Silverpine
Silverpine is an experimental fantasy lifesim with NPCs powered by a local AI model.
This game is current in an alpha state.
The browser version is 42 mb so it might take a minute to load.
Updated | 17 days ago |
Status | In development |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 4.2 out of 5 stars (11 total ratings) |
Author | Three Eyes Software |
Genre | Role Playing, Survival |
Made with | Unity |
Tags | 2D, artificial-intelligence, Atmospheric, Dungeon Crawler, Fantasy, Furry, Life Simulation, Singleplayer |
Average session | A few seconds |
Languages | English |
Purchase
Buy Now$8.00 USD or more
In order to download this game you must purchase it at or above the minimum price of $8 USD. You will get access to the following files:
Silverpine Alpha 0.8.2.zip 120 MB
Download demo
Development log
- Alpha 0.8.217 days ago
- Alpha 0.8.118 days ago
- Alpha 0.819 days ago
- Alpha 0.7.142 days ago
- Alpha 0.743 days ago
- Alpha 0.653 days ago
- Alpha 0.574 days ago
- Alpha 0.4.384 days ago
Comments
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i play the game more i some how hit the server cap and try to chang over for the ai to use the gpu but im getting err text and not sure how to fix it
What's the error text?
and this keeps poping up to![](/https://img.itch.zone/aW1nLzE5ODA5OTkzLnBuZw==/original/ZP5ShZ.png)
That's the backend for the AI. Keep it open and let it load. Did you also accept the firewall popup?
i never got the firewall pop up only the script runing in back ground from the assist thing and what you see is the only thing it ever says
i play the demo and its a fun game i well buy it and the way you made the AI talk to you from npc is grate dont think i seen that done b4 and im happy that the AI under stans me sins spelling is not my best 10/10 this game is ahead of it time and FYI 30m demo dont really do the game right and the hole E+ to interac takes gettin use to
Mm, I do have some feedback. I am not sure if it's possible to fix this, but if it is, something I noticed that is mildly annoying during group conversations, is if an NPC participant says something another NPC participant dislikes, even if it has nothing to do with you, they lose affection with you. This is pretty funny if you end up in a group conversation with Oriana and Celandine at the bathhouse, because Oriana HATES nearly anything Celandine says. x3
That's something I haven't thought about before, but there are probably several ways of preventing it.
Oriana also just dislikes most things in general though.
Yeah, haha, I always wonder how those two can stomach being around each other 24/7.
Been loving your hard work, and especially how quickly you update and respond to community feedback! Do you have a Ko-Fi setup or something similar?
I don't, but thanks for considering.
Love the new custom character feature! Though I can't seem to get the dialogue offset to work? No matter what numbers I put in, my character portrait stays in the same place, I can't shift it around, so it's very offcenter in dialogue.
It works for me. Are you using high enough values? Did you damage the JSON structure (e.g. removed commas)?![](/https://img.itch.zone/aW1nLzE5NTAzMDk4LnBuZw==/original/t9YATy.png)
I did not, I tried numbers even in the thousands. Right now, it reads as follows:
"dialogSpriteScale": 1.35,
"dialogSpriteOffsetX": 200.0,
"dialogSpriteOffsetY": 400.0,
"allowedSexes": [
"Male",
"Female",
"Intersex"
],
On a side note, do you think it'd be possible for the player to have the option to have a dialog image portrait for them for being clothed versus nude?
I can't replicate the issue. There isn't anything that could be throwing a hidden exception due to e.g. permission problems at some unfortunate point either, since being able to select the custom character means it has been fully setup successfully, and after that it would throw a window with an error message at you if something were to go wrong.
On a side note, do you think it'd be possible for the player to have the option to have a dialog image portrait for them for being clothed versus nude?
I won't add this for the default characters, but I can make this an option for custom characters.
Yeah, an option for the player would be great, I got two great images for m characters as nude or armored that I'd love to swap between. Also I think I might know what the issue is? I think it only reads the offset when you start a new game. But there's no way to know how my portrait will look in game, except by saving and loading and then talking to someone. Is there any way to adjust the portrait offset on an existing save file?
