Release 0.49 2022-06-21 and 0.50 (Early Access)

This version includes a creature spawner that attempts to balance encounters
against the player character by very approximately simulating how the
conflict could play out. Please let me know if how you get on with this
in case in needs further tuning. It should be survivable most of the time.

There’s a notice board in Twizelford’s town square with a new quest on it
that uses the new system. The town hall is also open to a limited extent
and there’s a clerk for you to interact with should you take this repeatable

If you encounter errors when playing please do report them to me!

New stuff:

  • Added sewer rats quest
  • Added Twizelford sewers
  • Added Twizelford town square notice board
  • Added Victor Hebblethwaite
  • Added first part of Twizelford town hall

User interface stuff:

  • No changes

Other bits:

  • Added clerk trade job
  • Added cooldownId to answers
  • Fix arawan.met error with new setPropType methods in GameBase
  • Fix syntax error in chair break message
  • Fix unbreakable arm chairs
  • Add start statements to quest part
  • Added repeat mode to balanced spawner
  • Added balanced spawner and control
  • Fix bug in tactics and strategy cloning
  • Added getDprThouVs to actor, animal, person, spawnctrl


  • 126 different locations (and another 126 in the advent dream)
  • 30 NPC characters
  • 7 quests (2 unfinished)
  • 1638 Java classes (290k+ lines, 6.6Mbytes of source code)
  • 71 Story files (17k+ lines, 451kbytes)
  • 931 Unit tests

Known bugs:

  • Bandits becoming unreasonably horny while you are caged by Nug.
  • Kobold guards have been caught eating their own “weapons” - it’s emergent behaviour (sort of)
  • Starting character sizes may be a little off after changes and need some further tuning

As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.

If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-throughs, early access, developer documentation, and more…

Release 0.50 (Patreon Early Access) includes:

  • New quest pane
  • New combat pane
  • Added combatant hit point stat bar
  • Added combatant filters and sort options
  • Added hints for all quests
  • Fixed type conversion errors in existing quests
  • Fixed kobolds remaining hostile after joining them

It would be really appreciated as I have very limited income at the moment.
Alternatively, if Patreon isn’t your thing I have a tip jar on ko-fi


It seems like it could have made major progress since last year.

The things in 0.49 were in January’s Patreon early access, before I had health issues, so have been in the pipeline for a public release for a while. I’ve been having difficulty concentrating on stuff while I got used to some new medication - it’s taken 5 months or so to do the work on 0.50 - though some of it was quite fiddly (they touched the custom UI components I’ve built) and I had to abandon a couple of approaches.


I take it there’s still no good way to eat from a bag of pastries using the text parser? because I keep accidently dropping bags I intend to eat from due to misclick.

also, I found that every instance of “Bag of Pastries” spawns a note of Food.addNoun(pastry) every action, which kind of slows things down when you have like 30 or so bags, though this could be a Debug mode only thing.

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There probably isn’t, but just in case I missed something, is there a “Dark Mode” we can turn on somewhere? My eyes are so used to dark mode on everything that all the white makes my eyes hurt after a while.

I haven’t added one, but I was under the perhaps mistaken impression both JavaFx and Swing picked up their basic configuation from the OS preferences. I’ll have to take a look at that at some point.


I don’t know if it’s ok to ask this here, but is there a way to become kobold without becoming immobile? Sry in advance

This is down to the PCs reducing height (the potions don’t change her weight significantly). As she gets shorter she gets wider to retain the same mass. Vanilla you can do this by starting off short and slim - if you were tall and fat to begin with it’s going to get worse as you shrink.

This is debug-related, so I'm hiding it in case people don't want to see it.

I’ve had the idea of reversing the player’s weight loss to make them gain weight when they should lose it (eg. gain weight from “exercising”), but I haven’t found any obvious ways of making that happen with Debug commands.

Just had an idea - What if when the player is too wide to fit through a door normally (thighs too big, chest within a certain range), if they immediately attempt to go through the door again, they try to fit through sideways? Of course, the player would get stuck this way too, if say, their belly, chest, or butt were too big.

I also noticed that the player’s belly never gets caught on anything, regardless of its size.