u/Adrzk222

What's New This Week: Mutiny Wraith 2 + Major Update

What's New This Week: Mutiny Wraith 2 + Major Update

Mutiny Wraith 2 is live.

Wraith just got an upgrade. We present to you Mutiny Wraith 2, live now.

This update touches several areas of the experience: Model / AI Behavior / Flicker, WorldState / Facts / Memories & Persistence, NPC & Character Generation, Full Rules & Character Mechanics, Campaign & Module Experience, and UI / UX / Mobile.

Flicker got smarter.

First things first: Flicker got a major upgrade. She can now view, read, and discover new World Facts with you as you find them throughout your campaign.

She also gained two new features: Recall Brain and Memory Powers.

Recall Brain gives her the ability to look into your campaign context and give you precise answers about moments you may have forgotten, want clarification on, or simply want to talk about.

Memory Powers give her the ability to edit, delete, or create new memories for you instead of requiring you to manage them manually.

A bigger and more capable model.

On the model side, the model is now bigger, giving it more knowledge and stronger narration capabilities than the previous one. Combined with the work we've done around it, it's designed to let you create pretty much any story you want.

Fantasy, medieval, slice of life, modern, or NSFW. It is built to handle all of them. You shouldn't play two completely different campaigns and feel like you're seeing the same story patterns playing out underneath.

Going into a bit more detail, we've tackled several long-standing behaviors.

The "which is it?" pattern has been practically eliminated. "Eliminated" may be a strong word. It did technically appear once across thousands of actions during our testing, but that's a massive improvement compared to what we had before.

We also tightened the AI's reading of characters. No more dwarves being generated as humans.

NPCs aren't seers anymore.

NPCs will no longer reasonably know things they shouldn't. They'll ask questions, engage with you, and react to what they actually know, giving conversations more life and creating better opportunities for immersion and relationship development.

Your character is not special.

We've also tightened the leash around player agency. The model will never act for you. And we mean it.

Your character isn't automatically the protagonist of the world. If you want to be just another random person living in it, the world will treat you as such.

But don't be surprised when you bump into a young noble, piss him off, and end up in prison because you got his robes dirty, followed by having your hand cut off for the offense.

If you don't have power and mess with the wrong people, consequences will be enforced on your character. You are not special anymore.

And yes, sometimes the AI will still try to give you a way out. It's an AI, after all. Whether you take it is up to you.

Hidden World Facts

We fixed the hidden tag for World Facts. Hidden facts will no longer steer you in the direction of the fact itself.

There is one caveat here: don't add the name of the fact to the discovery note. Instead, describe how the fact is supposed to be found.

Rumors are now almost necessary to discover hidden or secret facts. No more AI steering you toward the secret the moment you step into the location where it's hidden.

Regenerate is finally clean.

We also fixed a particularly nasty issue where regenerating a response could leak information from the first response into the second.

Regenerates now completely reject the previous draft, meaning you can expect genuinely different and more varied responses without the model carrying knowledge or decisions over from the response you just regenerated.

WorldState

WorldState now updates with each action and deletes or rolls back information after you delete or edit a message.

No more delays or confusion from divergent context in your WorldState affecting your campaign memories.

Time

Time is finally fixed and stable!

Time updates automatically as soon as the response finishes, whether it's a one-day or a one-year timeskip. All times of day are also working correctly.

As a nice fallback, time tags are editable. In case the AI messes something up, instead of deleting your messages, you can simply edit the timestamp on the memory and continue with your story.

NPC & Character Generation

This one is big and took a lot of work.

The AI Create feature inside the character creation page, when used just before starting a campaign, now creates a character based on the world setting and context you're in.

We also added a witness mechanic behind the scenes that assigns facts to the characters who were present. You may not notice it right away, but after thousands of actions, you'll thank us for not letting the AI guess who was actually in the scene when it recalls a memory.

We tightened and improved character sheet generation. Now, every NPC generated gets its own sheet based on the world setting, the context in which they were generated, and what is known about them.

No more fantasy NPCs appearing in modern scenarios.

You talk to a gym coach and he tells you he comes from Russia? Once his character is created, that information will be reflected in his sheet and expanded from there.

We also improved age, appearance, and personality generation to make every character a little more unique and grounded.

Our Illustrate function also got improved, but we need to be honest here: the model that generates images has its own limitations. If you want fidelity and character realism in your illustrations, add portraits to your NPCs. Image-to-image generation works almost every time, with very few documented deviations.

Full Rules & Character Mechanics

Now we come to Full Rules. This one received some well-deserved work.

Manual inventory editing is now available, along with damage type selection for weapons.

And you ask, where?

Inside the campaign, under your character's name, you'll find a small pencil with the Edit button. Click it and it will open your character sheet, where you can edit your character directly.

Race traits are now shown correctly, along with AC, which was previously being displayed incorrectly in the UI.

Skill modifiers are now visible and displayed correctly under their respective tabs.

Proficiencies are also fixed and can now be added or removed directly from your sheet.

Full Rules PC UI

The PC UI has also received some improvements. Not a complete redesign, just a general polish and cleanup to make the experience smoother.

Campaign & Modules

Campaigns and Modules got some fixes too.

You, the creator, or even a player, can now lock characters to openings. You can have 10 characters in your cast, but if one is locked to an opening, only that character will appear there.

The playable character flow was also fixed and is now working for anyone who generates a module with playable characters or sets them when creating a module.

When creating a module, under World Setting and NPC Picking, you'll now find hints about mechanics that can improve both of them inside your module edit page: World Facts and Character Enhancement (Auto Personality Builder).

We've also reduced friction for new players. Creating a character from the Choose Your Character page after entering a campaign for the first time now takes you directly into the campaign instead of sending you back to the My Characters page.

We found a bug where changes made to your character during a campaign could leak into the real character on the My Characters page. This has been fixed. It won't fix the issue in old saves, but it prevents it from happening in new ones going forward.

Detailed module creation is now better suited for mobile users as well.

One more thing for PC players.

If you're on PC and don't want to touch the mouse after every response just to click on the text box, you can rest easy now.

After the AI response, just wait a moment and the text box will automatically be selected for you. You can just start writing without taking your hands off the keyboard.

Mobile

And for mobile users? We didn't forget you.

Once you send your message, the screen will automatically centralize the DM response from the top. This means you can start reading as soon as it begins writing and scroll down whenever you're ready.