All the player character information (minus the sprites themselves, only the paths to the files) gets baked into the save file when you start a new game. It's not read from the JSON file every time. You can't change description/scale/offset/racials on an existing save file.
I will change this next version though since it is intuitive.
Love the game but how come you removed the Export NPC Memories option?
Now that saves are cross-version there is no reason to keep it since the purpose of that feature was to be able to keep the NPCs memories when having to start a new save for a new version of the game.
Is there another reason you'd like to have that feature for?
Sorry, I only ask because it was a pretty decent way to edit the NPC's responses, memories, ect. especially when the AI ends up generating a bad response or if you wanted to set up already established relationships between characters or other things like that. It would be nice if that functionality was added back in or there was maybe better ways to do that in-game.
I'll bring it back then.
Thanks for adding it back in. It's very much appreciated.
Hello, there's any possibility in releasing this game on Steam at some point?
I'd love to when it's done, but steam currently has a special policy for live-generated AI content:
Live-Generated: Any kind of content created with the help of AI tools while the game is running. In addition to following the same rules as Pre-Generated AI content, this comes with an additional requirement: in the Content Survey, you'll need to tell us what kind of guardrails you're putting on your AI to ensure it's not generating illegal content.
The only exception to this will be Adult Only Sexual Content that is created with Live-Generated AI - we are unable to release that type of content right now.
Meaning as of now I wouldn't be able to release it since adding guardrails would go against the spirit of the game.
No worries, hope it's released on Steam someday :)
How do you repair equipment? I kept asking NPC's, but they all gave me different answers, none of which worked.
You can't yet.
Ooh, okay. Sorry for asking so many questions. It is impossible to get real answers out of the NPC's, they'll make stuff up. SOMETIMES I can get them to admit stuff is fake or real if I make it very clear and OOC talking about the game system. But then sometimes they'll randomly decide we're talking about pathfinder or something and start telling me dnd rules, lol. It's wild.
You have to suspend your disbelief for this game because current LLMs are sort of incapable of admitting that they don't know something.
Yeah, I think I got jebaited because my first experience with it was extremely good and natural. First time booting up the game, I wandered out of town, got beat up by monsters, wandered back into town, bumped into Darian, who sort of took me under his wing and gave me a full set of leather armor and an iron sword and taught me how to fight, and in return I Was supposed to go on patrol with him every night and eventually he deputized me and it was kind of surprising how natural and organic it felt. It wasn't until playing with a new character where the cracks started showing.
Saving seems to just stop working after about 3 in game days. I can't save my game anymore. Whenever I click save, it hangs for a long time, and nothing happens when I get control back.
I found a janky fix for this. I was using my GPU for the AI locally, and then when saving stopped working, I switched to using the server, but a conversation or two later, saving stopped working again. Then I switched back to my GPU, and now saving works just fine. Is there maybe something that clogs up the save pipeline somewhere? My save files aren't unusually large, nor is the memories when I exported them, so I'm not sure.
You can send me the offending save file at HeyHeyMonika123@protonmail.com and I'll take a look (I won't look at your conversations).
There isn't really anything that should be able to pile up, and if there were it would inflate the size of the save file.
Do NPC's base your appearance off of the portrait, or can you write in your own description somewhere? Is it possible to upload your own portraits? I want to play the snake, but not look androgynous.
Also I've been having difficulty with the inventory system. Selling items to NPC's doesn't seem to work. And when I ask an NPC to list my inventory, they tell me a list of items wildly different from what I see in the UI. Especially Aldric, he'll often make up items, say he's put them in my inventory, or say he's buying my items and give me money, but nothing changes in my actual inventory. He'll also tell me crazy stuff like "Oh no, you really have that item, just check your character sheet by typing /char in chat!" And then when I type /char in chat the only text is just aldric going "Yup, see, right there, it's on your character sheet."
Edit: It turns out I was trying to do all my trade transactions through chat dialogue instead of the trade window. I left notes of my original problem just because it was funny and maybe something the dev might want to explore, tweak, or laugh at? But yeah, trading works now if actually using the proper interface. Although, this is frustrating in it's own right because the shopkeepers are never in their damn shops.
