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So I finally got around to searching the deep forest until I could bump into Acacia and spent a few hours interacting with her with and without an allure potion, and I must say, it is rather disappointing that there isn't more to her planned afaik. Not just because of the obvious reasons or because she's interesting, but rather because the AI seems to do a really good job with whatever prompt the developer gave her. She's just incredibly fun in general to talk to, the AI rather accurately and interestingly having her act like a vicious predator, curious critter, wounded animal, or what have you as appropriate, and you can even convince her to talk with a little encouragement. She is the most unique character in the game so far, avoiding a lot of the traps the other characters generally fall into that makes them bleed together personality-wise. I hope that there will be more to her eventually, but the main reason I bring it up is because I think the prompts for the other characters probably need a pass pretty badly. Some of them are a lot more interesting and in character then others, but some of them are just really flawed. I've been stewing over my thoughts on each NPC over the time I've had with this game, and watching them change as you update their prompts and/or the models get more elaborate, so maybe I can provide some insight that might help them be a little more interesting at least. First I'll remark about them in general, and then I'll go over each character individually, ordered from the characters I think the AI handles the best to least in order from top to bottom.

In General: Aside from their quirks, during platonic encounters this is where the NPC's are at their best. Mostly sticking to their roles, job, and personalities. This especially has gotten more exciting to engage with over time as throughout the games development you have added to their schedules and hobbies and stuff too, I remember when I first started playing NPC's basically existed in two states. At work, or in bed. It's nice to see so much life in them now. However, one thing I've noticed is that as your relationship with an NPC goes up, a bit of their personality starts to deteriorate, not that much, but mostly if you ever flirt with them at all or engage with them erotically, their whole personality basically shifts to "we'll bang, kay?" I'm not sure if you can do anything about this, but like it feels like as soon as an NPC likes you, and then you do or say anything erotically to them, all they do is make sexual innuendos during every conversation, even completely platonic ones. My favorite NPC's I avoid flirting with because of this, which seems counter-intuitive to how you should treat the ones you like the most. On the note of erotic stuff, this is where the main failing point of the AI is. I am not sure if erotic is a focus or even a concern at all, I just assume by the choices in artwork/portraits and gender selections that erotic stuff is intended to be engaged with, so apologies if this is out of line, and if it's not, you can basically ignore the rest of this in general section. But I think the thing that annoys me the most, and generally has me avoid in erotic behavior with any of the characters is because the AI really just doesn't handle it well, they all kind of act nearly identical when it comes to erotic roleplay. Every single character is dominant except for Hayden, all of them. I kind of wish there was more variety in submissive characters, or at least some switches, but every single character wants to be dominant and will eventually course correct back to dominant if you "train" them to be submissive after about or a day or two. I'm a switch myself, though I prefer playing dominant characters so I don't mind a mix but I think the thing that bugs me the most about it is that they all throw the same tired old one liners at you. All of them do it, it's always the same ones. "I'm gonna show you who's in charge."  "I'm gonna make you beg." "I'm going to show you what just how much you need me." I really wish I could blacklist words/terms, because I m so tired of hearing all of them say those lines or nearly identical ones.


(The main bulk will be in a following reply, so that this isn't TOO much of an annoying text dump for people to scroll past.)

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Here, I'll list my thoughts on each character as an individual that may give you some food for thought if you decide to do a pass on their prompt. I'll be going from the ones I think are handled by the AI the best at the top, to the least as you go down, skipping Acacia who would be at the top since I already went over her and she's basically what made me decide to finally do this, since I see the potential that every character could have. I am not including Orson because I haven't interacted with him yet enough to get a feel. So far it's the usual with him though, I like talking to him and his character is good and interesting, but as soon as you try anything erotic he becomes generic illiterate dom that wants to make the player beg.

