r/Voyage

Image 1 — You call Voyage "D&D with an AI." Most of you are not even playing D&D
Image 2 — You call Voyage "D&D with an AI." Most of you are not even playing D&D
Image 3 — You call Voyage "D&D with an AI." Most of you are not even playing D&D
Image 4 — You call Voyage "D&D with an AI." Most of you are not even playing D&D
▲ 24 r/Voyage

You call Voyage "D&D with an AI." Most of you are not even playing D&D

Hey everyone, the new Voyage survey just went live (link below). Before you dive in, 394 of you filled out the last one and asked us to share what came out of it.

Here's what stood out:

- How you describe Voyage. Asked to pitch it to a friend, most of you reached for the same words: D&D, a tabletop RPG, an AI dungeon master. The twist: most of you who describe it that way don't actually play tabletop. For a lot of you, Voyage is the first thing like it you've played.

- The good and the bad. You told us what makes Voyage fun (freedom, real RPG progression, a world that remembers what you did) and what still breaks the spell (NPCs knowing things they shouldn't, the story contradicting itself, the Narrator claiming a fix that didn't happen). More than half of you already call Voyage "revolutionary."

- How you rated it. The full scorecard, every part of the game and how you scored it, top to bottom, no cherry-picking.

- Creation, for everyone. Almost half of you build your own worlds, and most who don't told us they want to, they're just stuck on how.

Voyage in your own words:

"DnD for people with no friends. Or I suppose DnD with a little less careful curation, a little more randomness, and the ability to play solo or drop in/out without having to settle in once a week and hope no one cancels."

"It's like being able to boot up DnD campaigns without needing a group. You get to build characters (and worlds if you want to) and throw them into any setting you can think of. It's still a work in progress but it's developing into something special."

"The format literally looks like a .txt file coding format how am I, someone who knows little to nothing about coding supposed to understand?"

We're still in beta, and the rough edges above are exactly what we're building against, creation tools included, so anyone can make worlds without touching code.

The new survey takes about 10 minutes and it shapes what we build next: https://survey.alchemer.com/s3/8871028/Voyage-Beta-June-Survey

See you next month!

u/NoConfusion8375 — 4 days ago
▲ 2 r/Voyage

World Creation - Use a Scenario?

Is there any way that I can use an existing AI dungeon scenario as the template for my world in Voyage? Like is there an AI tool or something that can take all my existing story cards and world from a scenario and generate something?

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u/timeknight — 4 days ago
▲ 10 r/Voyage

Token Pool Consumption - Audio?

I like the voice narration feature, but what portion of my 5hr/ weekly computing pool am I wasting with each action by keeping the text to speech generation on as part of my gameplay?

Anyone who's been in the beta longer - or someone with Latitude have any info they can share?

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u/GDFKTT — 5 days ago
▲ 8 r/Voyage

Alternative leveling systems

I have played a couple of worlds, and I've realized that different leveling systems would be better fitting for different worlds. I think there should be a more customizable leveling system.

I think 2 new optional leveling systems would be popular and would find usage in most worlds.

Tier/ranks: instead of simple level numbers, you could have a level system tied to traits like F-rank to SSS-rank or cultivation realms, etc. Each level can upgrade the trait to a higher level. Also, rather than the current XP system, there could be a more customizable one that can be more specific to respective leveling methods, allowing cultivation worlds, or more specific types of leveling, like reputations, or even attribute leveling by doing things that would reasonably level it. The world maker would be able to define each level by name (from the trait), how to level it, what it affects, how many levels it can have, and would even allow multiple different simultaneous leveling mechanics.

Skills leveling attributes and attribute capping: This idea is technically two separate features. The first is that leveling a skill also levels attributes to a lesser degree. And the second is that skill caps and experience curves are determined by the attributes on which the skills are based. This would create a situation where you can only increase a skill if you have the capacity for it, and you increase your capacity by using the skill. This is ultra realistic and coherent to life. For example, you can only lift heavy weights by getting stronger, and you can increase your strength by training your body. Therefore, there is a feedback loop between a hypothetical skill of "weightlifting" and the hypothetical attribute "strength." If the skill weightlifting determines what level of weights you can lift, then it makes sense that its max skill level is capped by your strength attribute, but it also makes sense that using this skill would increase strength.

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u/Gulags69 — 6 days ago
▲ 12 r/Voyage

"Undo" when narrator AI makes an error?

Often, I really really like Voyage. But often, the game is suddenly infuriatingly unplayable. The Narrator destroyed my last turn. (Not for the first time.) It made a major edit that I did not suggest, that I did not request, and that I did not want. It cannot seem to undo it. Is there any way to undo a Narrator edit??