If you hold or move the screen, it will naturally detach, so you aren't forced to stay in that position until the message finishes generating.

Speaker Portraits

The small icon beside the font size turns speaker portraits on, and the feature received some work too.

Speaker Portraits now work in all modes, and the formatting inside them is rendered accordingly.

In chat campaigns, if you're talking to one character, their portrait will appear in the response header. If there are two or more characters, the header will remain empty.

In narrative/full rules mode, the header will always show the Dungeon Master.

Character Tracking

A new addition for chat campaigns on PC: we're bringing over a feature from V2, character tracking.

It shows on your right rail who's currently in or out of the scene.

Nothing too big, just a cosmetic addition that makes it easier to keep track of who's around.

End.

Let us know how it feels. Any new patterns, annoying flows, bugs, or thoughts you have. A third of the work we did this week came directly from player feedback. You help more than you know.

u/Adrzk222 — 11 hours ago

ArcanumRPGs Interviews Eric, Mythengyn Engineer and Founder.

Hello, Everyone! Arcanum RPGs published a new in-depth interview with the founder of MythEngyn about the game and the path to 1.0, along with a few other things. The interview goes pretty deep into his views on the platform and AI-related issues, while also explaining a lot of what's inside MythEngyn, how the whole thing works, and the plans for the future.

They also included their own hands-on observations and questions rather than making it just a standard developer interview, so there's a lot of interesting discussion in there. If you're interested in knowing what goes on under the hood, it's definitely worth a read.

https://arcanumrpgs.com/blog/mythengyn-eric-interview/

u/Adrzk222 — 9 days ago

What's New on MythEngyn This Week?

What's up, everyone! We've been working on quite a few things this week, so here's what's new on MythEngyn.

First, we've made a lot of progress on the model's narration. We've been noticing some repetitive behaviors across different settings and characters, especially the tendency to constantly analyze the player, praise them, or frame every interaction around how "different" they are.

You might have seen things like:

You're either this or that. Which is it?"

"Most people do this. You're doing that. You are (adjective)."

These phrases aren't necessarily bad on their own, but the model was leaning on them way too much. Characters would sometimes spend more time trying to analyze the player than actually being themselves and participating in the story.

We've spent a good part of the week testing and steering the model away from this behavior, and we're seeing a much better result so far. Characters are feeling more like themselves again, with less repetition and less unnecessary focus on the player's personality.

We're still watching it closely, though, so we'd really appreciate feedback if you notice something that still feels repetitive or unnatural.

We've also continued improving the Speaker Portrait feature.

The feature is now much more stable than it was when we first introduced it, especially in scenes with multiple characters. If you tried it a few days ago and weren't happy with the result, give it another try!

When you're interacting with a single character in a chat campaign, their portrait will appear alongside their name in the response header, with the whole message being treated as that character's response. With multiple characters, the speaker portraits make it much easier to follow who's actually talking and add another layer of immersion to the scene. We're still polishing some edge cases, but it's in a much better place than it was before.

If you're playing on PC, we've also brought forward a feature from our V2 engine: Scene Character Tracking.

You'll now be able to see the characters currently associated with your scene, alongside their portrait, tag, whether they're in the scene or away, and some of their personality traits.

This is tied into the World State character tracker, so it's fairly stable, although you may occasionally see a character marked as present when they aren't. This is only a tracking issue and won't affect the actual story. We're still working on it.

There's also a small QoL improvement: the text box now expands as you type, both on PC and mobile, so you can see more of what you're writing and organize longer responses more easily.

And finally, we've put a lot more work into NPC Auto-Sheet Generation.

We brought this feature forward while we already had a lot on our plate, so it wasn't as polished as we wanted it to be initially. We've now given it another pass, and the generated sheets should be much more grounded in the setting and context of the character.

The generator now takes the character's early interactions and dialogue into account when creating their sheet, rather than simply taking a short initial description and filling in the blanks itself. This should result in fewer generic personalities and fewer details that contradict what was actually established in the story.

Generated NPCs should also now have specific age, race, and gender information instead of leaving those fields unknown when the story already gives us enough information to establish them.

Overall, we've made a lot of progress this week, but as always, we'd love to hear what you think.

If you've been playing MythEngyn recently, let us know what you've noticed. Tell us what feels better, what still feels off, what bugs you've encountered, or even just something you think would make the experience better.

Your feedback is a big part of how we figure out what needs attention next.

Thanks for reading!

u/Adrzk222 — 11 days ago

Get to Know: Import

Welcome to another Get to Know post! Today we'll have a brief one highlighting one of the features that lets you migrate from other platforms with very little effort.

Right now, we have four different import tools covering three different services: AI Dungeon, CharacterAI, and SillyTavern. In the future, we plan to add support for even more platforms.

One feature we'd like to add in the short term is CSV/Excel importing, allowing you to import characters either individually or in bulk. Instead of copying every field one by one, you'll be able to build your entire character in a spreadsheet, import it, and have it ready to play or deploy in your module within seconds.

Here's what our current import tools support:

AI Dungeon

Import an adventure export (metadata.json + action files) as a Classic narrative campaign with its full chat history.

AI Dungeon Characters

Import Story Card characters (.json) as AI cast members for character chat campaigns.

Tavern Character Card

Import a Tavern character card (.png or .json) from SillyTavern, Chub.ai, or any other Tavern-compatible source.

CharacterAI

Import a character and chat history exported with CAI Tools. This requires character.json, with chat.json, example messages, and a portrait being optional.

These tools let you bring your characters and adventures into MythEngyn with very little effort, so you can simply pick up where you left off.

If you're not sure how to export your data from another platform, don't worry. A quick search will usually show you how, and if you get stuck, just ask around. We're always happy to help.

Next:

u/Adrzk222 — 14 days ago

Get to Know: Placeholders

Welcome to another Get to Know post! Today, we're going to have a quick look at our placeholder system.

When you're creating a module for other people to play, open the Module Edit page and scroll down to the Placeholders section, just below the opening scenes.

Placeholders let you ask the player for information before the campaign begins. Simply wrap any word between two % symbols. For example, %name% will automatically use the player's character name from their character sheet.

You can also create your own placeholders for anything you want. Maybe you want to ask for the character's hometown, family name, organization, ship name, kingdom, or anything else that fits your module. The player will be prompted to fill those in before starting the opening scene they selected.

It's a simple feature, but an incredibly useful one for creating more personalized campaigns without needing multiple versions of the same module.