Gareth: Aside from that brief period where he was overly aggressive and hostile, he has remained one of my favorite characters in silverpine. The AI just does gruff, seen everything, so done with your shit, inn keeper dad well. Gareth will either be the dad who will die for you, or the one making sure the rest of the village is safe from you if you are suspicious. If I had one negative thing to say, it'd be that for some reason the AI likes to make him bring up that he's selling the shed as if you mentioned it completely unprompted and out of the blue. Even after you've bought it. If you do want to change anything, perhaps make him talking about how he is selling his shed if the player explicitly states they are looking to settle down, move in, live in silverpine permanently, or if they inquire about it specifically. 

Oriana: Everyones favorite snek lady. The AI just handles her personality very well. She's a hard egg to crack and it's always fun for me whenever I do a new run with a new character I just made to see how I break into her good books this time around. The only odd quirks I've noticed with her is that if SHE brings up Celandine in conversation, she is generally endearing about her sister and seems to love her and want to protect her, but if YOU bring up Celandine in conversation she loses her shit and insults Celandine, I can only assume this is because the AI wants to be hostile to the player, so if the player mentioned Celandine, Oriana just kind of forgets she loves her sister. The other one is that engaging with Oriana in a multi NPC conversation, especially with her sister, is basically a reputation bomb. Oriana will get pissed at basically anything anyone else in silverpine says, and the player takes the rep hit for it.

Hayden: The only submissive character in Silverpine it seems, and the AI sticks to it pretty well. It's always cute interactions with him, my characters usually make a habbit of coming to him for breakfast every day since his shop is open so early and it's rather enjoyable seeing him go from a nervous wreck at a stranger talking to him, to looking forward to your visit every day. Not much to note about him, I rather like him.

Rosalyn: Motherly, caring, affectionate herb lady. She's rather one note, but she sticks to it. Interactions between her and Hayden are endearing and enjoyable. No notes, really. She should probably be higher up on the list and my bias might just be because she's not that interesting to me personally, but she is a good character and the AI handles her well.

Celandine: Celandine is right in the middle because from this point on, it's all downhill. She's the medium. She's very one note, and is full of all of those annoying tropes I mentioned with the awful one liners and being overly flirty, but with her character it fits, it just suits her. She should be the only one acting like that. Everyone else below her on this list, also acts like that though. So I think she should stay basically the same, though if I had to recommend a change, it should be that she should pester the player for money in return for her "service". So it's less like she's just a rampant slut, and more of her doing it for the dollar (even if she enjoys doing it.) I think that'd fit her whole bathhouse gal schtick better too, and would give Oriana something to scold her for basically whoring herself out to customers for money.

Darian: Darian is the most unfortunate victim of flirting ruining a character. Darian is at his best when the player is still a stranger to him, and when the relationship is fresh. As you gain positive relationship with Darian, he loses more and more of his personality, and god forbid you flirt with him, then he kind of becomes a horn dog. Still though, one of the enjoyable parts of every new playthrough for me is the first thing I do is knock on the door of his watch tower and introduce my character to him, since he's the town guard, sort of like a test of how I can fit my backstory and character's goal into silverpine through him. 

Mirel: I want to like her, on paper she should be my favorite character, since my favorite character to play as is a dragon, and she is a kobold plus she can move in with you and live in your house. I don't expect the AI to make her act like a dragon worshiping dumb little kobold though, but I think she should be more submissive then she is. She's way too brazenly flirty, and always tries to become the dominant as soon as things get erotic. Also as soon as you've flirted back with her once, basically any and every time you talk to her, it will be an innuendo or request for sex. I'd like to see her more as a kind of rugged "been everywhere" traveler type, that likes a bit of banter with strangers due to her job as a courier taking her around a lot, maybe up for a one night stand but not so sex crazed, slowly warming up and becoming submissive to a player as her relationship with them grows. At least, thats my idealistic version of her anyway.