Do NPC's base your appearance off of the portrait, or can you write in your own description somewhere? Is it possible to upload your own portraits?
They're based off of descriptions. I've been thinking about having a system for adding custom player characters, so I might add that with the next update.
Especially Aldric, he'll often make up items, say he's put them in my inventory
That's called a "hallucination" and it's an unsolved problem with current LLM technology. Unless the NPC is opening the trade menu for you or straight up gifting you an item, which they can do (but sometimes fail to do), they're hallucinating and making things up.
Could you maybe make shopkeepers hang out in their store more during hours? I can NEVER actually trade with shopkeepers proper, because they only hang out in their shop for an hour or two, then leave.
But then I received this and I had a good silent cackle over it (had to be silent because I would've woken up everyone in the house if I wasn't)
I've been having some fun with multi person conversations and I've noticed a recurring problem. The following system causes all conversation to end and only has the one person follow you, while the other doesn't, and going back to the conversation treats it like you said something, which makes it impossible to continue from where you left off (unlike single person conversations where you can immediately talk back to the person and pick up where you left off).
Is it possible to make the following system not end the conversation, at least when multiple people are talking? I've been mainly trying to have breakfast with Darian and Rosalyn after a morning at the bath, and as soon as Rosalyn offers to have both me and Darian over for breakfast, the follow command happens immediately, ending the conversation and only causing Rosalyn to follow me, while Darian leaves.
The following system is also acting up again. Word that shouldn't mean someone going to follow you cause the follow system to happen. like Rosalyn telling me to relax (Or Rosalyn when she climaxes)
I'll think of something.
Do you have any plans to add different levels of clothing for the npcs (and player) to be able to swap between based on context?
I thought about it, but it's too much work without standardized 3D models.
I have, what I hope to be, one last question;is there a way to be able to save while in conversation? For example - in the middle of some conversation/roleplay, being able to shut down the game, and reload without closing the dialog(which I think? essentially ends the conversation, the NPC seeing it as the player 'walking away' and starting a different interaction when restarting dialog)? ........hopefully that is worded well enough so it makes sense.
After ending a dialog with an NPC, you can continue it by talking to them again within 10 turns as long as you don't leave the room (which also allows you to do things like unequipping your weapon during dialogs), so you can save and load within those 10 turns, but you have to be quick if realtime mode is active.
hi found a bug after some time fixing the shed the shadows getting crazy and i think the doors making it worse. Here's a picture of me standing in the middle of the village.![](/https://img.itch.zone/aW1nLzE4NzE2MTk4LnBuZw==/original/c%2Fr%2FFA.png)
I've never encountered this but I'll look into it.
Is there a spot in the game menu, or could you put a full list here, of game commands/controls? I'm noticing that 'R' does -something-, but can't figure out what. Or if I just haven't reached the point that the tutorial will inform me of that function, just tell me to play more.
It just skips a single turn, or half a minute of game time.
The game is turn based like a dungeon crawler.
And the bar at the bottom of the inventory window that can be changed by clicking on it?
It lets you assign hotkeys to usable items. Right click to assign, and left click to use. You can also use the number keys 1-5 to use them.
I'm referring to the gold bar circled in the pic. Clicking anywhere along it changes where the bright/dull devide is at.![](/https://img.itch.zone/aW1nLzE4NzMxNTE3LmpwZw==/original/cnFU9v.jpg)
That's the bulk/weight bar. The changing part is a bug.
I love this game, it's really enjoyable to play, but I have noticed a couple minor issues
1) NPC AI
Mainly, there seems to be a slight disconnect where the the ai connects to the rest of the game. I had a message up when I was with Darian saying that we slept the night and the storm broke during the morning, but the storm was still there and we had slept about 3 hrs (from the start of the game which might've possibly been the problem or it might not)
2) The follow system
I had Darian follow me to the tavern, we spoke about our plans, ate lunch, and he was supposed to leave, but as I left the tavern myself, he was following me. Even when I went far from the village, he continued to follow me.