Right now, the system is pretty straightforward, and it's a bit hidden away inside the module editor. We do plan to expand it in the future, but for now, it already gives creators a lot of flexibility with very little effort.

Next: Get to Know: Import ->

u/Adrzk222 — 15 days ago

Get to Know: AI Directives

Welcome to another Get to Know post! Today we're talking about AI Directives, one of the tools that lets you steer the AI to better fit the kind of story you want to play.

You can find AI Directives in two places. Either open the module edit page and scroll to the bottom, just below World Facts, or open your campaign manager. It's at the bottom there too.

One thing you may have noticed is that we don't offer ten different models for you to choose from. Instead, we decided to give you something we think is much more useful: the ability to tell the AI how you want it to behave.

This is where AI Directives come in.

They're simply instructions that help steer the AI. They aren't magic and they aren't absolute rules. LLMs are still LLMs, they can be stubborn sometimes. But most of the time, Mutiny Wraith follows them surprisingly well.

We built this feature because, as much as we love what the AI can already do on its own, we also know it isn't perfect. Sometimes you'll want a darker story. Sometimes you'll want NPCs to behave differently. Sometimes there are little habits that annoy you and you'd rather not see them anymore.

Instead of forcing one experience on everyone, we let you shape it.

There are five categories:

  • Style: Tone, pacing and writing style.
  • Character: How NPCs behave and speak.
  • Preference: Things you want or don't want in your experience.
  • Boundary: Hard limits for the AI.
  • World: Rules that define your setting.

They're all pretty straightforward, so here's an example from one of my own campaigns.

For World, I added:

  • All names must be Chinese or related to Chinese culture.

For Character, I wrote:

  • NPCs should not over-cooperate or risk themselves too easily. This is a cultivation world where self-preservation, status, benefit, reputation, and strength matter. Most people, especially cultivators, will not put their safety, reputation, resources, position, or relationships at risk for a stranger, a weak person, a mortal, a beggar, an outsider, or someone who has not proven their value.

And for Style:

  • A blend of seriousness with delightfully over-the-top clichés that occasionally border on unintentionally comedy. The classic "arrogant young master" style.

There are no limits on how many directives you add or how much you write. Together with World Facts, this gives you a lot more control over how your world feels. Instead of the AI guessing what kind of experience you're after, you can simply tell it.

Mutiny Wraith already does a good job on its own. We built it so you can jump into a campaign with almost no setup and still have a great experience. But we're players too, and we know that one style doesn't fit everyone.

Some people want a cozy slice-of-life campaign. Some want a brutal cultivation world where everyone is selfish. Others want a fully customized setting with its own rules, systems, and writing style. That's exactly the kind of experience we're building our newest engine for.

None of those are wrong.

Every system we've talked about so far, and every one we'll talk about in the future, follows the same philosophy.

We don't want to make the AI more complicated.

We want to give you more control, while keeping everything as optional and as easy to use as possible.

That's the goal.

Let you play the way you want.

Next: Get to Know: Placeholders ->

u/Adrzk222 — 16 days ago

Get to Know: World Facts

Welcome to another Get to Know post! Today, we dive back into what's inside modules. This time, we're talking about World Facts.

For quite a while, World Facts didn't exist. We only had two places to write your world's lore: the World Setting and the campaign memories (or campaign facts). It took some time for us to realize there was a gap there and think of a proper solution, but eventually we came up with World Facts.

So, what are World Facts?

Simply put, World Facts are your world's lore. They're the place where you can dump everything that makes your world feel alive, deep, and rich without cluttering your World Setting or filling your campaign with countless memories.

We currently have nine categories for World Facts: Location, Faction, Figure, Item, History, Mystery, Rule, Event, and Other. On top of that, every World Fact can have one of four secrecy levels.

A Public fact is exactly what it sounds like. It's always known and accessible.

A Rumor is, well... just a rumor. When the player reaches the relevant place or meets the people connected to it, the AI can naturally surface that rumor through dialogue or exploration, giving the player pieces of information without confirming whether it's true.

A Hidden fact introduces a new field called the Discovery Note. Here, you describe how the player can uncover that fact. Once they do, it leaves its hidden state and becomes visible inside the campaign's World Facts page alongside the public ones, while still keeping its original tag.

Hidden facts can also be foreshadowed. For example, if there's a hidden treasure somewhere in the mountains, characters in nearby villages might mention an old legend about treasure buried there. Maybe it's true, maybe it isn't. That's for the player to find out.

Finally, we have Secret facts.

Unlike Hidden facts, Secrets receive absolutely no foreshadowing. Nobody talks about them because nobody knows they exist. They're usually paired with a Discovery Note as well, explaining how the player can eventually uncover them. Once discovered, they also become visible in the campaign's World Facts page.

During an ongoing campaign, you can add, edit, or delete World Facts both inside and outside the campaign. You can search them by name using the built-in search bar or simply browse them by category.

The best part? There are no limits. Write as much as you want and create as many World Facts as your world needs.

And this is only the beginning. We have plenty more planned for module customization and gameplay depth, and it's very possible that this system will become even more powerful in the future.

Until then, have fun building your worlds!

Next: Get to Know: AI Directives ->

u/Adrzk222 — 17 days ago

Get to Know: Relationship History

Welcome to another Get to Know post! Now that we've covered how to create and edit a module, let's talk about one of the features you'll find inside it.

Our model does a great job of remembering events and developing relationships naturally over time. But during testing, we kept running into one specific problem.

What happens if your campaign starts with characters who already know each other?

The AI is actually very good at understanding existing relationships. If two characters are siblings, lovers, rivals, lifelong friends, or master and disciple, it'll naturally continue that dynamic.

The problem isn't the relationship itself. It's everything that happened before the campaign began.

Imagine two martial artists who have been rivals for ten years. The tournament you're about to play is their tenth encounter, not their first. The AI understands they're rivals, but it has no way of knowing about those previous nine tournaments unless you explicitly tell it. Since those events never happened during the campaign, the most logical thing it can do is treat this as their first meaningful encounter.

We called this the lack of pre-existing permanence.

The AI wasn't really doing anything wrong, it simply couldn't reason about a past that had never existed in the campaign. Even with backstories, it couldn't invent the specific events that shaped a relationship without risking inconsistencies.

That's exactly what Relationship History was designed to solve.

Instead of asking the AI to imagine years of shared experiences, you can define the important moments that shaped a relationship before the story begins. Maybe two siblings fought over an inheritance, two rivals have already faced each other nine times, or two lovers have been together for years.

