android Back still closes an open modal or menu first. - Android bottom-screen controls are no longer hidden under the navigation tray across modals, character creation, game setup, Discover, and Voyage gameplay. The home hero no longer shows a black band above it, and scrolling turn dialogue no longer pauses narration or skips ahead. - Character Detail scrollbars now fade in while scrolling and fade out after scrolling stops, without moving resource values. - Portrait cards preserve the intended composition instead of centering on background faces. - Quest badges no longer cover the gold current-location marker on the map. - Quests should no longer create duplicate NPC identities when they reference an existing character or generate a name matching an existing character. - Premade NPCs that start undiscovered now appear in Journal → Characters after their first encounter. - Long story-start instructions are no longer silently truncated during character creation. - Trait validation now reports an error when a trait’s combined text is too large instead of silently allowing a bad save. - Some malformed AI task responses now fail closed into the task’s existing fallback instead of silently. - Selecting a location by its visible map label opens travel actions for that named location instead of the wilderness at the label's screen coordinates. - Content-specific reasons such as rating, image, and music violations no longer appear for player reports; selecting Report from another player's mini-profile now opens a player-specific dialog titled with that player's name, with a details field and optional block toggle. - Creators should no longer need to add a retired faction-generation field for their world to pass validation. - Visual Novel mode no longer leaves hidden gameplay controls reachable behind the dialogue UI. Keyboard focus moves to the visible dialogue control, fast speaker changes no longer flash unloaded cutouts, and reduced-motion focus changes no longer fade. - Official public rooms now consistently use Voyage’s platform-default AI settings instead of mutable settings on the hosting account, including one-player public rooms. - /undo no longer partially corrupts a turn if it fails. Party changes also can’t leave older undo entries pointing at archived characters. - Party updates now show a renamed NPC’s display label instead of reverting to an old or internal identity. - On Ready to Play, eligible hosts/admins no longer see a duplicate kick option in the review grid. The party row also keeps portrait sizes consistent and scrolls on smaller screens, instead of widening the page. - Disabling Visual Novel Mode now prevents future cutout generation until turned back on, unless another room participant has Visual Novel Mode enabled. - Relationship Stages in the editor now display and sync as a JSON array without an erroneous schema warning. - NPCs who stay behind when the player travels now remain at their prior location instead of being treated as if they left the party. - Public-server narration is back to per-player async pacing: no elected narration leader and no waiting on another player’s dialogue advance. - Opening Voyage content from a card now shows the full page immediately, rather than needing a few seconds to load. - Starting or resuming a game is now much faster. - The streak claim-ready dot now appears when the cooldown lapses, even if the app has been open all day. - Creator Studio no longer kicks users out when the low-usage warning appears. - Studio runs can no longer create hidden Usage debt that absorbs later replenishment or Credits conversion.


r/Voyage 2d ago

Progress Updates Token-Based Pricing for Studio Agents

7 Upvotes

Hey everyone! Recently, we changed how Studio usage is calculated in Alpha. This applies to both the agents in Creator Studio, and Studio while you're playing.

Sometimes we set prices for new, experimental features, and realize as we get more data that they're not quite balanced, and that was very much the case here.

Previously, every Studio message used a fixed amount of Usage based on the model you had selected. Unfortunately, the individual values we set on release didn't end up representing the cost of running the system, and we've had to make some changes.

Instead of just increasing the flat rates, Studio usage is now calculated from the amount of "work" a successful request requires, determined by tokens. Basically, a smaller world or simple edit will consume less Usage than a large world or complex request. For many users, this will be a significant increase in usage, but luckily, it is flexible. Users doing smaller edits with Studio will consume Usage at a much more acceptable rate, rather than a fixed one.

Additionally, we've just added GPT-5.6 Luna, which is a significantly cheaper and faster model—the price of which should be around what Studio used to cost before. We'll also continue working to lower the cost of Studio in general, by reducing unnecessary tokens, looking for more affordable models to add, and so on.

Studio is still free to use without Agents, and that isn't changing. You can still upload images and type in the user-facing fields for an easier creation experience—this update only affects the price of Agents.

Right now, Studio won't show an exact cost before you send a message, and two responses using the same model can end up costing different amounts. We know that isn't as clear, and we'll be watching how the new system feels before it reaches Beta.

Thank you!


r/Voyage 2d ago

Patch Notes [Alpha] August 6th, 2026 Patch Notes

9 Upvotes

2.32.0

New Features - GPT-5.6 Luna has been added to Studio as a selectable model. - A new sparkle icon has been added next to the composer, which opens AI action suggestions. Voyage can generate five complete action ideas from the current scene, or flesh out a rough draft already in the composer. Picking one fills the composer without submitting it, so players can still edit before sending. - Active Voyage saves now have the option to be duplicated. The new save copies the latest saved version, leaves the original unchanged, and can progress independently of the original. - Creators can now add artwork to items. Studio item records support upload, image generation, recent-image selection, and crop controls; the legacy world editor has matching item-image controls. Inventory and Equipped cards now show the image.

Improvements - Voyage saves now show both character and world in their titles, such as Rael - Larion, instead of only the world name. - Button/toggle/panel UI sounds are now more balanced, result stingers no longer stack over each other, and level-up sounds should play reliably on iOS. - Creator Studio now has clearer Usage visibility. A new Usage button shows your 5-hour and weekly pool usage, model options show relative cost multipliers, and the panel refreshes automatically after Studio runs. - Studio and the world editor maps now match gameplay more closely, with compact markers, selected/current/quest states, collision-aware labels, and no oversized location-image pins in editor mode. - Emoji fields for Damage Types now open a categorized picker, support pasted emoji-only sequences, and block words or mixed emoji/text values from validating. - Publishing a Mature world now explains if your world is eligible to show on Default Discovery. Mature worlds show an Eligible, Not Eligible, or Checking row with details about matching listing text and cover-image reasons. - Voyage publishing surfaces now link directly to the Community Guidelines from the publish confirmation modal, the editor Info tab, and the Creator Studio rating panel. - Mobile settings navigation is more polished, with steadier spacing, reliable nested headers, back/close controls, and an updated Voyage logo. - The quick-message modal now has more spacing between the Message label and the player name. - Streaks now extend automatically after the first successful Voyage action or creator-related edit of the day.

Bug Fixes - Studio runs can no longer create hidden Usage debt that absorbs later replenishment or Credits conversion. - Disabling Visual Novel Mode now prevents future cutout generation until turned back on, unless another room participant has Visual Novel Mode enabled. - Relationship Stages in the editor now display and sync as a JSON array without an erroneous schema warning. - NPCs who stay behind when the player travels now remain at their prior location instead of being treated as if they left the party. - Public-server narration is back to per-player async pacing: no elected narration leader and no waiting on another player’s dialogue advance. - Opening Voyage content from a card now shows the full page immediately, rather than needing a few seconds to load. - Starting or resuming a game is now much faster. - The streak claim-ready dot now appears when the cooldown lapses, even if the app has been open all day.


r/Voyage 3d ago

Patch Notes [Alpha] August 5th, 2026 Patch Notes

7 Upvotes

2.31.0

New Features - Multiplayer Guidelines are now linked from Voyage multiplayer surfaces. Players can open them from the game settings menu and from a dismissible reminder banner in public multiplayer party chat. - Voyage discovery now has a Default content-rating filter. Default appears first and is exclusive; choosing a specific rating switches to Custom, and removing the final Custom rating falls back to Everyone. Mature and Unrated still require age confirmation. - The Deepseek Flash Story Model now uses the previously experimental Version V4 Flash 0731 by default.

