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Sneak peak at big new feature for BetterDungeon V2.1. An AI agent capable of improving and modifying your adventures, so you can play better, without the hassle.
More info coming soon. ;)





Sneak peak at big new feature for BetterDungeon V2.1. An AI agent capable of improving and modifying your adventures, so you can play better, without the hassle.
More info coming soon. ;)
Hey everyone! It's computerK here, and the day has finally come. BetterDungeon V2 is officially out, right now. This is by far the biggest release I've ever shipped for the BetterEcosystem. It's been months of work under the hood, and I could not be more excited to finally put it in your hands. Let's get into it.
BetterDungeon is now properly cross-platform, available on both browsers and mobile phones, day one:
BetterDungeon is an all-in-one browser extension and mobile app for AI Dungeon that enhances the experience with QOL additions and brand new features. It's a toolkit built for everyone: players, writers, scenario creators, and scripters. It adds new ways to play, smarter creation tools, rich formatting, useful automations, and an entirely new scripting bridge called Ultrascripts. Whether you just want your stories to look and read better, or you want to build scripts that break out of the sandbox entirely, BetterDungeon has something for you. And as always, the whole project is open source for anybody to read and contribute to.
I've written up a whole blog post detailing everything that's new in BetterDungeon V2. If you're interested, check it out here.
Thank you all so much for the patience and support while I worked on this. This has been the biggest project I've ever tackled, and the love you've all shown genuinely kept me going. I hope V2 was worth the wait, now go try it out and tell me what you think!
Much love. 🖖
computerK
AI Dungeon’s greatest strength is that it is an infinite, extremely flexible storyteller.
But that flexibility comes with a tradeoff: you lose rigidity and structure.
Want a level system? Good luck making sure the story model consistently tracks your XP, abilities, levels, stamina, inventory, wounds, quest flags, relationships, reputation, time of day, or any other persistent state.
If your scenario needs to track anything over time, the model can forget it, drift away from it, or contradict it.
Grounding the story model with real, persistent, easily editable states could drastically improve prose, consistency, and scenario design.
Scripts like True Auto Stats try to solve this, but they are forced to rely on NLP and hardcoded systems. That can work for simpler RPG stats, but it becomes inaccurate or too rigid once you want anything more abstract than a basic leveling system.
This is why I’m creating Stateboy, one of three showcase scripts powered by my Ultrascripts system in BetterDungeon.
Stateboy is a plug-and-play state tracking script that uses the power of the Ultrascripts AI module to maintain and update scenario states.
Scenario creators define initial states. Players can add, edit, or remove states at any time. Then Stateboy helps keep those states accurate during play.
Before Ultrascripts, stat tracking scripts were mostly limited to pure math, commands, or NLP. Those approaches can be useful, but they are also limited and inflexible.
Stateboy takes a different approach.
Instead of forcing every state into a rigid command system, or hoping a parsing algorithm correctly guesses intent from messy natural language, Stateboy works from a readable Story Card that acts like a living state sheet.
It is still editable by hand, but it can also be interpreted and updated by AI with structure.
For example, a Stateboy card could look like this:
## Player Stats
XP: 500/1000 (The current XP of the player)
Level: 67 (The current level of the player)
Stamina: 88% (How tired the player is)
## Party
Relationship: Good (How the party feels about you)
Inventory: Lint Roller, Frying Pan, 27 Ice Cubes (Shared inventory)
## World State
Time: Night (The current time of day)
QuestStatus: In Progress (The main quest's current state)
That gives you immediate benefits:
XP.Relationship can shift from Good to Hostile.QuestStatus can become Completed.Stamina can drop to 32%.Because the AI is working from a structured state sheet instead of free-floating assumptions, it can keep the story model grounded in the actual values of your scenario.
Stateboy is not just for HP and XP.
Imagine a sci-fi scenario with more abstract states:
## Crew Status
Morale: Stable (Crew morale)
Suspicion: 0.25 (How much the crew distrusts you)
HullIntegrity: 91% (The ship's current condition)
## Research
ArtifactAnalysis: Partial (How much of the artifact has been decoded)
SignalLock: False (Whether the signal is currently stable)
## Factions
UnionReputation: Neutral (Your standing with the Union)
PirateThreat: High (How dangerous the pirate presence is)
This is the kind of thing simple stat scripts usually struggle with.
It is not just health, mana, and level. It is relationships, narrative flags, world conditions, partial progress, reputation, hidden tension, and custom states that do not fit neatly into one narrow system.
That is where Stateboy is meant to shine.
The real advantage of using AI is that anything can be a state.
Stateboy is not just doing math. It is interpreting story context and proposing meaningful updates to whatever state system your scenario actually needs.
That means it is not limited to hardcoded mechanics or shallow keyword detection. It can support custom systems that are dense, weird, abstract, or genre-specific without forcing the creator to rebuild the script from scratch.
Want an RPG? That works.
Want a mystery scenario? That works.
Want a political simulator, survival game, relationship drama, sci-fi crew management story, kingdom tracker, corruption system, investigation board, or weird custom mechanic? That should work too.