Relationship History gives the AI those defining moments as established facts, allowing it to build upon an existing history instead of creating one from scratch. The result is relationships that feel deeper, more consistent, and much more believable from the very first interaction.

This dedicated space saves you from hiding important information inside the World Setting or character backstories, where it doesn't really belong. It also makes creating campaigns much easier when your story is supposed to begin with the world already in motion, instead of everyone meeting for the first time or seemingly appearing out of nowhere.

Next: Get to Know: World Facts ->

u/Adrzk222 — 18 days ago

Get to Know: AI Module Creator

Welcome to another Get to Know post! This time, we'll talk about something we created to help players who want a quick setup, need to brainstorm ideas, or simply want a solid foundation to build from.

This one won't be long, there isn't much mystery behind this feature.

Either from the My Modules page or when you click New Campaign and enter the guided setup, you'll be presented with a wizard. The first step asks you to describe your module.

You can write something simple and let the AI improvise, or be as detailed as you want and it will follow your instructions.

You can also choose the type of adventure you want: Narrative, Chat, Full Rules, or Interactive Novel. Give your module a name, set the content rating, and choose whether you want multiple openings and playable characters generated for you instead of creating them yourself.

Once you're done, click Create Module and you'll move on to the next step. The AI will usually ask you a few follow-up questions so you can better guide it and help it create a module that matches your vision.

You can either answer those questions yourself or let the AI answer them based on your original prompt to further flesh out your module.

Once it's finished, your module is ready to go. From there, you're free to play immediately or jump into editing, using the AI Edit feature to add or modify your World Setting, AI Directives, World Facts, and much more.

Next: Get to Know: Relationship History ->

u/Adrzk222 — 20 days ago

Get to Know: Detailed Module Creation

Welcome to another Get to Know post! Today, we're talking about creating modules. There are two ways to do it: you can either use the AI to help you, or, as we're going to cover today, create the module yourself and control every detail.

When you enter the platform, either on PC or mobile, you'll find a big purple button at the bottom of the side panel. That's where you go to create your campaign.

Once you click it, you'll be presented with our four modes: Narrative, Chat, Full Rules, and Interactive Novel. The creation flow is very similar across all of them, with only a few differences. I'll explain each step, but keep in mind they're all pretty similar. The only mode that will receive significant changes in the near future is Full Rules, and I'll make a new post once those changes are out.

The first thing you'll fill in is your world's name and description, along with a cover image if you want your module to have one. But don't worry, you can always change or generate it later.

Next comes World Setting.

It's pretty straightforward: write about your world. You don't need to dump all of your lore here, though, because that's what World Facts are for. World Facts handle things like locations, rules, historical figures, and all the deeper lore. We'll cover that in another post.

World Setting is simply the general overview of your world.

After that, you'll be taken to the NPC selection step. If you want to add NPCs, you can do it here or later while editing the module. In Chat campaigns, you must choose or create an NPC before proceeding. In every other mode, you can simply skip this step.

Next, you'll create your opening message. Again, pretty straightforward.

You can have up to 10 openings, and each one can also have sub-openings. Sub-openings are only available in the module editor after creation.

Finally, you'll reach the Content & Style step.

Here, you can set the content rating, exclude or minimize certain types of content, configure tags, define the DM Persona, add AI Directives, and more.

Once you're done, the wizard will ask whether you want to choose a character or skip that step for now.

You don't have to pick a character yet. After creating a campaign from your module, you'll have the opportunity to create or choose one in exactly the same way. The only difference is that, if you pick one during the wizard, you'll be taken directly into the campaign and can start playing immediately.

Now that we've talked about creating a module, I want to highlight a few features you'll find in the module editor after you've created it.

At the top of the screen, we have AI Edit.

You can ask it to do almost anything: expand your World Setting, rewrite your description, add AI Directives, remove or add NPCs, and so on. You don't have to do everything by hand.

Inside the editor, you can add more openings and sub-openings, as well as use our placeholders to create a more personalized experience.

Just below that, we have the Cast. Here are the NPCs that belong to your module and will be cloned into your campaign.

Here you'll find an automatic feature called Enhance Character. It can generate an Expanded Personality for every character, or only for the ones you choose.

The AI analyzes the selected characters and creates Behavioral Rules, Reaction Patterns, and Key Facts for them automatically.

Below that, you can make your module public or private, change its tags, and further customize your experience with Relationship History, AI Directives, and World Facts. We'll cover them in our next posts.

Next: Get to Know: AI Module Creator ->

u/Adrzk222 — 21 days ago

Get to Know: Expanded Personality

Welcome to another Get to Know post! Today, we're talking about a special system for those who like to go the extra mile. We made this tool just for you.

In the last post about Character Creation, I mentioned the optional refinements. I told you guys we'd talk about them in a later post, and well... this is it.

Those optional refinements are what we call the Expanded Personality System.

We created it because we felt that characters needed more depth. It's optional, but it's a really interesting layer to add. In the past, we only had Personalities, and they already do a lot to help the AI portray a character. But sometimes... we felt it wasn't quite enough. Something was missing.

So, after a lot of discussion and testing around its implementation, we ended up with this.

The Expanded Personality System is made up of three components.

The first one is called Behavioral Rules.

Here, you'll write about how your character... behaves. Pretty straightforward. How does their personality translate into concrete actions, reactions, and habits?

Let me show you an example from one of the characters in my campaign. He's a king.

  • Tian Long speaks slowly and listens carefully. He does not interrupt. He does not raise his voice. He asks more questions than he gives answers because he has learned that the person talking is the person revealing. He trusts paperwork more than promises. He reads every report that crosses his desk. He sleeps poorly and wakes early. He inspects the western watchtowers personally twice a year, despite the limp. He is formal with strangers, warm with family, and distant with everyone in between. He does not drink in public. He does not swear. He does not make promises he cannot keep.

The goal of this feature is to ground the AI in the behavior you want that character to display. Personalities already help define a character, but let's say your character has more than one side. Maybe he's evil... but also loves taking care of small animals. Who knows?

This is where you'll show the AI how that character actually lives and moves through the world. It's where their personality, fears, habits, and whatever else you want to write become concrete and consistent throughout the narration.

And, of course, there are no limits. Write to your heart's content.

Next on our list, we have Reaction Patterns, a seemingly simple but surprisingly powerful feature that takes personality and, well... reactions, as the name suggests, to another level.