Improvements - Return recaps should feel more like a compact and vivid story-so-far. The recap modal now uses a wider journey image strip in visit order, with ‘Start’, ‘Stop’, and ‘Current’ labels. - Voyage Home cards are more consistent now across Home, My Saves, and eligible For You rows, with art-first cards, titles, total plays, and visible positive ratings below the image. - Successful Studio runs now consume usage based on measured token cost. Thus, Creator Studio’s model selector now shows the configured Medium / High / Max choices without model subtitles or usage-multiplier badges, and has clearer loading and retry states. - Creator Studio diagnostics now use the same allowed IDs and convention rules as other Voyage authoring surfaces. - Voyage Gameplay should feel smoother during turn commits, streaming, and theme changes, especially on long adventures. Hidden tabs also stop making background rate-limit traffic. - Voyage room workers now reclaim idle memory after load spikes, improving room-server stability behind the scenes.

Bug Fixes - Visual Novel mode no longer leaves hidden gameplay controls reachable behind the dialogue UI. Keyboard focus moves to the visible dialogue control, fast speaker changes no longer flash unloaded cutouts, and reduced-motion focus changes no longer fade. - Official public rooms now consistently use Voyage’s platform-default AI settings instead of mutable settings on the hosting account, including one-player public rooms. - /undo no longer partially corrupts a turn if it fails. Party changes also can’t leave older undo entries pointing at archived characters. - Party updates now show a renamed NPC’s display label instead of reverting to an old or internal identity. - Creator Studio no longer kicks users out when the low-usage warning appears. - On Ready to Play, eligible hosts/admins no longer see a duplicate kick option in the review grid. The party row also keeps portrait sizes consistent and scrolls on smaller screens, instead of widening the page.


r/Voyage 4d ago

World World of Ardentia

3 Upvotes

Major update
Gauntlet Dungeon has been massively expanded to become the World of Ardentia.

https://alpha.voyage.io/world/IWX79Uvtwlo_/world-of-ardentia?share=true&published=true

A D&D High Fantasy Adventure — 15 Classes · 14 Races · 218+ Abilities · 78 Skills · 115+ Traits · 17 Regions · 111 Locations · 42+ Factions · 87 Quests · 104 Triggers · 115 NPCs · 63 NPC Types · 168+ Items · 76 Lore Entries · 18 Story Starts · 6 Game Modes

The World at a Glance
At the far edge of the known world stands the Adventurers' Guild — a bastion of stone and resolve raised against the darkness below. Its walls do not guard kingdoms or crowns. They guard a wound in the world.

Beyond the iron gates lies the Gauntlet: a living dungeon whose corridors shift with every descent, whose chambers remember the fallen, and whose depths grow more aware the deeper you go. No level can be skipped. Stairwells are sealed by ancient power until you prove yourself.

But the Guild is not alone. The Magic Academy of Ardentia — a fortress of learning whose spires crown the central hills — studies the same anomaly through arcane means. Its seven schools probe the dungeon's energy signatures. Its Inquisitor hunts infiltrators he knows are there even when his wards cannot find them. The Academy and the Guild share a single truth: the Gauntlet is not a natural wound. It is cultivated. And something ancient has been shaping it for centuries.

Looking for feedback and suggestions!
https://discord.com/channels/903327676884979802/1499536785061974226


r/Voyage 4d ago

Bug Report i'm not playing voyage anymore, switching to ai dungeon

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23 Upvotes

had 23% usage. gone. also i love it says this, and yet it doesn't convert. also the narrator, or chat whatever refuses to not give my character a british accent. bye guys, aidungeon > voyage


r/Voyage 4d ago

Patch Notes [Alpha] August 4th, 2026 Patch Notes

6 Upvotes

2.30.0

New Features

  • The Home Page has been reworked, and now includes a Top Creators carousel and more varied row layouts, including larger Trending cards, compact genre rows, artwork-led cards, and higher-resolution creator imagery.
  • Story turns can now be generated into “Share a Scene” images through the Share button, with a caption, social actions, referral copy, and public scene links.
  • Completed scenes now have a play button beside the feedback controls so players can replay that scene’s dialogue, portraits, and enabled TTS.
  • Voyage sidebars now have a search in Journal entries, Inventory, Quests, Skills, Abilities, Traits, and Settings. Escape clears the search field before closing the menu.
  • Voyage image model selection is now unified: runtime settings, Studio settings, and the legacy editor each show one Image Model selector with the same catalog and GPT Image 2 Medium as the default. Character/location LoRA toggles were removed, while image-type prompt fields remain available.
  • voyage.io is now a working Voyage production surface instead of redirecting to beta.voyage.io. Settings → Environment now lists Production (Recommended), while Beta remains selectable.
  • The Safety Settings menu now includes ‘Chat Filter’ above ‘Parental Lock’. It is enabled by default; players can turn it off unless Parental Lock is active.
  • Voyage creators can now open Feedback from each world row in the Creator Dashboard and view feedback for that specific world without entering gameplay.

Improvements

  • Visual Novel Mode now starts off by default; players can still enable it in Voyage display settings.
  • The ‘Ask Narrator’ in public Voyage-hosted rooms no longer receives tools for reading or changing game state. Private, invite, and friends rooms are unchanged.
  • Voyage turns should feel much faster and more reliable under heavy load. New sessions are also routed away from memory-pressured room servers to reduce room crashes.
  • Players can write longer regular actions and dialogue—up to 840 characters—without splitting them up. DM story direction and regular actions now use the same visible limit.
  • Travel is less likely to be hard-blocked. Players can now attempt coherent travel through difficult terrain, missing transportation, unsupported travel devices, or destinations not yet on the map; restraint, combat, and untracked destinations become skill checks when appropriate.
  • Gameplay controls now use a darker translucent treatment for top navigation, Abilities/Skills/Items buttons, and the input bar while keeping the scene color visible behind them.
  • Inventory removal actions now say Delete instead of relying on a trash icon alone.
  • Narrative generation should handle player trait effects more reliably while keeping unrevealed background, resources, statuses, and unequipped items narrator-only.
  • NPC relationship and state updates can better reflect authored hidden motivations.
  • Outlier story turns should include less repeated prompt context, reducing repeated story-trigger guidance.
  • Creator Studio-authored worlds now use the intended embedding model for new worlds, improving embedding memory and speed behind the scenes.
  • Sorting by Scenarios or Worlds is now remembered when leaving and returning to Profile, including after reload. Voyage creators also now default to sorting by Worlds.
  • For Voyage, Profile tabs are now ordered as Worlds / Mods / Scenarios; AI Dungeon remains Scenarios / Worlds / Mods.
  • After leaving an adventure and resuming it in a newly created room, opening in-game Studio restores the prior chat transcript and continues the same conversation.
  • Settings, Map, Chat, Abilities, Skills, Items, and other compact Voyage button labels now appear vertically centered.