Anything and everything can be a state.
The state sheet is still readable by humans.
Stateboy does not turn your scenario into a black box. You can open the card, inspect the values, edit them by hand, rename them, add new ones, remove old ones, and keep full control over what exists in the system.
The AI helps maintain the structure, but the structure still belongs to the creator.
That is the combination I think makes Stateboy interesting.
It is not so rigid that it breaks when your scenario becomes unusual, and it is not so loose that the story drifts into nonsense. It is a middle ground between manual tracking and blind automation.
In other words, Stateboy is meant to make state feel native to the story instead of bolted onto it.
And that is why I think it has real potential. Not because it tracks stats, but because it can track almost anything while staying readable, editable, and story-first.
I’m still shaping the design, so I’d love feedback from AI Dungeon players and scenario creators.
A few questions:
I’m especially interested in weird use cases. If you have a scenario idea with unusual stats, abstract progress, hidden flags, or custom systems that normal scripts struggle with, I’d like to hear about it.
BetterDungeon V2 is ALMOST here (and it's really sick)
Hey everyone! It's computerK here, and I've come bearing great news. I am excited to annouce that the V2 major revamp of BetterDungeon is almost here.
It's been over 3 months since my last update, and I imagine a lot of you have been wondering whether BetterDungeon was dead or abandoned. But the honest answer is that it was just a lot of work under the hood. I can finally say it out loud though: BetterDungeon V2 is nearly finished, and it's shipping alongside BetterRepository V1.7.
This is the biggest release I've shipped for what I am calling the "BetterEcosystem", and most of the silent months were spent on one thing: Ultrascripts. This post is to say that I'm still alive and kicking, and and I'm going to dive into what I've gotten done and what you can get excited for.
What is Ultrascripts??
Ultrascripts is my brand new two way communication system between the BetterDungeon extension and AI Dungeon scripts. I have always wanted a way to build on the scripting system, to unshackle it (like what I tried with BetterScripts), and I can proudly say that Ultrascripts is genuinely capable.
Instead of embedding protocol messages within the story text, it exposes native, permission-gated modules that scenario scripts can call directly. Two-way request/response, a write queue, heartbeat discovery, and state-card dispatch allow scripts to gain superpowers, and it's all powered by AI Dungeon's own story card system.
What does this mean for scenario creators and scripters? It means your scripts can now reach real browser capabilities from inside a script, and BetterDungeon handles the transport, lifecycle, and permissions for them. You can call another AI model, generate real, interactive UI widgets. search the web, and more. Your scripts are no longer limited by the sandbox, and this enables truly remarkable capabilities.
Just as an example, during testing, I created a fork of Auto Cards that utilizes my AI module for its functionality. It was more intelligent, could handle a larger quantity of context, and was entirely silent. This is what really gets me excited. Ultrascripts is a genuinely powerful tool for script creators, and it enables them to do some incredible things.
With the V2 launch, I am releasing 9 fully documented modules for any scenario creator and scripter to play with, on BetterRepository. To go along with that, I will be releasing 3 brand new scripts to showcase Ultrascripts capabilities. I'll be teasing them in some posts later down the line. Just know that they will knock your socks off.
BetterDungeon is Cross Platform?
A target that I have been meaning to hit for a while is making BetterDungeon cross-platform. Well, I am extremely excited to say, that V2 will be launching with Firefox and Android releases, day one.
The Firefox release will be posted on the Firefox Browser Add-ons store when V2 officially releases, so no more installing as a temporary extension. It's properly here now.
The Android release is going to be posted as a downloadable APK file for you to install. Just check out the GitHub releases tab when V2 drops to get access.
An Android release was a target for BetterDungeon from the very beginning, so I am very pleased to say that it's finally here. I hope you all will enjoy. As usual, BetterDungeon's Mobile port is entirely open source for anybody to read and contribute to.
What Else is Here?
I didn't just want BetterDungeon V2 to just be Ultrascripts and cross platform. I have gone back and refreshed and polished over 5 features for BetterDungeon:
Okay, but What Features are New?
BetterDungeon V2 isn't just polishing old features, you know. I've created 2 brand new features to improve the lineup, and they are sick:
What's Coming Next?
For the sake of ensuring BetterDungeon V2 doesn't drag on even longer, I have finalized everything for the most part.
I will, however, be working on 3 brand new scripts to showcase the power of Ultrascripts. As work continues on them, I will be posting teasers to showcase my progress and show what they can do.
My 3 ideas are:
When Can I Get BetterDungeon V2?
BetterDungeon V2 (and BetterRepository V1.7) aren't here yet, but they are very close to being done. While I don't have an exact date, you can expect it to be releasing within the coming weeks.
I want to thank all of you for the support and love you've shown me while I've worked on this project! This project (and this update) have easily been the biggest projects I've tackled ever, and it is genuinely incredible to see the love you all have shown me. I hope BetterDungeon V2 will be worth the wait, and I cannot wait for you all to check it out.
Much love. 💝
- computerK