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u/JackSpratFA — 6 days ago
▲ 14 r/Voyage

Voyage PROS and CONS

PROS and CONS of Voyage

So to start off I want to preface this by saying I do really enjoy Voyage. I like that it's fresh, and you guys are trying something new. I've had a lot of fun playing it as a longtime AI Dungeon subscriber. I’m mainly writing this because I do want this game to succeed and flourish. These are just my opinions though.

PROS:

  • Worldbuilding. Absolutely my favorite part of the game. I have for sure spent more time in the Creation JSON part of Voyage, developing Worlds, a map, fleshing out unique characters and then playing and seeing them is VERY sweet. For example: making some dude named Alfredo, a pizza shop owner who throws anchovies at walls, then playing the story/adventure doing a completely separate plotline and running into him naturally, fills me with such a sense of satisfaction. I could see a lot of players and writers really enjoying that. There’s a lot to the menus I’m finding out, and even remixing another player’s world and seeing for example: “Oh this is how they make quests generate so often…” there is an element of if you want good interesting worlds, you have to keep learning the nuances that could expound upon them.
  • Voice TTS. When it's good, and the voices match the character, and the flow of the story is good, this element of the game is awesome. I think I’ve even heard of a blind player that has played Voyage and this enthuses him which is dope. I would love more TTS voice types, or if you guys even added a TTS element to AI Dungeon I’m sure players would love that.
  • Multiplayer. I’m mainly a solo player, probably much like your fan base. But the couple times that I have played with my buddies it has been a blast. I think going forward In my own playtime, I personally wouldn’t be too focused on this element of the game though.

CONS:

  • Manual Editing/ Editing on the Fly. There needs to be an option for manual editing of dialogue and action descriptions. I mean we can only rely on AI for so much realistic writing. There is just a human element that’s needed sometimes to push stories along or if plainly the AI just completely messes up something strange or turns the story into nonsense. I shouldn’t have to pull up an entirely different menu and ask the “Narrator” to make this change, it’s irritating that I have to do it so much, so it eventually exhausts me and mainly pulls me out of the flow of the game to the point where I sometimes end up giving up on a run. 
  • Asking the Narrator for EVERYTHING. Said a little before. I do really enjoy that you guys removed the archetypes for the narrators ( i.e. Freya, Apocalypse, etc), it was convoluted for no reason at all. But yes asking the narrator for every little minute change you want, and then also having to confirm it again is immersion breaking. It’s also a toss up sometimes if the narrator is completely brain-dead or actually efficient. I love having the narrator for large scale changes like asking the narrator for example: “Going forward I’d like more blood and gore in the story” or “generate me a few abilities pertaining to firebending then give them to me”, then the narrator executing that is awesome, what it should be for.
  • Verbosity Setting: Just straight up doesn't work for me. I found that removing: “- End the beat once the player action and immediate reactions are resolved, without adding a final mood summary or teaser” from the Story instructions helps lengthen turns somewhat. But yeah, for me, the narrator just decides how long an action/turn will be.
  • Portrait Generator/Map Image Generator: There's mods for this I realize. I do find that for some reason putting CAPS in the generated portrait section for characters and maps makes the AI actually listen to it for some reason. Like when writing a noir story and I wanted npc portraits to be in Black and White, I would put : “must be in black in white” didn’t work but, “MUST BE IN BLACK AND WHITE” did. Just something little and small I guess.
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u/brownchubb — 5 days ago
▲ 24 r/Voyage

[Feature Request] - Trait Generation

While Voyage is already more than fun in its current state, I believe many players would appreciate several built-in features that, for now, can only be partially covered by mods using “triggers.”

  1. Attribute System

The game already has attributes, but they are set at the start and can only be changed through gear. A point-buy system is mentioned in the basic prompts, and expanding this into a proper progression feature could add much more build diversity.

Allowing players to improve attributes on level-up and distribute points manually would make character development feel more meaningful and flexible.

  1. Trait Generation

Ability generation during gameplay already exists without directly using the Narrator, but traits do not seem to work the same way yet.

This means there are no naturally awarded new classes, perks, boons, or negative effects during play. While the player can still use the Narrator manually, doing so does not feel seamless enough.

Having traits generated and awarded more organically (during the gameplay itself) would make progression feel smoother and more integrated into the game.

u/reusligon — 7 days ago
▲ 1 r/Voyage+1 crossposts

The travel item you always pack first

What is the one absolutely essential item you always take with you when you travel ?

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u/No_Sale7303 — 7 days ago
▲ 8 r/Voyage

Custom Story Starts

This is a constant problem for me, I come up with an interesting character idea then finishing creating it the start that I emphasize in my backstory is ignored. Am I doing this wrong? Anyone got any tips for doing this? I can sort of tell the narrator to fix it but it’ll still think the character is in the random location that it spawned me at.