The basic format is simple:

  • If/When the player (or someone else) does X: the NPC does X.

Or here's a real example:

  • If you give attention to someone else: Her eyes narrow. She laughs a little too loudly. She inserts herself into the conversation. She might make a cutting remark about the other person or suddenly become very interested in whatever you're doing. She's not subtle about jealousy.

While Behavioral Rules establish how a character generally moves through the world, Reaction Patterns establish how they emotionally respond to specific situations.

There are no limits to how many you can create.

If you're a creator, this lets you build incredibly detailed characters and greatly improve your players' experience. And if you're a player, you can improve your own experience too. Since the AI follows these rules, you'll get much more consistent behavior than simply writing "possessive" or "jealous" in the Personality field and hoping the AI interprets it the way you intended.

Last, but definitely not least, we have Key Facts.

As a player, I know how frustrating it is not to have a proper place for important information about a character. You know... those little details that don't really belong in Appearance, Backstory, or any of the other boxes.

Well, now you do.

Key Facts are locked facts that the AI will always honor. They're anchored to the character and never change, even if Adaptable Personality is enabled.

No more writing important information in the Backstory and hoping the AI realizes it's supposed to remember it forever.

Here, you can add as many Key Facts as you want and make your characters feel much more grounded and believable.

One last thing.

If you're editing a character (rather than creating a new one), both Reaction Patterns and Key Facts use individual boxes. You can always add more with a single click, but one of my favorite quality of life features is how pasting works.

Let's say you wrote everything in a notes app or even generated it with another AI. You don't have to copy each entry one by one.

Just paste everything into the first box.

As long as each entry is separated by a line break, MythEngyn will automatically split them into individual boxes for you.

During Character Creation, the same rule applies. You just need to separate each entry with a new line either during writing or before pasting. The site knows the difference between a space and pressing Enter, so it'll handle the rest for you.

While the feature is already stable, we'll continue improving the underlying system that powers it, because no system is ever truly perfect.

We're also planning to add an import feature so you can use a CSV, Excel, or Google Sheets file to import an entire character or even a whole bunch of them at once, without having to copy and paste everything every time.

Next: Get to Know: Detailed Module Creation ->

u/Adrzk222 — 22 days ago

Get to Know: Character Creation

Welcome to another Get to Know post! Today we're talking about one of the biggest and most complete features on the platform: Character Creation.

There are several ways to get to the character creator, but I'll take the usual route here.

On the side panel, head over to My Characters. That's where all your characters are stored and managed. Click the purple Create Character button to start making your own.

Before creating one, you'll have two options: Narrative Character/NPC or Full Rules Character/NPC. Since V2 is currently being reworked, I'll leave the Full Rules option for another post once it's updated.

When you choose Narrative, you'll see Generate with AI at the top of the wizard. This lets you quickly create characters or NPCs for your world without filling everything out manually. Just describe what you want, and the AI will generate the entire character sheet for you.

Below that are the main creation options.

First comes the Character Portrait. You can either upload your own image or generate one using one of our six portrait filters.

Then you've got Name (with a handy name suggestion feature), Gender, Race, Age, and finally Appearance. Appearance is used both to generate the portrait and to generate the character in scene illustrations during your campaign.

Once that's done, we move on to what actually makes your character... well, your character.

Personality & Backstory

Here you'll find five comma-separated fields that define your character or NPC:

  • Personality Traits
  • Values & Beliefs
  • Goals & Desires
  • Fears & Weaknesses
  • Hobbies & Interests

These fields help ground your character and keep NPCs from feeling like clones of each other. Everyone ends up with their own motivations and personality.

After that comes Backstory, and this one is pretty straightforward: just tell your character's story.

Next, you'll see Optional Refinements, which add even more depth to NPC simulation. We'll cover those in a future Get to Know, since today we're focusing on the basic setup.

Voice & Speech Patterns

Once you've finished the previous step, you'll move on to Voice & Speech Patterns.

Here you can choose from six Speaking Styles and seven Voice Tones, which define how your NPC speaks throughout the campaign.

Speaking Style

  • Formal: Proper, refined speech
  • Casual: Relaxed, everyday conversation
  • Archaic: Old-fashioned language
  • Slang: Informal, street-style speech
  • Poetic: Flowery and metaphorical
  • Terse: Brief and straight to the point

Voice Tone

  • Warm: Friendly and approachable
  • Neutral: Balanced and measured
  • Cold: Distant and reserved
  • Passionate: Intense and emotional
  • Sarcastic: Dry, mocking wit
  • Enthusiastic: Eager and energetic
  • Melancholic: Wistful and somber

And that's it! Your character is ready to go.

Before we wrap up, there are two extra features worth mentioning. They're a bit too small for their own Get to Know post, but they're directly related to character creation.

Adaptable Personality

Adaptable Personality is a toggle inside the character sheet.

When enabled, it tells the AI that this character is allowed to evolve naturally over time. Their personality won't randomly change from one response to the next, but it can slowly develop throughout the campaign based on their experiences.

Auto Character Sheet Generator

The Auto Character Sheet Generator is one of those features that quietly does a lot behind the scenes.

Whenever a new NPC is introduced, the AI can automatically generate a complete character sheet using the scene's context and your previous interactions with that character.

Behind the scenes, we also use additional personality predispositions, sixteen temperaments and nine stances to make sure NPCs don't all feel the same. The goal is to create a wider variety of personalities and behaviors across every campaign.

Next: Get to Know: Expanded Personality ->

u/Adrzk222 — 23 days ago

Get to Know: Quests/Possessions

Welcome to another Get to Know post! This one will be short and more of a simple showcase rather than a full post about a feature.

On the World State post, i’ve briefly talked about an existing feature within world state that was Quests and Possessions and today i’m going to explain a bit about it. Both three are a working system but take into account they’re also a work in progress since they’ll be refined and improved with time.

The first box you have is called Active Quests. They are automatically created as you explore your world and interact with it.

The quests can have time to be completed in case the person who gave you set that as a requirement. You can add more manually, delete them, set them as complete or edit the quest on the campaign manager outside. But, to see your active quests, you can ask Flicker and she will present them to you.

On the other hand, Completed Quests are naturally those you completed, either automatically or when you ticked the active quest and it is moved to this other box. Completed quests can also be deleted but they are automatically cleaned with time so they don’t clutter your UI with irrelevant and old info.