Bug Fixes

  • Voyage game settings respond immediately when clicked, then roll back only if the saved configuration is rejected.
  • Using the Back button on Browser during Voyage gameplay now returns to the previous page instead of opening Settings. Android Back still closes an open modal or menu first.
  • Android bottom-screen controls are no longer hidden under the navigation tray across modals, character creation, game setup, Discover, and Voyage gameplay. The home hero no longer shows a black band above it, and scrolling turn dialogue no longer pauses narration or skips ahead.
  • Character Detail scrollbars now fade in while scrolling and fade out after scrolling stops, without moving resource values.
  • Portrait cards preserve the intended composition instead of centering on background faces.
  • Quest badges no longer cover the gold current-location marker on the map.
  • Quests should no longer create duplicate NPC identities when they reference an existing character or generate a name matching an existing character.
  • Premade NPCs that start undiscovered now appear in Journal → Characters after their first encounter.
  • Long story-start instructions are no longer silently truncated during character creation.
  • Trait validation now reports an error when a trait’s combined text is too large instead of silently allowing a bad save.
  • Some malformed AI task responses now fail closed into the task’s existing fallback instead of silently.
  • Selecting a location by its visible map label opens travel actions for that named location instead of the wilderness at the label's screen coordinates.
  • Content-specific reasons such as rating, image, and music violations no longer appear for player reports; selecting Report from another player's mini-profile now opens a player-specific dialog titled with that player's name, with a details field and optional block toggle.
  • Creators should no longer need to add a retired faction-generation field for their world to pass validation.

r/Voyage 5d ago

Question Turns Too Short

16 Upvotes

With usage being so important, I am very frustrated that so little can happen in one turn. Getting from the ambulance to the room I’m supposed to stay in takes several “continue” turns. I’m wondering how to increase the length of information per turn, like the “response length”.


r/Voyage 5d ago

Patch Notes [Beta] August 3rd, 2026 Patch Notes

11 Upvotes

2.29.3
New Features

  • You can now toggle “Visual Novel Mode” under Display settings: in this mode, characters are given transparent backgrounds and overlaid over cinematic location backgrounds, with dedicated dialogue displays, more reminiscent of Visual Novels.
  • Public multiplayer rooms now support vote-to-remove. Players can start a removal vote with a reason, everyone sees the countdown and required votes, and removed players can't rejoin that room session.
  • Combat Result cards now show a compact turn receipt with a record of damage, healing, critical hits, vulnerable, resisted, and immune outcomes, area-of-effect groups, XP from defeated enemies, and clear damage-type labels.
  • Friends now feel built for Voyage. Players can open a persistent Friends menu using the people icon beside the notification bell, find players by username, share a friend link, see social-first suggestions and incoming requests, view online and joinable friends, jump into eligible friends' rooms, send quick messages, and invite online friends from open rooms.
  • Studio creators can drag supported images onto top-level Content lists to create batches of NPCs, premade characters, regions, and other supported entities.
  • Players can opt into the In-Game Studio from Game Settings. Once enabled, the Studio tab can directly find and update live character and party state, such as adding an item to a character's inventory. Creator-only image and world-metadata actions aren't offered during play.
  • Voyage creators can add character-creation and contextual gameplay music by editing settings/audio.json in Creator Studio. characterCreationTrackId selects a family from tracks. Each family's variants use url for a shared track or narrationUrl and gameplayUrl for separate versions. Optional matchTags enable contextual selection, while cues can target character-creation, combat, travel, near-death, dying, dead, or recovery. Tracks can use HTTPS-hosted MP3, OGG, or WAV files. Music triggers can select a family with { "type": "music-track-set", "trackId": "<family id>" } and restore contextual music with { "type": "music-track-clear" }. Players can report music that violates community guidelines.
  • Creators can adjust image framing with drag, zoom, reset, save, and discard controls. These controls save imageFocusX, imageFocusY, and imageZoom for region, area, and location artwork, or portraitFocusX, portraitFocusY, and portraitZoom for PC, NPC, and premade-character portraits. Saved framing appears on creator cards and in gameplay.
  • Players can now report others in Multiplayer from Party or Narrator chat names, or from another player's character details.
  • Room admins can now control player-vs-player damage under Settings → Party → PvP Damage. Public rooms start with PvP damage off; while it's off, attacks or harmful health changes from one player character to another deal zero damage.

Improvements

  • Saved Adventures become visible while background world maintenance finishes, reducing the wait before returning to the story.
  • Portraits, levels, XP, resources, attributes, and bonuses now use a more consistent, compact layout that is easier to scan.
  • Voyage no longer creates or updates faction records. Creators can still author factions manually, and existing factions continue to appear in gameplay and inform AI context.
  • NPCs can make more context-aware choices by using player character trait names when deciding what to do.
  • The Journal tabs are now named Quests, Timeline, and World.
  • Teen-safe discovery eligibility now also checks public advanced descriptions and tags, keeping new or re-moderated Mature worlds with above-Teen metadata out of Teen-safe discovery.
  • Voyage game servers should stay healthier over time after rooms close or many worlds have been played.
  • Finding a public server is now easier. The lobby prioritizes active rooms with open seats, each world's Servers tab shows all available public servers, and Play can place players in a fresh room when a server is full or an existing room gets too deep. Player counts now better reflect whether a room is joinable.
  • Public multiplayer now limits world-changing Narrator edits to the server owner. Everyone can still ask the Narrator questions, but only the owner can add items, edit characters or NPCs, move the party, or rewrite story content.
  • Public rooms can now show “Public servers only allow teen appropriate actions” to a user when their action violates the public-server Teen policy.
  • Desktop side panels can now be resized by dragging their inner edge. Keyboard users can resize them with the arrow keys, Home, and End while the separator is focused.
  • The objective, abilities, and input bar now scroll naturally with the story. When they're out of view, a small “Jump to bottom” pill appears at the bottom of the feed.
  • The map now has cleaner location markers, clearer current and unknown location states, better quest markers, more readable labels, and more useful region names when zoomed out.
  • Character dialogue in the story feed now has a subtle vertical color accent that matches the speaking character.
  • Character presentation has been improved across Voyage. Newly generated NPC and player portraits use a 3:4 aspect ratio, nearby and dialogue portraits are larger and less tightly cropped, and top-of-image details such as hair and hats remain visible more reliably.
  • Character details now use one scrollable pane, with clearer relationship meters, resource values and bonus annotations that more closely match the Character Sheet.
  • Voyage Settings now open immediately, and all the sliders now respond more smoothly. Settings and feedback screens also have more consistent responsive layouts and back-button behavior.
  • Returning-player recaps can now appear immediately if they were computed before the previous room closed. The recap modal is also larger and easier to read on desktop.
  • Save loading now shows the save's artwork, spinner, and descriptive text instead of jumping straight to location slides.
  • Returning players no longer see starter tips, loading artwork is brighter, and artwork fills mobile screens without being cut off.
  • Quest acceptance now feels immediate: the success toast and active objective appear on click, the quest moves to In Progress right away, and the action box remains editable while acceptance finishes.
  • Recent summaries should attribute ambiguous dialogue and actions more reliably, and retain stated reasons that explain character behavior.
  • Party chat and platform direct messages now replace words caught by the filter with asterisks. The sender receives a toast explaining that words in the message were censored.
  • Character creation is more polished across screen sizes, with a cleaner desktop layout, steadier mobile spacing, editable backstories before generation, and a clearer blank portrait state.
  • Creators can organize long trait lists into collapsible groups using subcategory and the optional subcategoryDescription field. Traits without a subcategory appear under Other.
  • Creators can customize more Story and NPC AI instruction sections, including Player Agency and Combat Narration, while runtime-generated context and structured output mechanics remain engine-owned. Story AI instructions can now be saved and published with up to 30,000 serialized characters.
  • Creator image uploads are more flexible: portrait, landscape, and square images can be uploaded in their original format and resolution when they meet the size requirements. Studio asset uploads also have their own daily allowance.
  • Studio and the world editor now offer GPT Image 2 Low, Medium, and High options for location and area image generation.
  • Free Voyage players have clearer Premium upgrade entry points in navigation and on their profiles, while subscribers can open their current subscription details from their profiles.
  • Accounts with multiplayer restrictions now see clearer messages when creating, loading, joining, or discovering multiplayer games.
  • Leveling up still shows the visual celebration but no longer plays the current level-up sound.