Example:
Trying to start in A song of ice and fire world as an escaped slave that has taken refuge in the ruins of an ancient city in the Dothraki sea. Once game is started I appear at the Twins in Westeros. My background seemingly ignored.

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u/Th3DarthRevan — 6 days ago
▲ 11 r/Voyage

Random dwarf images bug

Image prompt is left empty. Not sure why, however dwarf images often come up as a bag of barcode.

u/sorrowofwind — 7 days ago
▲ 21 r/Voyage

A proposal on how to fix plot errors and edit text

Hello. I've read that developers don't want players to edit text for two reasons:

  1. People will start cheating and making themselves too powerful.

  2. It's too difficult to edit a large JSON.

There are answers to both of these.

  1. Many games have a story mode difficulty where there is no challenge at all. You can also download trainers for almost any game to make yourself invincible, or simply use cheat ening. So I don't understand the desire to stop a player from changing the game world as they wish.

  2. Editing a complex JSON can be simplified. Let the user edit the AI's response, and then the ai looks at the difference between the old and the new and edits the json itself based on the difference. This isn't that hard to implement. And manual editing can still be left for those who want it.

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u/Signal-Banana-5179 — 10 days ago
▲ 1 r/Voyage+1 crossposts

Comment préparez-vous vraiment vos voyages ? (questionnaire 3 min, projet d'entrepreneuriat)

Bonjour à tous !

On passe souvent des heures à comparer, hésiter, douter… et parfois on passe quand même à côté de la bonne adresse.

Dans le cadre d'un projet sur le voyage, je cherche à comprendre comment vous vivez vraiment la préparation de vos trips : vos habitudes, vos frustrations, et ce qui vous fait finalement cliquer sur « réserver ».

👉 Si vous voyagez (même une fois par an), j'aurais besoin de 3 minutes de votre temps pour répondre à ce questionnaire. Tous les profils m'intéressent, débutants comme grands voyageurs.

Chaque réponse compte, et les résultats serviront à construire quelque chose d'utile.

🔗 https://forms.gle/qsWkGuMLHhjK72id9

Merci d'avance ! Et n'hésitez pas à le partager autour de vous, surtout à des gens qui voyagent autrement que vous. 🙏

u/Jolly-Amphibian1110 — 8 days ago
▲ 19 r/Voyage

Feature Request - Plot Essentials/Author’s Notes

As title reads, please implement a simple AID style manual instructions to give the narrator some direction, theme, things to avoid, etc.

Context: My most recent game where I’m trying to play an action/mystery as someone being pursued by some gang over (insert mcguffin) and every single npc has that sixth sense that I’m being pursued, every normal shopkeep will point me to their back exit unprompted, every random person commenting on how I should be laying low differently. It’s actually made the adventure genuinely unplayable because every single turn of dialogue is like this.

Now, I am aware that most models aren’t exactly the best secret keepers, but with AID, you can throw in a [the pc is being pursued, but this is a secret that npcs won’t know about unless somehow involved] sort of bit in author’s notes or plot essentials and it actually reduces the frequency of these occurances by ~75%. From what I can tell, there is no such feature in Voyage, and it’s absolute murder not being able to set some sort of instructions to shape the AI’s story telling.

Unfortunately, this plot element is baked into my character’s backstory and from what I can tell, there’s no way to edit that either, so I guess my game I’ve spent a few days on is just cooked until we get some way to give the ai instructions. :(

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u/SaintTedworth — 10 days ago
▲ 3 r/Voyage

Question about character image.

Is there a way to change the character portrait mid-game? I asked the narrator and it told me about a button that didn't exist. And I mean both little things like changing hair color due to dyeing it in story or something like adding horns because you made a pact with a demon. Can it be done?

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u/JoukyuuKunitoshi — 9 days ago
▲ 17 r/Voyage

How to maximize the game design present in Voyage

1. Remove character levels and instead have attribute levels that gain experience from leveling the attributes' dependent skills (Morrowind-like). For example, improving your ability to swing your hammer would eventually make you stronger according to the fact that it is a strength-based skill. This makes much more sense than the typical RPG style, which is archaic and designed to be simpler for practical tabletop reasons. I think this is the most important change, but I imagine it will also be the most controversial.

2. Make attributes cap max skill levels. For example, 2 strength might be 2 athletics cap or 4 athletics cap, or 6 athletics cap, depending on the ratio set in World Designer. The justification for this is that the attributes represent a sense of potential physical or mental, therefore, a skill subsidiary to an attribute should only ever be able to rise to the potential of the attribute number to some degree. If it doesn't follow this logic, then the system doesn't make sense. For instance, a person who has an intelligence of 1, should not have a skill of 20 in history. Maybe instead set their max skill cap to 1 or optionally double it from the attribute a 1:2 attribute to skill cap ratio, and have the max be 2.