3) AI interaction
I've had Darian offer to bring me to Gareth to talk about the shack when we got there, Gareth wasn't even at the bar, but I was still able to continue with Darian as if he was speaking to Gareth. I've also had it where I should've been speaking to two people at once (The alchemist had caught Darian and I together) but I couldn't speak with him (maybe that feature isn't implemented yet or unable to be implimented)
Two final suggestions: You may want to put signs near the doors of the shops, taverns, and bathhouse so newer players could figure out what place they were at and possibly markers to point to spots on the map you use to go outside the village (I couldn't figure out for a while where the slimes were or the dungeon/cave system in the pics was)
And a way to pass longer stretches of time. The bed allows until rested or until morning, sleeping anywhere else allows until rested, but could there be a way to pass say an hour or four without repeatedly pressing the wait button?
Other than those, I love the game and can't wait to see where this goes.
#1 Is a problem with the model itself. The AI gets passed information like when the character went to bed or got up, Nemo (the model) just doesn't have the brains to connect the dots sometimes. Nemo is a 12 billion parameter model so that's one factor, but even 70-400 billion parameter proprietary models by OpenAI or Anthropic blurt out nonsense sometimes.
What is needed is a proper reasoning model alla OpenAI's o1 or DeepSeek's r1 that thinks about the situation for a dynamic amount of time before talking. It will be a while before we see an open model like that in the same size class as Nemo though.
#2 I'm trying to find ways to curb this but again, Nemo is just very likely to nonsensically order the NPC to follow you. I've already limited certain function calls to certain keywords in the dialog, but once Nemo gets the opportunity to call the follow function, it will do so for reasons I don't understand. I should have the NPC eventually give up though.
![](/https://img.itch.zone/aW1nLzE4NjcwNzQwLnBuZw==/original/hy1BfF.png)
The AI that does the function calling also only "exists" for the moment of the decision after the NPC says something (that's the little "thinking" label on the input box). Having the same AI do both the talking and the function calling is too confusing for Nemo. A reasoning model would be able to handle this in one go.
I've also had it where I should've been speaking to two people at once
This should be possible with Nemo, but it's not implemented yet.
And a way to pass longer stretches of time.
Check the abilities tab. I will make this more obvious though.
Ah, I thought the wait command in abilities and R shared the same amount of wait time. I'll have to use the ability more often. It's a little amusing to find out that the game just wants the NPCs to stalk you for no reason though (Darian, I'm not up to no good, I swear it!)
Hi may i ask is there a lvl system planed?
I'm not sure yet. I don't want there to be too much vertical progression.
hi sorry to bother u again after downloading the 0.4 the ai wont load even after a night of waiting. i tryed with all my setups: i9 9900k and rtx 4070 /ryzen 9 5900x and rtx 3080 ti. Is there any way to force it to load?
I built this version with IL2CPP for better performance, which caused an issue with starting the process.
Thanks for reporting the problem.
I don't know if this is new with 0.3.3 because I skipped 0.3 and 0.3.2, but the input length for talking is quite short now. I hadn't run into a length limit in 0.2.
I limited it to about 33 words as a lazy way to have guarantees on the maximum possible amounts of tokens left after updating the long term memory of an NPC without having to do multiple API calls asking for tokenization, since I didn't think people would type that much in one message.
I'll find a way to uncap it again for 0.4, which will probably be ready on monday.
Many thanks for your efforts. Text input tends to get a bit longer when one puts their focus on just interacting with the NPCs...or at least in my case it does. I know, I know...get my mind out of the gutter - this is difficult with some of the NPCs in the game. And the interactions are top notch.
hi i have a little problem in ver. 0.3.2: NPCs still randomly following me and the trading menu can only be opened the first time, the button no longer works...after restarting the game and pc it is still not working....how can i fix this?
I'm at a loss how this bug made it through the cracks since I sold a lot of items during testing but I'll release a patch for it tomorrow.
Thank you so much
The only thing I get when trying to interact with any of the NPCs is "The LLM service has encountered an error: an error occurred while sending the request" I downloaded the model, renamed and placed it into /KoboldCPP. After starting Silverpine.exe, the command window flashes 'Failed to execute' and later in the line is 'koboldcpp'. Any ideas?
