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Everweave Review: Total Freedom, Real Rules, and a Judge Who Ignored the Evidence

Access disclosure: Endgame Studio gave us free access to play Everweave for this review. No conditions were attached to our coverage. This review is independent and unpaid.

Everweave is a text fantasy RPG in which an AI Dungeon Master runs a tabletop-style game for you: you build a hero, type what you do, and the game rolls the dice, runs the combat and illustrates the world. It is made by Endgame Studio Ltd., a company registered in Astana, Kazakhstan. It plays in a browser and has apps for iPhone and Android.

It scores 3.1 out of 5, eighth of the twenty-eight platforms on our benchmark, level with Tabled. That number hides how uneven it is. Everweave earns the highest score we give on Player Agency, a 4 on Mechanical Depth, and a 2 on both memory and characters. It is a game that will let you do anything, inside a real ruleset, and then let a dice roll decide that none of it mattered.

We tested the default mode, at the standard tier of our methodology.

What It Is

Everweave’s own tagline is “Play DnD anywhere, anytime”, and that is a fair description of what it is trying to be. You create a character from a class and a species. The site lists seven classes — Fighter, Paladin, Warlock, Barbarian, Rogue, Cleric and Monk — each with subclasses, abilities and, where it fits, spells. You pick one of a rotating set of opening scenes, and then you type.

The game answers as a Dungeon Master would. It describes the scene, asks for a roll when one is needed, shows the die and the number to beat, and applies the result. It keeps a character sheet, an inventory, conditions and experience. The studio raised the level cap to 13 in August 2026 and added a system in September that lets the Dungeon Master create custom abilities for your character at fitting moments in the story.

Conversations work differently from the rest of the game. When you talk to a character, the game opens a separate scene the studio calls Dialogue Mode, and closes it when the conversation ends. The patch notes describe each character as keeping its own memory document.

There are two versions of the game. The default one has all of the above. Creative Mode is the older version, kept for players who preferred it, without Dialogue Mode and the character system behind it. This review is about the default.

One thing to know before the scores. Everweave calls itself an early-stage game — its App Store page says it “is in it’s early stage and still growing rapidly”, and the app was at version 0.12.1 when we wrote this. We do not score closed alphas or closed betas. Everweave is neither: anyone can install it and play, with no invite and no waitlist, and it sells subscriptions. So we score what a player gets today.

Player Agency — 5

This is the highest score we give, and Everweave is only the second platform to earn it, after NOPOTIONS.

Player Agency measures two failures. Puppeting is when the game writes your character’s actions or words for you, or resolves your action before you have taken it. Railroading is when the world steers you back to the path it had in mind.

Everweave did neither. There was no puppeting at all: our character did what we typed and nothing else. And railroading did not exist. We were never pushed back towards a plot, never told an action was not available, and never had a scene bend to get us where the game wanted us.

The site promises “no fixed paths”, and lists knight, bard, outlaw, pilgrim and merchant as things you can become. On this axis the promise is kept in full. If what you want most from an AI game master is to be left alone to play your own character, nothing on our board does it better.

Mechanical Depth — 4

The mechanics are not Everweave’s problem.

The scope is ambitious for a text game: classes and subclasses, spells, traits, conditions, levels, an inventory with real items in it, companions, and dice for combat and for skill checks. And it is enjoyable to play: the combat, the skills and the skill checks are all good.

That puts Everweave level with Voyage and AI Realm at 4, behind only Craft and Friends & Fables. The studio is not finished here either. Its September notes say a “fully reworked combat engine” is in testing and a couple of months away. That is a plan and not a feature; nothing in our score reflects it.

Signature Design — 3.5

Everweave looks more like a game than most of the games we have reviewed.

Most of this category is text in a chat window, sometimes with a picture above it. Everweave has art for its backgrounds and its characters, a clean and well-made interface, and — this is the part we noticed most — art for the items in your inventory. A sword you pick up is a picture of a sword in a slot, not a line in a list. Small as that sounds, most of what we have reviewed does not do it, and it makes Everweave feel like a game and not a chat.

It did enough to be more distinctive than the average entry. What kept the score from going higher is that it lacks a signature feature: something you could look at and know at once was only Everweave’s. The parts are well made. None of them is new.

Determinism & Fairness — 2.5

This was the hardest score to set, because Everweave does one half of fairness well and the other half badly.

The good half: the game does not give you rewards you did not earn. Nothing was handed to us for free.

The bad half: the dice decide almost everything. You can do something foolish and succeed because the roll was good. You can do something careful, strategic and clever and fail because the roll was bad. In practice, the result of the die is the game, and your action is only the thing that asks for a roll. A fair game should make a good plan more likely to work than a bad one, and here the plan did not seem to move the odds enough to matter.

It is worth being exact about what we are criticising. We are not saying the dice are rigged. Everweave added a page of dice statistics to player profiles in September 2026 so that, in its own words, “the most suspicious players” can “be sure that the dice rolls are not artificially modified”. The same patch note adds: “Remember that random does not mean ‘just’”. We agree with that sentence, and it is our point. The dice can be perfectly honest and the game can still be unfair, if an honest die is given more say than the player’s thinking.

One more finding belongs on this axis. We were given a longsword that the game described as a knight’s longsword, “clearly better” than the one we had. We compared them. The name was different and the picture was different. The numbers were exactly the same. A reward that is only described as better is not a reward.