Aldric: Honestly, my main problem with Aldrich is that he is stupid. This is probably not fixable, the AI just can't haggle or understand the concept of economy at all. There's many situations that go along the lines of me offering to sell something to Aldrich, I'll be like "Hey, I'll sell you this thing for 10 coins."  And he'll make this rant about how he's a quality merchant not to be scammed, and won't accept any less then 20 coins for it. Uh, well okay then, and he willingly pays me double. I dunno, it's kind of funny. That isn't what bugs me most though, the thing that bugs me most is that he sticks to the merchant thing a bit TOO much. Everything is always a transaction. I mean, thats fitting for a character to a point, but it gets silly when he'll just suddenly out of the blue go "And now that we're done with that, let's talk about the price for these 6 kettles you were interested in." Like right in the middle of doing anything else, even once had him interrupt an erotic encounter to do that, which is funny, but also because it's always some item I never mentioned at all, he just randomly acts like I was interested in it. His AI hallucinates a lot, always manufacturing loans, tithes, products, favors owed or what have you out of thin air, and trying to get you to pay for something that never happened or never existed, unprompted. Whenever I make a new character, they all tend to have some plan or goal in mind, and it requires getting the villagers of silverpine on board. Whenever I talk to the villagers about it, they all mention that basically the opinion/word of Darian, Gareth, and Aldrich are the ones that matter, they sort of act like those three are the council/government of the village. Not sure if you wrote it that way, or if they just always hallucinate that, but I find it rather fitting. To make it more fitting, I would offer maybe leaning Aldrics prompt a little bit away from being the merchant, and more towards a sort of self appointed mayor on top of being a businessman. 

I’ve liked Aldric least since the start of the game for two reasons. Business wise he hallucinates far beyond his capabilities, and then he also seems to be the character that wants you to tell him about your day the most and he’ll prompt it every time you interact with him instead of remembering you just told him all of it. I like that sometimes you can give him a push in the right direction and sometimes he can handle items and requests properly, but anything HE ever suggests.  Don’t do it. He cannot follow through. 

I recommend trying to learn alchemy with Rosalyn, that was fun for my character when she honestly was making up nonsense and being a supportive teacher. Celandine is practically my dark arts teacher in alchemy so uses for the Allure potion and creating me things with Liquid Latex that could be kept on our residents nightstands was a beneficial addition to my relationship with her. 

Hayden/ mostly perfect and adorable. 

Mirel/ I agree completely. Conversation sex pests are a time sink, though I’ve been having fun bringing two characters together and having my character leave them to it. That’s when the writing just blending together came out for me the most.  Everyone talks to each other the way I talk to them if I’m not in the room v.v

And Acacia will be a good character, when she stops being a death sentence. 

Does everyone else basically barely talk to Orson too since he’s so out of the way? I never thought twice about the relationship daily limit because I was maxed before it was implemented, but with Orson it’s… shockingly inconvenient. 16 map tile trip to exchange pleasantries or a nightly check to the tavern to tell myself I need to write down what days I saw him on.. wish I could trade for animal meat with him too. My exploring supplies are unpredictable if I can’t find any of wildlife to hunt on the way. 

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Yeah, Aldric always wants to know "what I've been up to" whenever I talk to him, even with max relationship and playing a good character he always acts like im getting up to stuff/into trouble. When I talk to him, the very first thing he does is try to get me to repay a loan I never took, or to collect a favor I somehow for some reason owe him even though he never did anything for me. If you purchase a service from him, he often forgets that you already paid for it, and will hound you about it until he forgets that the event ever happened at all. 

I do tend to learn alchemy with Rosalyn, sort of. Generally what tends to happen is my character has something valuable to alchemists, and often offers it to Rosalyn in exchange for custom potions, ingredients, or the like. The most common example being my main dragon character, sometimes they'll offer Rosalyn a shed scale to see what she'll do with it. So I do interact with her a lot. Don't get me wrong, I like her character, she's just not super interesting to me, I think thats just bias though, her archetype tends to be pretty close to how I like to actually play my main characters personality. 

As for Orson, yeah, him being far away is why I don't interact with him too much. That said, thats mainly just laziness on my part moreso then that I think him being out of the way is a problem. You can stay with him at his cabin for a week or so if you want to engage with him, ask him to cook for you if you need food, bring a tent or ask him if you can sleep over inside of it. So I rather like the idea of the huntsman/hermit in the woods as a concept and I don't think it's a problem for the game.