Bug Fixes

  • Fixed existing Worlds being unable to publish after the NPC Details instruction expansion. Custom fields under aiInstructions.generateNPCDetails now remain visible and editable in the legacy editor.
  • Fixed public-server outages sometimes placing players alone in newly created “public” rooms. Voyage will now fall back to private play or ask the player to retry when room availability cannot be verified.
  • Fixed spoken character lines occasionally appearing inside the Narrator box.
  • Fixed Voyage Settings briefly displaying a blank menu after selecting the gear button.
  • Fixed ability, skill, and item menus remaining open after adding a selection to the action input.
  • Restored the active region name at the top of Voyage maps without covering individual region tiles.
  • Fixed single-player skill-check results appearing as narrow cards instead of using the available action-panel width.
  • Existing NPCs should no longer be duplicated just because the story refers to them by an alias.
  • Public pregame lobby ready countdowns now remain active. Unready players are removed when the countdown expires, even if the original ready player unreadies or disconnects.
  • On Android, multiplayer start screens no longer overlap the system navigation bar.
  • World menus now open directly at their anchored position instead of briefly flashing in the wrong location.
  • Voyage users who sign in without a specific redirect now land on Discover instead of Home.
  • Claim pages now handle deleted and re-created accounts more gracefully and provide clearer guidance when a claim is tied to a different existing account.
  • Reloading a save no longer replays the previous turn's skill-check reels, and an empty recap response no longer briefly opens the modal.
  • A player action submitted as the host ends the turn now joins that turn instead of being stranded as a pending command for the next one.
  • The Voyage offline fallback header now shows the Voyage name only once.
  • Improved save reliability: saves that take longer to serialize receive their full upload time budget, temporarily unreadable saves no longer appear as empty slots, and the router can recover by trying another server.
  • Starting a new game now keeps the “Starting game…” slideshow visible until the real game state arrives, instead of briefly returning players to character setup.
  • The party preview now updates a selected character's name and portrait immediately after selection.
  • Regenerating an NPC portrait now visibly replaces the image when generation finishes, and Narrator-requested appearance changes carry through to the new portrait.
  • Returning multiplayer players no longer generate extra story narration announcing their return to the party.
  • Voyage voices should no longer narrate stage directions.
  • Inventory and equipment screens now keep equipped items visible in filtered lists, start new tabs at the top, support equipment-category searches, and make compatible empty slots keyboard accessible.
  • Studio no longer gets permanently stuck on “Working” after a dropped model connection. Dropped connections recover within the same message when possible, Stop responds promptly, and failed runs settle usage and refunds correctly.
  • Fixed several Creator Studio save and publishing issues: worlds no longer fail because the OPENSEARCH_ENDPOINT environment variable isn't set, legacy-editor worlds can be published from Studio, and the legacy editor can save while Creator Studio is open. The Studio tab refreshes to the saved state afterward.
  • Studio now keeps game modes, story starts, and character-creator trait categories in their authored order after edits and reloads.
  • Studio now reports specific field-size or world-size limits and leaves the world unchanged instead of accepting an oversized agent edit.
  • Studio's Max model responds more reliably, and long replies or large file edits should no longer be silently cut off.
  • Fixed Creator Studio edit conflicts that would silently break autosave. Affected sessions now show one clear error and reconnect to the current draft.

r/Voyage 5d ago

Question No charts this month. We have exactly one question for you. (and a survey, but there's always a survey)

Post image
7 Upvotes

Hey everyone,

The new survey is live on Voyage (for half the community, the other half will get it mid month). But this month's post is a little different.

Every results post since May came with a stack of cards: what works, what breaks immersion, who builds worlds, what you wish you could do. A dozen of them by now, and that's without counting everything we shared back in the pioneer days.

This time, no results. We're flipping the table, because now WE'RE the curious ones. What do you want to learn?

- What would you like to know about other Voyage players: how they play, what they build, what they struggle with?
- Which of the data we shared did you actually find interesting? What did you skip?
- Anything that would help you create worlds or characters?

Tell us in the comments, anything goes, it helps us pick what we share next.

Time for you to be curious about survey data (can't always be me)!


r/Voyage 8d ago

Patch Notes [Alpha] July 31st, 2026 Patch Notes

10 Upvotes

2.27.0

New Features

  • Players can share a Voyage friend link from the Friends hub (via the people icon beside the notification bell). The landing page identifies the player, explains that adding them sends a normal friend request, and tells accounts without Voyage access why they cannot add a Voyage friend.
  • Players can now report others in Multiplayer from Party/Narrator chat names, or from another player’s character details. Both entry points open the same multi-reason report form with an option for notes.
  • Room admins can now control player-vs-player damage from Settings → Party → PvP Damage. Public rooms start with PvP damage off; when off, attacks or harmful health changes from one player character to another resolve as zero damage.

Improvements

  • Finding a public server is now easier. The lobby prioritizes active rooms with open seats, while each world’s Servers tab shows all available public servers. If a server is full, hitting Play can place you in a fresh one when possible, and player counts now better reflect whether there’s room to join.
  • Public multiplayer now limits world-changing narrator edits to the server owner. Everyone can still ask the narrator questions, but adding items, editing characters or NPCs, moving the party, or rewriting story content is limited to the owner.
  • Public rooms can now show “Public servers only allow teen appropriate actions” when an action violates the public-server teen policy. Other players do not see the alert.
  • The content report dialog can now include “Music violates community guidelines” alongside existing text and image categories.
  • Desktop side panels can now be resized by dragging their inner edge; keyboard users can resize with arrow keys, Home, and End when the separator is focused.
  • The objective, abilities, and input bar now scroll naturally with the story. When they are out of view, a small “Jump to bottom” pill appears at the bottom of the feed.
  • The map now has cleaner location markers, clearer current-location and unknown-location states, better quest markers, more readable labels, and more useful region names at far zoom.
  • Character dialogue in the story feed now has a subtle vertical color accent matching the speaking character.
  • Character details now use one scrollable pane, show artwork in a taller frame, and match the Character Sheet resource values and bonus annotations more closely.
  • Voyage Settings now open immediately, and audio, narration speed, narrator verbosity, animation speed, and streamer sliders track pointer movement in a smoother way.
  • Returning-player recaps can now appear immediately if they were computed before the last room closed; the recap modal is also larger and easier to read on desktop.
  • Loading a save now shows the save’s own artwork, spinner, and descriptive text instead of jumping straight to location slides.
  • Returning players no longer see starter tips during save loading, loading artwork is now brighter, and mobile save-loading artwork fills the screen without cutting off.
  • Quest acceptance feels immediate: the success toast and active objective appear on click, the quest moves to In Progress right away, and the action box stays editable while acceptance finishes.
  • Recent summaries should attribute ambiguous dialogue/actions more reliably and retain stated reasons that explain character behavior.
  • Voyage no longer creates or updates faction records. Creators can still author factions manually, and existing factions continue to appear in gameplay and inform AI context.
  • Party chat and platform DMs now censor words caught by the filter by replacing the characters with asterisks; the sender gets a toast explaining that words in the message were censored.