NPC Fidelity — 2

This one hurt, because Everweave looks like a game that should be good at characters. It gives each of them a portrait, a separate dialogue scene and a memory of their own.

The problem is that characters change their personality to fit the dice and the situation. Who a character is does not hold. It bends to whatever the last roll needs it to be.

The clearest example we have is a trial. We were being judged in court. The judge was written as rational and a stickler for justice. We presented a piece of evidence that solved the case on its own — proof that could not be argued with, and it was right there in the courtroom. Then the game asked for a Charisma roll, and we failed it.

So the judge looked at the evidence and ignored it. A rational character became irrational, on the spot, so that we could “fail”. A judge who cares about justice does not set aside proof because the person holding it spoke badly.

That mechanic is overzealous, and it is a small scene. But it shows the general rule in this game: you cannot trust a character’s personality, because it changes on a whim. A persuasion roll should decide how well you made your case. It should not decide what is true, or turn a character into someone else.

Memory & Continuity — 2

The memory is not good.

Everweave failed our fact-planting tests — the part of our method where we establish a fact early and check later whether the game still has it. More than that, it began to forget things in ordinary play after fewer than 20 turns.

To put a 2 in context: we also score prompt-only games, which are nothing more than a prompt pasted into a chatbot, with no memory except the model’s own context window. Three of the twelve we score have a better memory than Everweave does.

The site says Everweave is “a world that remembers” and that you can “return to a world that remembers your choices”. The studio is clearly working on it: its patch notes from June to August 2026 list improved character memory more than once, and describe a system that merges a character’s older memories into “denser blocks”. In our play, in October, the world did not remember.

Longevity — 3

Longevity is where everything above meets.

The things that push it up are real: the look of the game, the number of features, and a freedom that makes you want to keep playing. The things that push it down are just as real: the memory, the characters, and a world that feels disconnected and new every few turns, with no callbacks to what happened before.

The shortest way to say it is this. Playing one game of 60 turns felt the same as playing three games of 20 turns. About 20 turns is how long a story lasted before the memory broke it, and after that we were in a new story with the same character sheet.

One smaller thing wore at the sense of a continuing world. Sometimes a character’s name and the narration described a woman, with female pronouns, and the portrait showed a man — or the other way round.

Pricing

Everweave is free to start, and it counts play in messages. It sells monthly plans and packs of messages.

It does not publish a pricing page on its website. The figures below are the in-app purchases listed on its US App Store page on 2 October 2026.

PurchaseUS price
Adventurer tier, 1 month$5.99
Adventurer tier, 6 months$29.99
Pathfinder tier, 1 month$17.99
Pathfinder tier, 6 months$89.99
Vanguard tier, 1 month$54.99
100 messages$2.99
300 messages$7.99
900 messages$19.99

Two things follow from that table.

The store does not say what each tier includes. How many messages a plan gives you is shown inside the app, not on the listing, so look before you subscribe. Prices on the web version and on Google Play may also differ from these.

Bought as packs, a message costs about 2 to 3 cents. That is our arithmetic: $2.99 for 100 is 3.0 cents each, and $19.99 for 900 is 2.2 cents each. The six-month plans are cheaper per month than the monthly ones: Adventurer works out at $5.00 a month and Pathfinder at $15.00.

Paying by the message has a cost that is easy to miss in a game like this one. When the die fails a good plan and you try again, the second try is another message. The studio knows messages are spent on things that should be free: its July notes promised a way to leave a conversation or dismiss a companion “without spending a message”.

Refunds. Everweave’s refund page says all purchases are final. The studio says it may still refund a request that is made within seven days, is “well-reasoned and justified”, and comes from a player who has not used “a significant portion” of what they bought. Purchases made through Apple or Google follow those stores’ rules.

Your chats. The terms say that messages you send, and the game’s replies, may be kept and reviewed, and may be used for model training and improvement. They also advise against submitting sensitive personal information.

Where to Play

  • In a browser, on a PC or a phone, at play.everweave.ai.
  • On iPhone, from the App Store, where it has been since September 2025. On 2 October 2026 it had 4.3 stars from about 8,500 ratings in the US store.
  • On Android, from Google Play, where its listing shows more than 500,000 downloads. On 2 October 2026 it had 2.3 stars there from about 1,460 reviews — a much colder reception than on the App Store.

The App Store rates it 12+, and the terms set a minimum age of 13 without a parent’s consent.

Verdict

Everweave does the two things most AI game masters get wrong, and gets wrong the two things a campaign needs most.

It never plays your character for you and never steers you, and it gives you a real ruleset, well presented, to be free in. For that alone it is worth trying, and for a short adventure it is one of the more enjoyable games on our board.

But it lets the dice overrule your thinking and its own characters, and it forgets the story in about twenty turns. A judge who ignores proof because of a roll, and a world that does not remember last session, are not small flaws in a game that sells itself on a living world.

The good news is that the studio’s own patch notes show it working on the memory, the characters and the combat. If the memory and the characters catch up with the freedom and the rules, this score will move, and we will come back to it.

For how it compares with the best-known free-form game in the category, see AI Dungeon vs Everweave.

Product names and trademarks are the property of their respective owners. Arcanum is not affiliated with Everweave, Endgame Studio Ltd., or Wizards of the Coast. Dungeons & Dragons and D&D are trademarks of Wizards of the Coast.