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You are a summoned creature. Your job? Don't let your adventurer die.

When your AI adventurer kicks the bucket, you both get booted back to town and lose progress. When YOU die? They just resummon you and dock your approval rating. Guess who matters more in this relationship.

THE UNCOMFORTABLE TRUTH

Your adventurer has their own personality, makes their own decisions, and treats you exactly like what you are: useful, but replaceable. They decide when to go into dungeons, what to buy, and which enemies to fight. You can explore freely, but cross them and face the consequences.

Want to wander off during a boss fight? Sure, but don't expect them to wait for you. Want to save money for better gear? Too bad - they're already spending it on whatever their personality demands.

WHAT MAKES THIS TWISTED

🎯 Approval Mechanics - Die too much and watch your relationship deteriorate. Your adventurer's opinion of you actually matters for your effectiveness.

⚔️ Personality-Driven AI - Each adventurer has genuine personality traits that affect their combat choices, spending habits, and risk tolerance. Learn their quirks or suffer.

🔄 Asymmetric Death - You respawn. They don't. This changes everything about how you approach combat and resource management.

THE GAMEPLAY

  • Click-to-target combat with hotkey abilities in classic RPG style

  • Elemental strategy system where you master primary and secondary elements

  • Character progression that's completely separate from your adventurer's

THE HOOK

Most RPGs let you be the hero with disposable companions. This flips it - you're the disposable one learning to serve someone with their own agenda. It's weirdly liberating once you stop trying to control everything.

EARLY ACCESS STATUS

  • Core personality and combat systems fully functional

  • Multiple adventurer personalities and pet types available

  • Extended content and polish in active development

Think you can handle not being the main character in your own game?

Autumn's Dungeoneering
Purple XanmalDeveloper
Nekojin Interactive LLCPublisher
Q1 2026Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Alpha 13

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45705856/3a710bc685eb603ff44d24fa0fa7e743473ec413.png\"][/img]

[u]Greetings adventurers![/u]

Alpha 0.13 is now live with some of our most substantial improvements yet. This update focuses on making the game more accessible for new players while significantly refining core combat and progression systems under the hood.

[u]Tutorial System[/u]

First-time players will now receive contextual guidance from Saki and Tama as they learn the ropes:

  • Messages pause the game and require acknowledgment, so you can\'t skip it and then complain!

    [/*]
  • Progress is saved, so you won\'t see the same tutorial twice... probably

    [/*]

[u]Shop System Enhancements[/u]

  • New tabbed interface separating consumables, gear, and skillbooks

    [/*]
  • Level-gated inventory with smarter item generation

    [/*]
  • Better visual feedback for purchases and unavailable items

    [/*]

[u]Combat[/u]

  • Enemies can no longer spot you from across the map. They still kill you just as fast though.

    [/*]
  • The enemies (should) no longer stand around and stare at you!

    [/*]
  • Enemies now scale with you. I can faintly hear the sound of the thu\'um.

    [/*]
  • Skills now cost more as you get stronger. Didn\'t think you could spam shadow ball forever did you?

    [/*]
  • More Enemies (in number, what do I look like, an artist?!) to fight. 10? 20? 30? more? who knows!

    [/*]

[u]UI and Visuals[/u]

  • We be scaling on up! to 1920x1080! it\'s a deluxe UI in the last gen!

    [/*]
  • All UI elements redesigned for the new resolution

    [/*]

[u]Technical Improvements[/u]

  • Ready Button: Now you go when your both ready! or she gets annoyed and leaves anyways...

    [/*]
  • Cast Bar: Visual feedback shows skill execution timing

    [/*]
  • Death Penalty Removed: Characters no longer lose levels on death

    [/*]
  • Pet Vision Range: Increased from 10 to 25 units

    [/*]
  • New .saki binary format replaces old .tres files

    [/*]
  • Improved performance and data integrity

    [/*]
  • Better serialization for items, skills, and character data

    [/*]
  • Rebuilt from velocity-based to position-based movement

    [/*]
  • Tile-aware speed scaling (48x48 grid movement)

    [/*]
  • Better integration with combat state transitions

    [/*]
  • Streamlined item creation (reduced artificial delays)

    [/*]
  • Optimized skill scene instantiation

    [/*]

[u]Note[/u][u]: Old saves from 0.12 may not be compatible[/u]

[u]Bug Fixes[/u]

  • Fixed cooldown time display in hotbar and skill slots

    [/*]
  • Corrected pet enemy detection synchronization

    [/*]
  • Resolved melee skill animation timing issues

    [/*]
  • Fixed town detection flags preventing combat state bugs

    [/*]
  • Improved inventory consolidation logic

    [/*]
  • Better null checking across item operations

    [/*]
  • Eliminated timer object leaks from skill system

    [/*]
  • Better separation of concerns across core modules

    [/*]
  • Fixed stuck states and improved pathfinding

    [/*]
  • [/*]

[ 2025-09-26 06:09:04 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 22.04Memory: 1 GB RAM
  • Memory: 1 GB RAM
  • Memory: 1 GB RAM
  • Recommended Setup

    • OS: Ubuntu 22.04Memory: 1 GB RAM
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