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AI RPG News This Week: 5 October 2026

The week in AI RPGs, 29 September to 5 October 2026: what changed on the platforms you play, and what it means at the table.

Disclosures: Fable Forge holds a paid sponsored placement on our directory, and Questner bought a paid engine and prompt audit from Arcanum Forge, our design service. Craft’s developers, Isekai Zero, Tidefall, NOPOTIONS, Tales RPG, Master of Dungeon, aiga_ and the makers of Voyage have given us free access or credits for our reviews. None of it buys coverage or a score — how we handle this.

This is our weekly news digest, written for players from the same week of news as our newsletter, Arcanum Weekly. It is dated and left standing as written. Last week’s digest is here.

The Short Version

  • Isekai Zero opened KAGESEKAI, a second site that runs on the web only. Same account, same stories, same currency balance — without the limits the app stores put on the apps.
  • Voyage added the Imagination Cloud (three ideas for your next action), live typing in private multiplayer, and a way to look at a shared world before you sign up.
  • AI Dungeon fixed a bug that left older memories out of long adventures.
  • Latitude now pays Credits to players who test new builds of AI Dungeon and Voyage.
  • Master of Dungeon launched in Italy and France and added multiplayer and four classes.
  • Fable Forge shipped nothing for a second week, and published its whole combat system instead.
  • Questner lets you rate and bookmark games, but only after you have played them.

Isekai Zero Opens a Second Door: KAGESEKAI

Last week Isekai Zero came back to the iPhone with stricter rules and said changes to 18+ stories were coming. On Friday it explained the plan. It has launched KAGESEKAI, which it calls the “shadow side” of Isekai Zero.

The reason, in the founder’s words, is that being on Apple’s and Google’s stores means their rules reach “what the AI is allowed to write and draw for you”, and that this will get stricter over time. KAGESEKAI runs on the web, so those rules do not apply to it.

What you should know as a player:

  • It is the same game. Same team, same engine, same stories, same terms and content policy. Isekai Zero says it is “not an adult platform, and not heading that way”: SFW, M17 and 18+ stories sit side by side, and everything is still reviewed before it goes public.
  • It is the same account. You sign in with Continue with ISEKAI ZERO. There is no second sign-up.
  • Your things come with you. You can import your stories, characters and chats, and chats arrive with every branch and their full history. Comments and model reviews show on both sites. Your daily check-in streak counts once across both.
  • Your currency moves over. Arcane becomes Sigil on KAGESEKAI, one for one. Mana is called Soul there.
  • It is web only. You can add it to your home screen from the browser, and there is an Android app you download from KAGESEKAI’s own site, not from Google Play.
  • If you are in the UK, age verification done on Isekai Zero counts on KAGESEKAI too.

For creators: every public story on Isekai Zero is listed on KAGESEKAI automatically, and what it earns there is paid into your Isekai Zero wallet. Publishing directly on KAGESEKAI is not open yet. Referrals are switched off on the new site for now.

What happens next: once publishing works on KAGESEKAI, Isekai Zero itself will narrow to SFW and M17 stories so that it can stay in the stores, and 18+ stories will live on KAGESEKAI. Isekai Zero says this will be gradual, announced ahead of time, and that existing stories will keep working.

Two smaller items from the same week. Bios are back on profiles, under new Community Guidelines: bios, avatars and covers must be SFW, and comments follow the rating of the story they are on. If your bio disappeared, write a new one. And Season 2 of the Video Ad Contest is open until 31 October, with $1,000 for first place.

Voyage: Ideas, Live Typing and a Long List of Fixes

Voyage published three sets of patch notes this week. The things you will notice first:

  • The Imagination Cloud. Tap Sparkles and you get three ideas for your next action. You can filter them by General, Social, Fight or Travel, refresh them, and choose whether an idea is sent straight away or only fills the action bar so you can edit it.
  • Live typing. In private multiplayer games you can now see other players’ unfinished actions as they type. The host can turn this off under Settings → Party → Room rules.
  • Combat you can read. With Visual Novel mode off, portraits flash red with damage numbers when someone is hit and glow green when they are healed.
  • Look before you sign up. You can preview a shared world without an account. Pressing Play is what asks you to sign in.
  • Getting back into a shared game. Party members can find and resume multiplayer games from World Saves, including async games while the host is offline.

Some quieter changes will matter more in a long game. The Narrator can now correct quest details and quests it failed to mark as complete. If you abandon the last active quest in a storyline, the game stops pushing that storyline at you. Characters who cannot speak, such as animals, are now more likely to answer with actions than with dialogue. And two bugs are gone that you may have felt without being able to name them: a character’s name being revealed before the story had named them, and small relationship gains being silently lost.

In public rooms, a character who misses five turns, or goes 20 minutes without playing, is now removed; you stay connected and can rejoin if there is room. Character names in public multiplayer are checked against the chat filter. Daily Rewards now shows a countdown to the next reset.

AI Dungeon: A Memory Fix Worth Knowing About

AI Dungeon had a smaller week, with one fix that matters if you play long adventures. Older memories are once again included in long adventures that use Optimized Context and Long-Term Memory. Saved Story Summaries now also appear in the context even when Auto Summarization is turned off. If a long adventure of yours seemed to forget its early chapters recently, this may be why, and it should now be better.