If you only have 6 gb of graphics memory combined with 16 gb of ram, it might choke while loading the model if you have your other applications taking up too much ram.
If you have exactly 10 gb of graphics memory, the game will fully offload the model to the GPU which should take 9.17 gb, but I have no way of verifying if this actually works under real-world conditions since I only have 8 gb myself.
To see what the problem is, open a command prompt in the StreamingAssets folder like on the picture and do this:
koboldcpp.exe --model "model.gguf" --usecublas --gpulayers 17 --multiuser --skiplauncher --highpriority
Replace --usecublas with --usevulkan if you don't have an Nvidia GPU.
Replace 17 with 27 if you have 8 gb or vram, or 43 if you have 10 gb or more.
This way it won't close when it throws the error.
If it's running out of memory it should throw something like:
ggml_vulkan: Device memory allocation of size 1442316288 failed.
ggml_vulkan: vk::Device::allocateMemory: ErrorOutOfDeviceMemory
llama_kv_cache_init: failed to allocate buffer for kv cache
llama_new_context_with_model: llama_kv_cache_init() failed for self-attention cache
You can use the KoboldCPP GUI to manually adjust things until it works if this is the case, since the game just use whatever KoboldCPP process is running in the background if you launch the game while KoboldCPP is already running.
Do let me know what the problem is though so I can fix it for the next version.
I'm running 32GB RAM and 12GB VRAM on a RTX3060. Would be happy to do any testing of things that you can't do yourself. I know nothing about programming, but I can follow instructions and report back flawlessly. Here's the traceback info that command came up with --
Traceback (most recent call last):
File "koboldcpp.py", line 4451, in <module>
main(parser.parse_args(),start_server=True)
File "koboldcpp.py", line 4039, in main
init_library() # Note: if blas does not exist and is enabled, program will crash.
File "koboldcpp.py", line 427, in init_library
handle = ctypes.CDLL(os.path.join(dir_path, libname))
File "PyInstaller\loader\pyimod03_ctypes.py", line 55, in __init__
pyimod03_ctypes.PyInstallerImportError: Failed to load dynlib/dll 'C:\\Users\\me.DESKTOP-R1SATEP\\AppData\\Local\\Temp\\_MEI122842\\koboldcpp_cublas.dll'. Most likely this dynlib/dll was not found when the application was frozen.
[10308] Failed to execute script 'koboldcpp' due to unhandled exception!
---------------------
This seems very exotic so I can't look into it until I come back home, but it should work if you select Vulkan instead of cuBLAS.
Using --usevulkan receives this response------
Traceback (most recent call last):
File "koboldcpp.py", line 4451, in <module>
main(parser.parse_args(),start_server=True)
File "koboldcpp.py", line 4099, in main
loadok = load_model(modelname)
File "koboldcpp.py", line 871, in load_model
ret = handle.load_model(inputs)
OSError: [WinError -1073741795] Windows Error 0xc000001d
[11968] Failed to execute script 'koboldcpp' due to unhandled exception!
------Let me know what you figure out, when you're able. Thanks.
I double-checked everything on my end, so my only guess at this point is that's your're using an ancient CPU without AVX2 support, or something is preventing KoboldCPP from creating the _MEI folder in temp.
If you're using a very old CPU (pre 2013 for intel and pre 2015 for AMD) you could try replacing your koboldcpp.exe with https://github.com/LostRuins/koboldcpp/releases/download/v1.76/koboldcpp_oldcpu.... and/or selecting "Use Vulkan (Old CPU)".
If you're not using an ancient CPU you could try disabling your antivirus, but I doubt that's the reason.
Can someone please make a video instruction from downloading to running the programm?
Will future versions include a male player character?
Yes.
what training data was used for this? just curious cus i'd be down to try this out, but i don't want things getting scraped off of my hard drive.
It's just the vanilla instruct version of Mistral AI's NeMo 12B (compressed by bartowski). Nothing you type ever leaves your machine, dialog is only stored in your save file.
good to know, just gotta be careful with this type of stuff. will check this out!
Everything should set itself up automatically when you start the game, as long as the model file is in the right place.
If you don't have the game on an SSD it might take a while before it's done loading.
this shit bussin