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Steam announcementView the game on SifterSeptember 20, 2026

Game launch & first week updates

Thanks to everyone who bought Boundless AI Fantasy. I consider the launch a success, and I'm really grateful for your support.

Based on the players comments and feedbacks:

Fixes on launch:

  • On launch day, 11/09/2026, a llama.cpp bug stopped the AI engine from loading for some players. I shipped a hotfix the same day.
  • On day two, 12/09/2026, I focused on making the game run better on Linux with proton.

Minor Update 14/09/2026:

  • Preserve empty lines and paragraph spacing in AI narration, thinking, combat, location, and quest messages.
  • Loading screen now shows live what it is trully doing while entering a campaign.
  • Enforce Location-only world-map spawns, normalize invalid legacy spawns, and improve spawn targeting and marker rendering.
  • Reworked a little the main narration prompt to make it more creative and less constrained.
  • Improved slightly the thinking format of characters.
  • Fix for a bug (The AI models would continue running after going back to main screen, now when going to main screen it stops completely instead of running in the background)
  • Inside assets folder there is a README.md file with the parameters for arts png/gifs if you want to make your own art and use it in the game.

Minor Update 19/09/2026:

  • Added an in-game MCP editor server: while the game runs, external AI agents (Hermes, Claude, Codex, etc.) can connect over HTTP and create/edit characters, skills, locations, grid maps, quests and campaigns directly. It is on by default and full setup instructions are in MCP_SERVER.md. It is secure, only works on agents on your machine. It doesn't work on gameplay for roleplaying, just entity building, this was done because some players were already doing this without any help with their outside agents. The game does not make any outside calls just offers these tools to help.
  • Added support for llama-config.json: advanced users can now tweak raw llama.cpp parameters (context size, threads, GPU layers, sampling).
  • A few minor bugfixes and optimizations.

What's Next?

I've started planning the next major update, tentatively called the Living World Update.

The goal is to make the game more dynamic, reactive, and alive.

Which includes:

  • Better interaction with party members;
  • Party management;
  • Separation of neutral/enemy NPCs;
  • Generation of characters, skills, campaigns... on editor using the AI in the game;
  • Live generation creating characters, skills, automatically and changing locations through text context alone...

These features are still in the planning stage, so the scope and implementation may change during development.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.