Possessions will be anything you have on you and that doesn’t necessarily mean in your body. Any items stored or considered as owned, they will be considered possessions and their state also tracked. If they’re on your back, hand, head, tattered, burned or etc. See this less as a traditional rpg inventory and just a better way to track what’s yours without the AI losing it in the midst of the giant flow of context. Just like the other items, you can add, edit or delete possessions.

This small post highlights this simple yet important pieces of the world state while also showing the direction we want to take. In the future, we plan on expanding the Narrative, chat and interactive novel campaigns to hold more systems that will allow for better world creation and gameplay. Our focus will be on player agency and options while also maintaining the game simple for those who want a quick experience and deep for those who like details and building something solid to play with.

Next: Get to Know: Character Creation ->

u/Adrzk222 — 24 days ago

Get to Know: Day/Time Tracker

Welcome to another Get to Know post!

Last time, we talked about Campaign Facts and how memories work. Today, let's talk about something that makes your world feel even more alive: the passage of time.

This system was originally on our internal roadmap to launch alongside V2, our new rules engine. Plans changed a bit, though, and we decided to bring it forward first.

Whether you're on desktop or mobile, you'll find a Time badge at the top of the campaign UI showing the current date and time of day. As your story progresses, those values update automatically.

Spend the morning training? You'll probably find yourself at noon or in the afternoon.

Sleep through the night? You'll wake up at dawn or in the morning.

Spend a week mastering a skill? A proper timeskip happens, and the calendar advances accordingly.

And if something ever goes wrong or you simply want to change it, you can always edit the date and time manually through the World State.

This also ties into our previous Get to Know about Campaign Facts.

Every memory is timestamped with the day, month, and year it happened, giving Maelstrom much more precise context when recalling past events. It might seem like a small detail, but it makes remembering things feel far more grounded, especially in long-running campaigns.

We already have plans to expand this system even further... but one thing at a time.

For now, you've got a reliable time system that just works.

No more keeping track of days in your head, on a piece of paper, or in your notes app. Let Maelstrom do the counting while you focus on the story.

Next: Get to Know: Quests/Possessions ->

u/Adrzk222 — 25 days ago

Get to Know: Campaign Facts (Memories)

Welcome to another Get to Know post!

Today we're talking about the system that keeps your world alive through remembering. On paper, we call them Campaign Facts, but they're really just your campaign's memories, created every time you interact with the world or a character.

Just like World State, Campaign Facts used to be hidden in the past. They eventually came to the surface alongside it in the Memory tab, where both systems are now fully editable, whether you're inside or outside a campaign.

Campaign Facts are powered by Maelstrom, and this is honestly one of the places where it really shows off.

As of now, memories have 7 tags that are automatically assigned whenever a new memory is created during an interaction. You can also pick any of them yourself when creating a new memory.

Those tags are World, Character, Relationship, Discovery, Routine, Player, and Political. They're used by Maelstrom to organize your campaign's memories and retrieve the right ones whenever they're relevant to the current scene.

Character and Relationship memories received some extra work last month. Your interactions are now remembered in much greater depth and can accumulate over time before ever being considered for invalidation, if they even get there.

A promise you made. A gift you gave. A kiss. A joke. That moment of camaraderie in the middle of a battle.

Those things don't just disappear.

The best part?

The memories actually stick to the NPCs.

Yeah, it sounds a little crazy, but you have complete access to all of it.

Open the NPC Drawer, select any character, and scroll down until you find the Memory section. Inside it, you'll see everything that the character remembers about your interactions together. Those memories are part of their mind, ready for Maelstrom to pull from whenever it makes sense.

Twenty memories? Fifty? Two hundred? We don't really have a limit. You can edit them, pin them, delete them, whatever fits your campaign.

Now let's talk about invalidation.

You're probably wondering if Campaign Facts eventually become a giant pile of memories. Thankfully... they don't.

One of Maelstrom's jobs isn't just creating memories, it's managing them too.

Even better, if you open the Invalidation tab (currently on desktop) and hover your cursor over the memory, you'll see exactly why a memory was invalidated.

We added this not only so players could understand the AI's reasoning, but also because it helps us spot problems. It's one of the reasons Character and Relationship memories became much stronger over the last month.

A small example:

Routine

  1. Memory: Liao Feng instructed Tian Zihao to repeat the same stance and drill, this time attempting the uppercut again while Liao Feng watched.
  2. Invalidation reason: The training session has concluded. Liao Feng ended the session and instructed Tian Zihao to rest and eat breakfast. The drill has been completed.

Relationship

  1. Memory: Yun Shu asked Tian Zihao how long he had been using a spear, saying his stance looked more natural than hers.
  2. Invalidation reason: The question has already been answered. Tian Zihao revealed he had never held a spear before today, and the conversation has moved on.

This also shows another layer of invalidation: superseding.

Say you promise someone a gift. That promise becomes a memory.

Then you actually give them the gift.

At that point, the promise isn't the important part anymore, the fact that they received it is. The newer memory naturally replaces the older one, keeping everything clean and relevant.

That way, Maelstrom doesn't have to drag around a mountain of outdated context just because it might still be useful.

Well, I could spend the whole day showing different examples, but I think this should already give you a pretty good idea of how the system works.

The important stuff stays in the NPCs' minds, ready to be remembered when it matters.

The rest quietly gets out of the way.

Next: Get to Know: Day/Time ->

u/Adrzk222 — 25 days ago

Get to Know: World State

Welcome to another Get to Know post! Today, we're diving into one of the earliest and arguably one of the most important mechanics in MythEngyn: World State.

You can find it under the Memory tab while you're inside a campaign. On mobile, it's tucked away in the three-dot menu at the top of the screen.

So... what does it actually do?

Its job is pretty simple: it keeps track of everything important the AI needs to consider while writing the story so it doesn't suddenly sidetrack or forget what's going on. That's basically it.

World State was created alongside Campaign Facts (Memories) to solve a problem we kept running into early on.

If you read the previous Get to Know about Flicker, I mentioned that OOC was removed because it tried to be both a chat interface and a "story fixer"... and, honestly, it wasn't very good at doing both jobs.

The funny part is that World State and Campaign Facts already existed back then, they were just hidden. The only way to interact with them was by talking directly to the model.

After a lot of testing and discussions about the product's direction, we decided to bring those systems to the forefront. At the same time, we removed the old OOC/Edit and gave players direct access to what's happening under the hood. Now you can see, edit, or delete entries from both the World State and Campaign Facts whenever you need.