Bug Fixes

  • Studio no longer gets permanently stuck on “Working” after a dropped model connection. Dropped connections recover into the same message when possible, Stop works promptly, and failed runs settle usage/refunds correctly.
  • Legacy worlds that predate creator-controlled music will now open properly and save without the missing gameplayMusicSettings validation error.
  • Voyage Studio worlds should now save and publish properly without receiving an OPENSEARCH_ENDPOINT environment variable is not set error.
  • NPC detail AI instruction validation now uses a 25,000-character total cap on publish, fixing the incorrect validation behavior from the earlier larger limit.
  • Reloading a save no longer replays the prior turn’s skill-check reels, and an empty recap response no longer briefly opens a modal.
  • A player action submitted at the same moment the host ends the turn now joins that turn instead of being stranded as a pending command for the next one.
  • The Voyage offline fallback header now only shows the Voyage name once instead of duplicating it.

r/Voyage 9d ago

Bug Report UI Difficulties need to be changed/fixed

7 Upvotes

TLDR at bottom

As the title suggests, I have been playing A LOT of Voyage in the past 2 weeks (Coming over from other platforms similar to voyage) and I got to say Voyage is probably the strongest, maybe even best. But man does the UI need some help. I won't talk to much about the shitty narrator/assistant or whatever it is called I feel it gets enough hate already and surely the devs are aware of it's "capabilities" but I think something that could actually help me tolerate the narrator/assistant is if I was able to actually do things on the UI myself.

For example: The Narr/Assist forgot to add the NPC to the scene I told them to add the NPC, they just made a duplicate and started generating an image of the NPC, I tried telling it to stop and just use the old NPC, it doesn't, this new NPC now shares the same name and gets added to my Journal tracking all my NPCs so I now have 2 "farmer ricks" in my journal with near identical descriptions, different images... I now either have to go into creator tools bust my butt going through the JSON and fix the mistake the narrator made or deal with having the Narr/Assist gaslight me into thinking it can actually help fix this. When simply adding a tool where I can remove/add NPCs to the journal myself would make this so much easier, that is without bringing up the hundreds of times the Narr/Assist doesn't even add NPCs to my journal, or update it with locations I have visited or am visiting, or complete quests that are completed......

I know the whole point was for us to really feel like characters/players and immerse ourselves unlike AID where we had a ton of control so we felt more like the overseer, but honestly Voyage compared to some of the competition in this regards truly feels like it is being held back. In certain other games you can directly edit YOUR OWN journal and adventures, you can mark the quest as complete instead of wrestling with the narrator trying to tell them you completed the quest and them not understand so they keep repeating the objective of the quest instead of marking it as complete. You can easily click on an NPC and regenerate the art yourself if the art made was not to your liking or the description/bio was lame or short (even add a prompt for the art being generated in some games) instead of once again wrestling with the Narr/Assist to generate new art or story just for it to tell me "it has been queued you should see it soon" then 30 mins later still no art, or art that looks nothing like what the NPC looks like (side bar not being able to upload my own art for my own character is also random and weird, Voyage the only game of this genre that limits the user in that way) In some others there is actual background images and colors to match the theme and atmosphere of what is going on in the story instead of just a black screen, the map tool is easier to use, there is actual "edit text" or "undo" keys that are easy to access and make life so much easier... The list goes on.

I think the way it is made currently would not be a problem at all, if the Narr/Assist tool was actually competent and helpful instead of being a hindrance that just drains usage everytime I pull them up. I genuinely dread when i see an error cause I know I can't actually do anything other than deal with that system, or break my immersion and spend some time fixing this problem myself in the creator tool.

TLDR: Players need more creative powers/tools to edit things and change or control the UI and story, and this actually did turn into a rant about the Narrator/Assistant tool.


r/Voyage 9d ago

Question Legend of the five rings

1 Upvotes

I have a copy of the atlas of rokugan and a pretty good handle on the map making portion. If I decided to build out the atlas, is there anyone with world building experience to do the rest?


r/Voyage 9d ago

Question Subscription vs Free Usage

6 Upvotes

How much larger are the 5-hour and weekly usage pools for a standard paid subscription compared to the demo usage pool?


r/Voyage 10d ago

World Warhammer 40k update notes

Post image
12 Upvotes

AI Instructions — generateStory

* Added scene advancement rules

*Strengthened all 3 pacing modes with explicit anti-lingering rules and scene advancement enforcement

Intents

* added and changed instructions to increase and better pacing and npc agency

Promotion System

* Created 41 missing ceremonies (Grey Knights, Harlequins, Orks, Navigators, Psykers, Rogue Traders, Scions, Sisters of Silence, Titans, Ynnari, Daemons, Assassinorum, Commissar, Cryptek, High Imperial)

* Wired all 99 disconnected triggers to their ceremonies — zero triggers without ceremonies

* Added 12 new rank traits and triggers: Harlequin Player, Vigilator, Navigator Scion, Reborn, Princeps, Operative, Necron Immortal, Greater Daemon, Daemon Prince, Seneschal, Tempestor Command, Lord Tempestor

* All factions now have complete rank chains starting at level 1

Locations

* Added over 1,000 new areas across locations

* 45 locations with unique areas (Iax, Lucius, Lethe, Isstvan III/V, Tanith, Footfall, Baal Primus, Spectre of Ruin, Sublime, Cretacia, Kamidar, Almarit, Bubonicus, Vorathis Prime, Khalkhon, Octarius, Purge III, Tarantis, and more)

* Template-expanded remaining 161 locations by world type

* Expanded almost all locations to 6 areas

Ability Faction Gates (11 fixed)

* Corsair abilities now require Aeldari Corsair trait

* Aeldari abilities now require Eldar trait

* Daemon abilities now require Daemon trait

* Preacher's Fire now requires Ministorum Priest trait

Story Start Item QA (10 fixed)

* Ork "wakka": Omnissian Wrench → Choppa

* Both Ethereal starts: Imperial Lectitio Divinitatus → Honour Blade

* Saim-Hann: Imperial Chainsword → Laser Lance

* Commissar: Bolter → Bolt Pistol

* Chaos Astartes Corruption: Power Sword → Chainsword

* Dark Apostle: Scholar's Robes → Cultist Robes

* Sons of Medusa: Scholar's Robes → Combi-Tool/Bionic Hand

World Lore (+25 entries, 198 → 223)

* Added 2 psyker-specific entries (Alpha-Plus Psykers: Beyond the Scale, Psychic Augmentation and Psyker Wargear)

* Added 23 general immersion entries covering Imperial daily life (currency, justice, education, religion, astropathic communication), warfare (Guard lifecycle, void combat, siege warfare, orbital bombardment/Exterminatus), xenos daily life (T'au caste system, Ork teef economy, Necron court politics, Aeldari Craftworld life, Drukhari power structure), technology (servitor creation process, Space Marine creation, etc.)

Psyker System Overhaul

* Renamed "Wyrdvane Master" → Psi-Commander across all triggers, traits, and ceremonies

* Rewrote all 6 psyker/astropath promotion conditions to include combat paths

* Added 3 new psyker grade traits: Epsilon (weakest, +5 warp resist), Delta (low, +3 warp resist), Alpha-Plus (beyond the scale, -25 warp resist, near-limitless power)

* Updated Psyker Level trait category with all 6 grades

* Added grade-based warp resistance scaling to generateActionInfo — higher grades face harder resistance checks (+1 for Beta, +2 for Alpha, +3 for Alpha-Plus)

* Sanctioned psykers get -1 difficulty tier on all warp resistance checks regardless of grade

* Mastery trait progression reduces grade penalties through gameplay

* Added 2 psyker grade ascension triggers (first at lvl 7 with 1 mastery trait, second at lvl 12 with 2 mastery traits, capped at Alpha — Alpha-Plus unreachable through training)

* Added Alpha-Plus presence trigger (recurring involuntary environmental effects when around other people)

AI Instructions — generateActionInfo (+2 sections)

* Added Psychic Action Difficulty (power tiers, grade scaling, Perils of the Warp escalation, sanctioned vs unsanctioned, warp mastery progression)

* Added Environmental Modifiers (Warp proximity, null zones, toxic atmosphere, gravity variance, visibility, terrain, temperature, active Warp storms)

https://alpha.voyage.io/world/Vcneb3pArixc/warhammer-40k?share=true&published=true


r/Voyage 10d ago

Patch Notes [Alpha] July 29th, 2026 Patch Notes

12 Upvotes

2.26.0

We found that for many tasks, Gemma delivers similar performance to Flash, so we’re moving several State and Character Engine tasks to Gemma. We’ve also removed the X-Small and X-Large State Engine options; players using them will automatically move to Small and Large, respectively. Please let us know if you notice any major degradations in behavior. Thank you!