3. Make multiple rolls on one turn, depending on which skills are contextually being used, and allow success and failure on each individual skill. If someone writes "attack and dodge," then it should roll 2 times, once for the attacking skill and once for the dodging skill. Both should have a chance to succeed, and both should have a chance to fail. Perhaps you succeed in hitting the enemy but fail to dodge. My friend who plays Naruto world with me has been exploiting the system by making large paragraph actions and front-loading his good skill so that it chooses that skill, ensuring his success, and then tacking on a bunch of other actions that should be other skills on the end to make it so he does everything and succeeds. (SUPER ANNOYING FRIEND)

4. Add a button next to the settings button called (edit mode) that, when toggled, changes the UI so that anything you click will open in the form of a text box that allows you to manually edit the text and make your own custom changes. Then, when you're done, just click it off and return to the normal UI.

5. Make a button in the settings that lets you enter the world editor of a currently active world and manually make changes to it. This will allow me to fix the world maker's bad design decisions 500 turns in, when I discover, rather than having to remix it and therefore restart my game from the very beginning.

6. Allow NSFW worlds. It's what the majority of the player base wants.

7. Add descriptions to your character based on your attribute/skill level. I have talked about this before in previous posts, so I won't elaborate on it too much. I just think it would be good for the AI to use as a reference to describe the character in how they perform their actions, and it would also be good if the player could read to give them a sense of how powerful their character actually is.

8. Instead of just the background description, there should also be an appearance and current status (equipped gear/clothes, active injuries, exhaustion, clothing/gear damage) written out in plain English. And let it be fully manually editable by clicking on it in edit mode, and make the current status update automatically as things happen to the player.

With these changes, I think Voyage will be in a good place mechanically. There are still things I take issue with, such as the inventory and abilities system seeming bad and pointless, but I just ignore them like they don't exist, and it doesn't affect my experience.

I want to note that the combination of these systems allows for great mechanical possibilities. For instance, you can make a weightlifting skill with an attribute to skill ratio of something like 1:10, and hypothetically, with a good attribute level curve, you could go a long way in leveling your strength attribute before hitting the weightlifting cap. Skills like these could then be used by characters as a method for training arcs, allowing the player to level attributes fast and then lift up the skill cap for other lower attribute to skill ratio skills to begin leveling again (like maybe swordsmanship).

EDIT: Also add a search function to the world editor so I can find variables in the code easier.

EDIT 2: Allow custom character picture importing in the character creator.

EDIT 3: There should be two enter buttons for two types of actions. Short actions and long actions. Short actions would be like jumping over a gap, or attacking a person (something that happens in a short time.) Then long actions, which would be like going home and sleeping, or spending the next 6 months training every day. Then clicking the long continue would allow you to skip something boring. Or you could have it as two separate speed buttons to make it more compatible in a multiplayer mode.

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u/Gulags69 — 10 days ago
▲ 35 r/Voyage

Can't be sexy

Beyond NSFW content being not allowed ever by the puritan narrator, it told me I can't be attracted to someone for being sexy because it doesn't match the safety guidelines of a general audience rating. Isn't that a bit much?

Also, while I personally enjoy playing Naruto with my friends online, I think you're kind of misunderstanding your primary audience. If you want the user base of AI Dungeon to transfer over, I think it might be a little difficult with these kinds of restrictions. Just look at the most popular scenarios; NSFW is in high demand.

Edit: Also, on a side note, why can I only see 4 image generations at a time instead of choosing from the full 10? This feels contrived and user-unfriendly. (this is fixed.)

Edit 2: let us edit backgrounds either with the narrator or manually past the character creation. Sometimes I want to change what is written there as the story develops.

Edit 3: World editor is so bad. It doesn't even have a search button. (it's not bad it just needs a search function. and a button next to the error warning that moves the screen to the error when clicked.)

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u/Gulags69 — 11 days ago
▲ 12 r/Voyage

You have to make the Portrait Generator work FOR YOU, not the other way around lol

welcome to flavor town

u/brownchubb — 12 days ago
▲ 4 r/Voyage

Approximately how many turns worth of usage do you get with each membership tier?

I know it depends on your settings etc, but really how much do you get? I just started the demo via a code and each turn seems to eat 1-2%. So like around 50-100 turns for the demo, depending on the settings of course. I understand there is a daily, and weekly limit. And that the Journey tier already gives you "several hours of usage play each day". But what does that actually mean? If I go for Journey tier do I get as much as the demo daily? Weekly?

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u/Remarkable_Cold_1257 — 11 days ago