On many platforms, you either don't have a world state at all, which means you have to keep reminding the AI of important information yourself until the context window eventually forgets it or you don't really have a way to track anything in the first place. You jump into a quick adventure, and that's about it.

World State is one of the biggest reasons MythEngyn actually remembers your story.

Now let's go through its features and take a look at everything it's tracking behind the scenes.

Click the arrow on the post thumbnail to take a look at the World State inside a campaign.

At the top, you'll find Time, which includes both the current date and time of day. They update automatically, but you can also change them manually. We'll dive deeper into this feature in a dedicated Get to Know later. 

Next up is Location. Maelstrom keeps track of where you are and updates it as you move, all within the same response, so it's never behind the story. If I move from the East Bamboo Courtyard to the Dormitories during a response, it'll automatically update the location.

Then we have Present. The AI keeps track of everyone important in the current scene. Anyone interacting with you,whether they're a named character or just "the old man" before introducing themselves, will show up here.

Next is Clothing. Pretty self-explanatory. Maelstrom keeps detailed track of what everyone is wearing. Switched from armor to a tunic? From a tunic to nothing at all? It'll track those changes so characters don't randomly end up wearing the wrong outfit later.

Position is also pretty straightforward. It keeps track of where everyone is and what they're doing within the current scene.

Weather tracks the current climate and environmental conditions, adding flavor while making sure the story doesn't suddenly jump from a rainy afternoon to a sunny morning for no reason.

Context / Continuity Notes are notes written by the AI itself to remind it of what just happened. They help keep immediate events fresh in memory so the narration stays coherent instead of drifting away from the current situation.

Scene stores a detailed description of your surroundings. This keeps environments consistent instead of having them randomly change from one response to the next. Everything stays grounded in the World State and only changes when the story changes. Blow up the courtyard? The Scene will update to describe it as scorched, damaged, and full of debris.

Outside the campaign, if you click the back arrow to return to the Campaign Manager, you'll find four additional sections that, for now, aren't shown inside the in-game UI.

Recent Events keeps track of the latest events that happened, not just the immediate response. This gives the AI a broader sense of continuity and helps prevent the story from suddenly jumping to something completely unrelated.

Below that, you'll find Active Quests, Completed Quests, and Possessions. We'll also have dedicated Get to Know posts covering each of those later.

Well... that covers the basics of the World State. Inside the Memory tab, we still have World Lore (World Facts) and Campaign Facts (Memories) to explore. We'll cover both in future Get to Know posts.

Next: Get to Know: Campaign Facts (Memories) ->

u/Adrzk222 — 27 days ago

Get to Know: Flicker

Welcome to another Get to Know post! Now we can finally dive into another system, and this one's pretty cool. So... Get to Know: Flicker.

Flicker is our mascot, and yes, she's a girl. She's a little fairy who helps you navigate the platform and assists you during your campaigns.

Back in the day, we had three buttons at the bottom of every campaign: Play, OOC (Out of Character), and Command Mode. Command Mode was meant for the Full Rules Mode, giving you access to things like your stats and inventory, while OOC served two purposes: it acted as both the campaign editor and the DM you could talk to while playing.

It didn't take long for us to realize this wasn't going to work.

AI lies. It confidently says it can do things it can't, and sometimes it makes things even worse by changing or deleting stuff you never intended to touch because it misunderstood what you asked.

So we scrapped the old OOC button and replaced it with Flicker, along with five other personalities you can interact with.

As a quick side note, the old Command button eventually became Edit Mode. From there, you can use the Correct option to fix information in the campaign, or Go To to send an out-of-character instruction to the DM, who will then generate the next response following your request.

Back to Flicker.

So... what does she actually do?

Think of her as our guide and the new OOC, just without the power to modify your campaign, at least for now. It's within our priorities to increase her capabilities.

You can ask her about platform features, mechanics, or how to do pretty much anything, and she'll explain it. Flicker was built specifically for MythEngyn and is constantly being tweaked to close behavioral gaps and improve her responses.

We've reached a pretty comfortable spot with her. She can answer questions about the platform, read your campaign's World State, access session summaries to understand what's been happening, and chat with you while you're playing.

That also means you can ask things like: "What are my active quests?" or "What do I have in my inventory?"

She'll read the relevant information and answer accordingly.

The best part? If she doesn't know something or simply doesn't have access to it, she'll actually tell you instead of making something up.

Flicker stays tucked away behind a little star icon at the top of the UI on mobile and in the bottom-left corner on PC. While you're in a campaign, the icon simply sits on top of the interface, ready whenever you need it.

Open her when you want, close her when you're done... or, if she's not your thing, you can disable her entirely in the settings and never see her again. We won't take it personally.

Next: Get to Know: World State ->

u/Adrzk222 — 28 days ago

Get to Know: Roadmap

Welcome to another Get to Know post! From now on, I'll be the one writing these because we're finally getting into the actual systems behind the game.

By now, you already know who we are and what we've built, so let's talk a bit about where we're headed.

Our roadmap is available both here on Reddit and inside the platform if you want to explore it in more detail, but I wanted to make this post as a quick overview.

Right now, our main focus is bringing full support for the D&D 5.1 SRD into the engine. That means rules, rolls, mechanics—the whole thing. Instead of just imitating D&D, MythEngyn will actually understand how the system works.

This is all possible thanks to our upcoming V2 Engine, which won't just support D&D. It'll also support systems like Pathfinder, Vampire: The Masquerade, and more. On top of that, you'll be able to create your own rulesets and homebrew content through the reworked Full Rules Mode.

Here's a quick look at what's currently on the roadmap:

  • Session Recaps – Automatically generated summaries after each session, highlighting important events, NPC interactions, and plot progression.
  • Multiplayer Campaigns – Shared campaigns for up to five players, complete with turn management and persistent party memory.
  • Lore Ingestion System – Import your own worlds, lore documents, and character backstories through PDFs, Word documents, text files, or simple copy and paste.
  • Scene Illustrations – AI-generated artwork for memorable moments throughout your adventure.
  • NPC-to-NPC Relationships – NPCs won't just react to you. They'll build friendships, rivalries, alliances, and conflicts with each other in the background, making the world feel alive even when you're not around.
  • Discord Bot Integration – Play your MythEngyn campaigns directly from Discord while keeping the same persistent world and memory.
  • GM Co-Pilot Mode – Designed for tabletop groups. The human GM runs the adventure while the AI handles NPCs, conversations, and helps with narration.
  • Relationship Visualization – An interactive graph showing character relationships, faction standings, alliances, rivalries, and more.