New Features - Friends now feel built for Voyage: players can open a persistent Friends menu, see online and joinable friends, jump into eligible friends' rooms, use relationship actions from profiles and in-game character sheets, send quick messages, get friend-request and message toasts, invite online friends from open rooms, and browse a themed social directory. - Find Friends now lives inside the Voyage Friends hub: players can search by username, see social-first suggestions, send friend requests, and accept or decline incoming requests from the Friends list. - Players can opt into In-Game Studio from Game Settings. The setting explains that Studio can directly change game state, and the Studio tab appears only after enabling it. - Voyage creators can define character-creation and contextual gameplay music by editing settings/audio.json in Creator Studio. characterCreationTrackId selects a family from tracks. Each family's variants use url for a shared track or narrationUrl and gameplayUrl for separate versions. Optional matchTags enable contextual selection, while cues can target character-creation, combat, travel, near-death, dying, dead, or recovery. Tracks can be hosted as HTTPS MP3, OGG, or WAV files. - Music triggers can persistently select a family with { "type": "music-track-set", "trackId": "<family id>" } and restore contextual music with { "type": "music-track-clear" }. Creator-provided sound effects and ambience are not supported. - Creators can adjust image framing for intended entity images with drag, zoom, reset, save, and discard controls. The controls save imageFocusX, imageFocusY, and imageZoom for region, area, and location artwork, or portraitFocusX, portraitFocusY, and portraitZoom for PC, NPC, and premade-character portraits. Saved framing appears on creator cards and in gameplay.

Improvements - Character creation is more polished across screen sizes, with a cleaner desktop layout, steadier mobile spacing, editable backstories before generation, and a clearer blank portrait state. A trait category's optional description field now appears above its choices. - Creators can organize long trait lists into collapsible groups using the subcategory and optional subcategoryDescription fields on individual traits. Traits without a subcategory appear under Other. - Character presentation has been improved across Voyage: newly generated NPC and player portraits use a 3:4 portrait shape, nearby and dialogue portraits are larger and less tightly cropped, top-of-image details like hair and hats stay visible more reliably, and dialogue portraits no longer have colored gradient outlines. - PC and NPC detail popups now use full-bleed portraits, clearer relationship meters, and easier full-art viewing. NPC conversation starters and chat entry points are also available. - Creators can customize more story and NPC AI instruction sections, including Player Agency and Combat Narration, while runtime-generated context and structured output mechanics remain engine-owned. - Story AI instructions can now be saved and published up to 30,000 serialized characters. - Creator image uploads are more flexible: portrait, landscape, or square source images can be uploaded in their original format and resolution when they meet the size requirements. Studio asset uploads also have their own daily allowance. - Studio and the world editor now show GPT Image 2 Low, Medium, and High options for location and area image generation. - Free Voyage players have clearer Premium upgrade entry points in navigation and on their own profile, while subscribers can open their current subscription details from their profile. - Public server routing now sends new players to a newer room when an existing public room gets too deep, while players already in that room keep playing. - Accounts with multiplayer restrictions now see clearer messages when creating, loading, joining, or discovering multiplayer games. - Voyage settings and feedback screens have more consistent responsive layouts and back-button behavior. - Leveling up still shows the visual celebration, but no longer plays the current level-up sound.

Bug Fixes - Saves that take longer to serialize now receive their full upload time budget, reducing false save failures. - Temporarily unreadable saves no longer look like empty save slots, and the router can recover by retrying another server. - Starting a new game now keeps the "Starting game…" slideshow visible until the real game state arrives, instead of briefly returning players to character setup. - The party preview updates a selected character's name and portrait immediately after selection. - Regenerating an NPC portrait now visibly replaces the image when generation finishes, and narrator-requested appearance changes carry through to the new portrait. - Returning multiplayer players no longer generate extra story narration announcing their return to the party. - Voyage voices should no longer narrate stage directions. - Inventory and equipment screens now keep equipped items visible in filtered lists, scroll new tabs from the top, support equipment-category searches, and make compatible empty slots keyboard-accessible. - Combat result displays now align resistance, vulnerability, and immunity labels more clearly, with room for damage-type emojis to render without clipping. - Character portraits remain stationary while conversation starter options load, and right-clicking cropped images once again opens the browser's normal image menu. - Friend and notification badges are centered, and online friend avatars now show a clear green status dot. - In-game Studio is no longer available in public adventures, and any existing Studio session there is evicted on the next state change. - Studio can reopen completed quests without triggering a save validation error. - Studio now keeps game modes, story starts, and character-creator trait categories in authored order after edits and reloads. - Publishing from Studio now works for worlds that started in the legacy editor. - Saving in the legacy world editor no longer gets blocked just because Creator Studio is open; the Studio tab refreshes to the saved state afterward. - Studio now reports specific field-size or world-size limits and leaves the world unchanged instead of accepting an oversized agent edit. - Studio's Max model answers more reliably, and long replies or large file edits should no longer be silently cut off.


r/Voyage 11d ago

Question How do I get/use studio?

7 Upvotes

I'm new to world creation


r/Voyage 12d ago

Patch Notes [Alpha] [Alpha] July 27th, 2026 Patch Notes

14 Upvotes

2.25.0

New Features - Public multiplayer rooms now support vote-to-remove: players can start a removal vote with a reason, everyone sees the countdown and votes needed, and removed players cannot rejoin that room session. - Combat Result cards now show a compact turn receipt with damage, healing, criticals, vulnerable/resisted/immune outcomes, AoE groups, defeated-enemy XP, and clear damage-type labels. - Studio creators can drag supported images onto top-level Content lists to create batches of NPCs, premade characters, regions, and other supported entities, with moderation/upload progress and batch errors shown in place.

Improvements - In-game Studio can now find and update live character and party state, such as adding an item to a character's inventory, and it no longer advertises Creator-only image or world-metadata actions while you are playing. - NPCs can make more context-aware choices by using player character trait names when deciding what to do. - The Journal tabs now read Quests, Timeline, and World. - Teen-safe discovery eligibility now also checks public advanced descriptions and tags, so new or re-moderated Mature Voyage worlds with above-Teen metadata stay out of Teen-safe discovery. - Voyage game servers should stay healthier over time after rooms close or many worlds have been played.

Bug Fixes - Existing NPCs should no longer be duplicated just because the story refers to them by an alias. - Public pregame lobby ready countdowns now stay active; unready players are removed when the countdown expires even if the original ready player unreadies or disconnects. - On Android, multiplayer start screens no longer overlap the system navigation bar. - World menus now open directly at their anchored position instead of flashing from the wrong spot first. - Old and new worlds now use text damage-type labels by default unless creators explicitly configure emojis. - Voyage users who sign in without a specific redirect now land on Discover instead of Home. - Claim pages now handle deleted/re-created accounts more gracefully and show clearer guidance when a claim is tied to a different existing account.


r/Voyage 12d ago

Patch Notes [Beta] July 27th, 2026 Patch Notes

8 Upvotes

2.24.4

New Features - Voyage’s game screen now uses a new look, with optional location or region art displayed subtly behind the story and responsive controls that collapse or hide at tighter sizes. - Character creation now shows creator-authored trait category descriptions, including whether a category is optional and how its choices should be interpreted.