Other changes:

  • “Popular” now ranks scenarios by total actions, and the filter reads “Most actions of all time”. This follows last week’s move away from likes.
  • You can mute up to 100 content tags, up from 50.
  • Your chosen Discover sort is remembered when you reload.
  • You can see and manage the accounts you have blocked, from Account Settings.
  • Fixed: an old version of a story briefly appearing when you opened an adventure, and being signed out after leaving a browser tab idle for a long time.

If you are choosing a plan, our new guide to AI Dungeon’s membership tiers lists the context each model gets on every tier.

Latitude Will Pay You to Test

Latitude, which makes AI Dungeon and Voyage, started Testing Bounties. Developers post a specific test in its Discord, with the steps and the evidence they need. You run the test, post your evidence, and receive between 200 and 1,500 Credits, granted weekly.

The detail that makes it fair: you are paid for doing the test, not for finding a bug. If you are asked to confirm that a fix works and it does, you get the full reward. You must be 18 or older and link your Discord to your game account first (Settings → Linked Accounts). It is a pilot, and Latitude says it plans to build a bounty board inside the games later.

Master of Dungeon: Multiplayer, Classes and Two New Countries

Master of Dungeon launched on iOS and Android in Italy and France, and shipped a large update with it:

  • Multiplayer mode: invite friends and play an adventure together.
  • Character classes: Warrior, Rogue, Paladin and Monk, with more promised.
  • A Skills panel in the menu, and new adventures.
  • Freer combat. The studio says fights are more flexible and “the system no longer blocks your attacks”.
  • A fix for item rewards that did not arrive in your inventory.

Fable Forge: No Update, but the Whole Combat System

Fable Forge did not ship an update for the second week in a row, and said so. Its combat engine is built and now works in Immersive Mode, but it is not released yet, and there is no date. What it did publish is a full description of how fights will work:

  • A fight can start several ways: from a character’s card, from inside a conversation, or simply from what you type. If what you write reads as an attack, the game asks whether you meant it.
  • A brawl is not a fight. A brawl ends with someone knocked out. A fight can kill.
  • You cannot break your own story by accident. Anyone an open quest still needs is knocked out, not killed.
  • Where you aim matters. A called shot is harder to land, but hit the legs and your opponent can no longer run.
  • After the fight, bodies stay where they fell. You can wake, tie up, question, loot, release or spare someone you beat, and someone you spared may join you. Everyone who fought or watched keeps their own memory of it.

Next week’s update is promised with rewritten privacy pages — Fable Forge says sessions are encrypted and that staff have no tool to read them — and the first part of a fix for the slowdown that its 15 September release caused.

Questner: Rate It After You Play It

Questner added ratings and bookmarks. You give a game a thumb up or down, with a few words if you like. To rate a game you need a subscription or trial and at least 8 actions in that game, so a rating comes from somebody who played. The Comments section is now called Ratings, and you can reply to feedback and like it. Tap the bookmark on a game to save it, then sort the home page by Favorite.

The Halloween Competition runs until 16 October. Type “Halloween” into the in-app search to find the entries. Questner also held its first developer AMA on its subreddit on Monday.

NOPOTIONS: Tuning the Sorcerer

NOPOTIONS patched last week’s magic release (Alpha 0.0.31a):

  • Spells do more damage, and casting now earns Arcana experience.
  • Most buff and utility spells are now a bonus action, so you can cast one and still attack with a damaging spell in the same turn.
  • Cloth helps casting; heavier armour hurts it.
  • The Knight’s Dualist is now spelled Duelist, with a parry chance that grows as you level.
  • 32 character voices were updated, and 66 bugs were fixed, in party travel, trading and combat.

Craft: New Models

Craft changed its model list. GPT 6.1 Sol replaces the earlier GPT Sol and Terra models, and Claude Sonnet 5.5 replaces Sonnet 5. Image generation now uses GPT Image 2.5 Flare by default, with a slower, more detailed option called Sunburst. On phones there are new Library and Studio tabs, and you can copy any message from its menu. In visual novels, an image can now stay on stage across several pages, and you can swipe to turn pages on a phone.

Also This Week

  • MasterAI shipped more than 80 changes. Its game master now accepts your corrections more easily and sends far fewer “go back to your character” replies, and its notes say that “every roll is now completely random”. Custom races and skill choices arrive with app version 1.1.25, which is rolling out gradually. iPhone players can now buy subscriptions and token packs after updating.
  • Taverna added non-lethal combat: when you defeat an enemy you choose to kill or spare them, and a spared enemy stays alive in the world. Also new: NPC portraits, German as a supported language, and a bounty board in Bleakmere.
  • Janitor AI’s app reached version 2.6.0, with search on a rebuilt home screen and a light theme called Daylight. Our Janitor AI app guide covers how to find the real app. A short glitch on the website this week was a CDN problem; a hard refresh clears it.
  • Tidefall added sign-in with Google and Discord.
  • Tales RPG updated its MiMo Pro model to version 2.6.
  • aiga_ posted a teaser for a version 2, “coming soon”.

Try This on Whatever You Play

Two platforms chose this week to let you spare a beaten enemy. That gives you a simple test for any AI RPG, because mercy only means something if the world remembers it.

Beat someone, let them live, and say so clearly in the story. Then play on for thirty turns and go back. Does anyone know what you did? Does the person you spared act like someone who owes you, or fears you — or like a stranger? A game that remembers will give you a different scene. A game that does not will introduce them again.

It takes one evening, and it tells you more about a platform’s memory than any feature list.

This digest is published weekly. It is dated, and left standing as written. The next one is 12 October 2026.