And honestly, that's not even everything. This roadmap only includes the biggest features we'd like to have in place before launch, if possible.

Some of these are actually already in the game in an early form. Scene Illustrations and the Lore Ingestion System, for example, already have their foundations implemented, we're just not done fleshing them out yet. So yes, you can already generate images for your scenes and import adventures or characters from other platforms.

One last thing: the roadmap isn't a promise that features will ship in a specific order or by a specific date. Priorities change, ideas evolve, and sometimes a feature turns out to be important enough to jump the queue.

What the roadmap does represent is the direction we're taking MythEngyn. We don't want to build just another AI storyteller. We want to build a platform capable of supporting rich, persistent worlds. Whether you're after a classic dungeon crawl, political intrigue, cosmic horror or something entirely your own.

And this is just the beginning. We've got plenty more cooking.

Next: Get to Know: Flicker ->

u/Adrzk222 — 28 days ago

Get to Know: Mutiny Wraith

In the last post, you finally learned what Maelstrom is. Now it's time to meet its partner: Mutiny Wraith.

If Maelstrom is the architecture, Wraith is the storyteller. Trained on open-source narrative material as well as privately sourced storytelling and roleplaying content, Wraith isn't a jack of all trades. Instead, it's a model built to solve one problem and to be exceptional at it.

The rest is best explained by our founder, so I'll hand things over to him:

Get to Know: Mutiny Wraith

Mutiny Wraith is the generation layer of MythEngyn. If Maelstrom is what the world knows, Wraith is what turns that knowledge into prose on your screen.

What it is

Wraith is a fine-tuned model running on our own inference infrastructure, plus the orchestration layer around it.

The fine-tuning is on storytelling and roleplay material: public domain fiction and privately sourced narrative and roleplaying content. That's a deliberate choice. A general-purpose model is trained to be good at everything, which means it's competent at fiction but full of habits that fight against it. It hedges. It resolves tension too quickly. It wants to be helpful rather than let a scene stay uncomfortable. It writes NPCs who sound like customer service.

Training on narrative material specifically pushes against that. Wraith holds a character's voice instead of drifting toward a neutral one. It lets scenes breathe. It understands that a story is not a problem to be solved for you.

Running it ourselves

We serve Wraith on our own inference infrastructure rather than routing your sessions through someone else's API. That's a meaningful cost and complexity choice, and there are two reasons for it.

The first is that it's the only way to run a model we've actually shaped. You can't fine-tune someone else's hosted endpoint. Custom weights require somewhere to run them.

The second is that it fits how we operate. Your campaigns don't pass through a third party's system on the way to you. Controlling the stack is the same instinct behind everything else at Mutiny: own the thing you depend on, so nobody else's business model becomes your problem.

What's ours and what isn't

Being straight about this, since precision matters. We didn't train a foundation model from scratch. Almost nobody does. That's a training run costing more than most software companies earn in their lifetime.

What we did is start from a strong open base and fine-tune it into a storytelling engine, then build Maelstrom and Wraith's orchestration layer around it. That's where the actual work is. Anyone can call a general-purpose model through an API. A model tuned for narrative, running on infrastructure we control, wired into a persistent memory architecture built for hundred-session campaigns, is a different thing entirely.

The short version

Maelstrom remembers. Wraith narrates. Both are ours, both run on our own infrastructure, and both exist because we wanted a story engine that behaves like a storyteller instead of an assistant with a fantasy skin on it.

Next: Get to Know: Roadmap ->

u/Adrzk222 — 29 days ago

Get to Know: Maelstrom

In the last post, you discovered who we are beyond a name and a promise. If you're already a player, you've probably heard Maelstrom mentioned before. If you're new, you may not know what it is yet, or maybe you only saw it briefly in the previous post.

Here, you'll find the answers behind what makes all of this possible: the systems, the mechanics, our pricing philosophy, and much more.

Both this Get to Know and the next one, where we'll talk about Mutiny Wraith, our model, were written by our founder. I'll hand things over to him now:

Get to Know: Maelstrom

Maelstrom is the persistent memory architecture underneath MythEngyn. It's the reason a character can reference something from forty sessions ago and be right about it.

The problem it solves

Language models have a context window: a fixed amount of text they can hold at once. Once your campaign outgrows it, something has to go. Most AI story tools handle this badly. They either drop the oldest material and quietly forget your early sessions, or they compress everything into a running summary that loses the specifics that actually mattered. Either way, the world starts contradicting itself. The NPC you built a relationship with over three sessions stops recognizing you. A faction you angered goes neutral. Someone you killed shows back up.

You can't fix this by waiting for bigger context windows. A long campaign will always outgrow whatever the limit is, and dumping everything in at once makes the model worse at finding what matters, not better. It's a retrieval problem, not a capacity problem.

How Maelstrom approaches it

Instead of treating a campaign as one long transcript, Maelstrom breaks it into distinct kinds of memory and gives each one its own service. Nine of them, working together:

  • RecallNexus is retrieval. Out of everything that ever happened, what's actually relevant to this moment?
  • LoreCodex holds world canon. Places, factions, history, the rules of how your setting works.
  • EchoCore tracks characters: who they are, what they know, how they feel about you, and how all of that has shifted.
  • ContentForge generates narrative that stays inside established canon instead of inventing convenient new facts.
  • MapForge handles spatial persistence. Geography stays where you left it.
  • EchoRelay keeps everything synchronized while a session is live.

The separation is the point. Character relationships and world geography are different kinds of information with different lifespans and different rules for when they matter. Handling them separately means each can be maintained properly, and it means the engine can pull exactly the right slice of history into a scene rather than drowning the model in everything at once.

What it feels like in play

Mostly you don't notice it, which is the goal. Consequences stick. A promise you made in session five gets brought up in session fifty. A merchant remembers you shorted him. A faction's opinion of you is the accumulated result of things you actually did, not a number that resets. The world holds still when you're not looking at it.

That's the whole ambition: a story with weight, where choices matter because they persist.

Why it's ours

Maelstrom is proprietary, built in-house over a long stretch of trial and error. We're happy to talk about what it does and why it's structured the way it is, but the implementation details stay in the building. It's the core of what makes MythEngyn work.

Next: Get to Know: Mutiny Wraith ->

u/Adrzk222 — 29 days ago