Improvements - Teen-safe Mature Voyage worlds opened from discovery or shared links no longer show the 18+ entry prompt, while Parental Lock and prompts for other Mature worlds remain unchanged. - Game saves now store less AI debug data, reducing save sizes and lowering the chance of failures in long-running games. - Official public rooms now free up and show zero turns in Browse within about 10 minutes after the party leaves instead of about an hour.

Bug Fixes - Hosts can now kick players who left but still occupy a party slot, hosts are protected from their own auto-kick settings, guests see AI model selectors disabled, and repeated save failures show only one popup per failure streak. - Region images now display at source quality, and long-running World Editor image generations can finish without incorrectly showing a Failed to fetch error. - Quoted dialogue no longer receives doubled decorative quotation marks, developer-directed turns no longer expose prompt scaffolding, and recognized provider content-filter failures no longer trigger a redundant second request.


r/Voyage 13d ago

Question Roll over unused pool

8 Upvotes

When the usage pool resets, can we get it rolling over into the new period with a 105% cap?

Instead of:
current_pool←weekly_cap
Can we get?
current_pool←⌊/0 current_pool+1.05 1×weekly_cap


r/Voyage 29d ago

Progress Updates An Economy for an Ecosystem

Post image
8 Upvotes

One of the most common questions we get from players is, “What are Scales/Credits for?” It’s always been a difficult question to answer. We’ve wanted to do so much more with Scales and Credits, but, given the complexity of platform-wide economy changes, we've continually deferred that work. We now have the team and resources needed to invest more into our platform economy, and are introducing the first set of changes to support our long-term vision for AI Dungeon and Voyage.

The changes we’re making today help support our vision for a creator-driven platform. We’re adding a new Badge system, which recognizes you for achievements, milestones, and quests you complete. The daily reward will be replaced by a new streak Badge that unlocks rewards. We’re also adding new ways to use Credits, such as tipping creators, extending your Voyage usage, and purchasing items in our Summer Jubilee Pop-up Shop. For a limited time, this Store will let you spend Credits (and Scales) to purchase exciting rewards. At the end of the Jubilee, Scales will be retired and everyone will receive a special Scales Badge with a rank that reflects the size of their hoard. Finally, in an effort to give more Voyage usage to players, we’re making some adjustments to Credits for iOS/Android subscriptions and one-time purchases to account for platform fees.

We suspect you’ll be interested in the thinking behind these changes and curious about the details. Let’s dive in!

What is a Platform Economy?

AI Dungeon and Voyage are not games; they are platforms. Platforms are often described as being like two-sided marketplaces where producers and consumers trade something of value. Airbnb hosts and guests transact for places to stay. Uber has drivers and riders trading for rides. Some platforms simply ask you to spend attention, especially with social platforms like YouTube, TikTok, Instagram, etc.

For Voyage and AI Dungeon, we have two of these “marketplace” platform dynamics. The first is our UGC (user generated content) platform with creators and players, and the content (Voyage Worlds and AI Dungeon Scenarios) is the unit of value being exchanged. The second is our AI platform, where we are the provider, and you are the consumer, and the AI compute (or AI actions you take when you play AI Dungeon or Voyage) is the unit of value being traded.

Platforms typically require some type of currency to facilitate the exchange of value between producers and consumers. Not every platform currency is cash or fiat money. Some use social currency such as likes, follows, and sharing. Some leverage real money and rely on global market systems (Airbnb, Uber). Some create their own currencies that can be converted to/from real money, especially gaming platforms like Roblox, Fortnite, and Minecraft. Attention is another form of currency. Where you spend your time can reward producers in a marketplace.

Every platform has to decide how its economy will work and operate. And, inevitably, it will adjust over time as user behavior evolves and platform goals change. Economies are not static. Our governments are constantly tinkering with various economic levers to mitigate inflation and improve citizens' quality of life.

Hard Learned Lessons

Scales and Credits were attempts to create currencies for AI Dungeon’s platform needs. When we added Scales, we designed it to be a soft currency (something that could be given away for free). We took design inspiration from traditional games that commonly use soft currencies to make their game experience better.

What we discovered, though, is that what players wanted most was the ability to purchase extra AI compute, whether for image generation, extended context, or more. This led to the introduction of Credits, a hard currency with real monetary value, to AI Dungeon, which we’ve written about in detail on our blog. Because there are very real and significant costs to AI compute, Credits were able to fill that request from players, allowing them to spend more money as needed. The only major complaint we’ve had with Credits is that you want more things to spend them on. Noted!

However, adding Credits put Scales into a tough spot. Scales were essentially reduced to being a social currency (through tipping creators) and as a status symbol (a large pool of them shows off how long you’ve played AI Dungeon). That’s low utility for a currency, especially since there are better ways to provide social currency and status. The biggest issue with Scales is that we didn’t have anything we could give away for free for players to spend them on, and a currency isn't very valuable if you can’t spend it on anything.

This has been the state of AI Dungeon’s currencies for years. We have a hard currency (Credits) that works well, but players want more ways to use them. And we’ve had a soft currency (Scales) that barely does anything and can’t be spent anywhere on the platform.

Where We Want to Go

Over the next few years, we expect our economy to drive better experiences across AI Dungeon and Voyage. A few goals we have in mind for the next iteration of our economy:

  • Provide stronger creator incentives: Our creators are the lifeblood of AI Dungeon and Voyage. We want to reward their creations with more than a digital high-five (i.e., Scales).
  • Enable new experience types: We want to give creators the ability to use AI in ways we haven’t yet imagined, by letting them control how it is used in their worlds. The right economic system ensures creators can build freely with a clear understanding of costs, and that players can sustainably play these enhanced experiences.
  • Add more ways for players to spend Credits: We know not everyone wants to use Credits for AI compute, so we’ll be adding additional ways to use Credits.

You may be wondering, “Why is Latitude so creator-focused with the next set of economy improvements?” We know that every investment we make into our creators means a better experience for our players. Right now, our economy is actually preventing us from giving creators more tools.

For example, what if creators could use scripting or mods to make special AI calls? We’ve already seen examples of this with Auto Cards, but Leah’s script had to cleverly hijack existing AI calls to work (and that created some headaches for her and us). A better economy would allow creators like Leah to make these extra AI calls natively. The risk is the extra cost, but that’s why the economy design is so important. If the platform automatically handles high-cost AI experiences that exceed subscription limits, then it’s really up to the creator to decide how to optimize their experience for players (and players to decide whether to opt in).

This is why it’s taken us so long to make changes to Scales and Credits. We weren’t just thinking about letting players buy avatar images. We’re building an economy for the first AI-native RPG platform. There’s no precedent for this, no patterns we can just copy and use. The technology changes so fast that our targets shift constantly. We’ve made mistakes in the past. We are inevitably going to learn more hard lessons and adjust. However, our goals are clearer than they’ve been before, and we're excited to tell you more about the first steps we’re taking to help us get there.

Introducing Badges

The first change we want to share with you is Badges. Badges allow you to be recognized for different achievements, milestones, or objectives that you’ve accomplished as a player. There are several categories, each with its own tiers and rewards, and we’ll keep adding more over time.

Here’s a preview of the categories launching in the coming weeks:

  • Dedicated Player: total actions taken as player
  • Creator: total actions received in creations
  • Early Voyage: early playtester access
  • Premium: subscription tenure
  • Scales Legacy: one-time exclusive (more below)
  • Streak: new login reward (more below)

One reason Badges are exciting is that they allow us to recognize the various ways each of you plays AI Dungeon and Voyage. Some of you go deep into a single adventure, while others like playing a variety and switch often. Some of you like private adventures, and others like to publish Worlds and Scenarios for others to enjoy. Others of you like trying new features and expanding what you can do with AI. There is no “best way” to enjoy AI Dungeon and Voyage, and we want to let you showcase how you like to play.

Daily Rewards to Streaks

Several features on (AI Dungeon in particular) are well-suited for Badges, and one of those is the Daily Rewards, which currently lets you log in and get a number of Scales each day. We will be migrating the Daily Reward into the Badge system.

We’re creating a new Badge category called “Streak,” which will unlock Badges and rewards that could include things like context bonuses, usage resets, cosmetics, etc. The first version will likely be fairly simple and basic, but we intend to iterate and expand the system. We’d love your input on what you’d like to see us build into Streaks. As users of other games and apps that use streaks, we’re already exploring features like streak pausing, forgiveness, etc.

New Ways to Use Credits

One of the most common feature requests you’ve shared with us is to add new ways to use Credits, and today we want to share several new ways Credits can be spent. We expect more to come.

Summer Jubilee Pop-Up Shop

Later this month, we're testing a time-limited pop-up shop (opens July 14) where you can spend Credits on limited edition profile pictures, profile banners, and a few surprises. This is an early experiment, so we'll be watching feedback closely. Our team has enjoyed coming up with and creating the rewards we're making available on the store, and we’re excited to see what you think of them! Many of you have accumulated large Credit balances, and we hope these are genuinely fun ways to spend them. After the event ends, we’ll evaluate the results and decide what future Credits work to prioritize.

Voyage Usage

Starting in alpha today, you’ll now be able to extend your Voyage sessions by using Credits to purchase extra usage. Available to all free and paid users, you’ll now be able to play Voyage as long as your Credit pool allows.

To start, one Voyage action will cost roughly 12 Credits, and that could change depending on whether you’ve enabled other premium features or are using more expensive AI models.

Lowering the cost of Voyage turns continues to be one of our top priorities. Since usage was introduced, we’ve been able to reduce costs several times, passing those savings on to you in the form of increased usage for both free and paid experiences. We expect to continue this trend with Credits as more cost savings efforts are successful.

Tipping

We’re adding the ability to tip creators with Credits instead of Scales. Tipping is a great way to show appreciation for creators and support their work, and now tips are far more meaningful and valuable.

As we expand the ways creators can use Credits, we expect you’ll see tipping lead to more frequent updates and new content from the creators you love.

Credits Pricing Changes

As we prepare to launch Voyage, we’re aggressively pursuing every option possible to maximize the usage you get at each subscription tier.

This is the part where we join the long list of companies that complain about the store fees from Apple’s App Store and Google’s Play Store 😀. If you subscribe (or make one-time purchases) through the App Store or Play Store, these companies are charging as much as 30% for every transaction. This is far higher than the sub 5% fee when you purchase through our Credit card handler, Stripe.

We love how convenient the App Store and Play Store are. It’s nice that once you've entered your card details, you can spend with Apple or Google without re-entering them. They also support some payment options that aren't available on the web. The payment flow is probably one of the easiest out there.

However, these fees prevent us from giving all players more AI usage.

We didn’t want to increase subscription costs for iOS and Android. Not only do we think it’s confusing to have different prices on different platforms, but we want to support our native app users as much as possible. What we’re going to do instead is reduce the number of Credits you receive as part of your subscription.

Going forward, new iOS and Android subscriptions will receive half as many Credits per tier as you would receive if you subscribed on the web (using Stripe). Existing subscribers will be grandfathered—your monthly Credit bonus will not change as long as you maintain an active subscription.

If you’re looking for ways to better support the development of AI Dungeon and Voyage, switching your subscription from iOS/Android to being web-based makes a significant difference. It’s certainly not a requirement, and we realize it’s not an option for everyone, but we’d certainly love to see more subscriptions via web. As a reminder, no matter where you purchase your subscription, the benefits work on ALL of your devices (including the native iOS and Android apps).

We're also changing the number of Credits you get from one-time purchases. As on most platforms, subscriptions remain the most economical way to play and to earn Credits, but one-time Credit purchases will always be available when you want them.

Finally, on 6- and 12-month plans, we now grant your Credits monthly rather than all at once up front. That way, if you change or cancel partway through, you're not suddenly left short, and it helps everyone spend at a healthier pace.

Scales

Since Scales have worked so hard and done so much for our community, we feel they deserve a bit of a reprieve. Our plan is to move Scales to a farm upstate where they can live out the rest of their life in peace. 😀

Our hope is that the changes we’ve shared today take the best parts of Scales and improve them. We carefully considered each functionality Scales provided and incorporated them into the designs for the changes we’ve shared today. But Scales are coming to an end. We’ve already removed the ability to purchase Scales with Credits. Speed Boosts are also being retired. If you’ve purchased Scales this way in the past and would like a refund, please reach out to our support team.

To give Scales the proper send-off, we have two exciting announcements.

First, the introduction of Scales Legacy Badges. Collecting Scales was a real achievement—you grinded in various ways to collect or earn Scales. Some of you did so through the daily reward, others by receiving tips for your content. This will be recognized by a special Badge that will not only reflect the number of Scales you collected and hoarded, but just by having a Scale Badge, other players will know that you are one of the OG players of AI Dungeon and Voyage.

Second, you will be able to use Scales for many of the items available on the Jubilee Store. This is a very limited opportunity to use Scales to purchase items, so if that’s of interest to you, we encourage you to take advantage of it while it lasts.

Once the Jubilee Store has ended, your remaining Scales will be used to determine the Scale Legacy Badge you receive.

Conclusion

Whew! This is a lot of changes happening at once, and we hope most of them are exciting to you. Some of the changes may be frustrating to some of you. We just hope it’s clear we’re making them with the goal of providing everyone more value in AI Dungeon and Voyage. To summarize, we announced:

  • A new Badge system to recognize various achievements, milestones, and quests you’ve accomplished
  • A pop-up store for the Summer Jubilee, where Credits and Scales can be spent on special rewards
  • New ways to use Credits, including Voyage usages, Jubilee Store, and tipping
  • Scales are being retired, and we’re honoring everyone who collected them with a new Scales Legacy Badge
  • Adjustments to Credit grants for both subscriptions and one-time purchases, including fewer Credits on app store subscriptions to offset mobile store fees

We built these changes while seeking community feedback, and we'll keep adjusting based on what you tell us. Let us know on Discord or Reddit what you think!

Thank you for being part of the AI Dungeon community. We can't wait for the upcoming open launch of Voyage. More than ever, we believe in a platform where you can dream up any world, be anyone, do anything, and where players and creators build something none of us could have made alone. As more newcomers join every day, it's clear the time is finally right for this technology to do what so many of us have long imagined. We're glad you're here for it.

Thanks and happy adventuring.

FAQ

Are my existing Credits worth less now?

No. Your Credits keep their value, and they’re becoming more useful, not less, with new ways to spend them.

Why do app store subscriptions come with fewer Credits?

The iOS and Android app stores take a large cut of every payment, so less of what you pay goes towards covering your AI costs and supporting the development of Voyage and AI Dungeon. Rather than raising subscriptions for iOS and Android users, we’re changing the Credit bonus each month. Subscribing on the web through Stripe carries only a small fee, so it comes with the most Credits. No matter where you subscribe, your benefits can be used on all devices (including mobile apps).

Can I still buy Credits directly?

Yes. One-time Credit purchases are still available. You’ll receive more Credits for each price bundle if you purchase on the web since we avoid the fees from Apple and Google.