Anyway, I'm not so much asking or requesting a change in character's personality or anything, moreso that I think some of their prompts should get a lookat, maybe re-word some stuff, emphasize some other things, maybe blacklist some words or terms. The game has been out for over a year now, and AI models have more data and have changed how their algorithms process that data. This long text dump is basically just my thoughts in word form after playing this game since January of last year, for the developer to see and consider as another opinion/point of view if they consider doing a prompt pass.

I mean you still do ultimately get out what you put in. Can you make Hayden into a chain smoking angry cynic? Yes, you heartless monster.

I've done at least one with Remy where he was Mirel's brother and after a bit of reinforcement rather than constantly hitting on me, she was giving me noogies and complaining that Mom liked me best. When she's firing on all cylinders, she great and probably has the wittiest and most sarcastic personality of the group.

I'm also a big Orson fan but also I kind of like the fact he's out of the way? It's incentive to get up and get moving if you want to and to get out of the village.

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I mentioned that in the post, you can "train" the NPC's but after a while this falls off and they revert back to their default personality.  On that note, you shouldn't have to train them anyway imo, it kind of defeats the purpose of having different characters if you have to mold them to not get them to bleed together personalitywise.

The game has been out for over a year now, and AI models have more data and have changed how their algorithms process that data.

Sadly, this isn't true for small creative writing focused LLMs. When I previously said something along the lines of more modern models handling Gareth differently, I was talking about Mistral Small 3.2  (June 2025) and DeepSeek V3 0324 (March 2025). If you're using Nemo, which I assume you are if you're complaining about personalities bleeding together, it is still the same old model the game has been using since day one. There has been an experiment with a finetune of Nemo, which is probably what made you complain about Gareth's personality being different, since it characterizes him similar to how Small and Deepseek do.

Nemo is a model from July 2024, and nothing has beaten it at creative writing at the 10 GB VRAM footprint since then. A large amount of things related to the harness the model has to work inside of have been improved, so it might feel like it's not the same model as back then, but it is.

For reference, the bottom line is the chance of Nemo correctly retrieving information from a 6,000 word corpus, and the top line is the same for Mistral Small. This affects everything, from recalling the NPCs personality to remembering that it already pestered you with the same question twice.

You really should not expect brilliant memory or output variety from it. I highly recommend you try a fresh save file with DeepSeek. I'm confident you will be blown away by how varied the characters can be.

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I'm not using Nemo, I am using Mistral. That said, I'm not asking for brilliant memory or perfect output or anything like that, just a pass over the prompts, refine them a little bit. I don't know if whatever system you're using lets you blacklist terms, but that might be a good place to start. I mess with local LLM's all the time because I compiled my own private server for world of warcraft, and have it filled with AI controlled bots that mimic players, who use LLM's to decide their chat and actions, and I've managed to actually get them fairly diverseish with their prompts, and this is with a much smaller LLM since I usually run ~1,000 bots on the server, and my comptuer has to simultaenously handle 1000 bots all questing, pvp'ing, grinding etc on top of the LLM running that handles their chat and decision making all on the same PC.  I think I use Gemma? I can't remember cuz I haven't used it in a while (found out it was DESTROYING my SSD with how much read/writes were happening due to my reliance on SDK databases.) That said, I have no idea what prompts each NPC is running, so I can't offer any other advice then my experiences and the request that they get a prompt pass. 


If you're willing, you could DM me what each character's prompt is, and I can DM you back my feedback on each character? Thats kind of a lot of work though, so I feel ya if you're not up to it. Having different prompts for different models could probably improve things a lot--I generally prefer locals models because I kind of hate the commercialization and spread of data centers, and also because I don't want personal data transmitted.

Gemma 3 is exceptionally good at roleplay for its size(s), but it's also extremely prude/censored on a pre-training level, so it's not viable for this project.

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In regards to how Oriana treats other NPCs in multi conversations. Oriana tends to be more warm, open, and friendly with NPCs if the player has a high relationship score with those NPCs. And more reserved, stoic, and cold with NPC's the palyer's have lower scores with. (minus Celandine of course,)

I noticed this when I had a multi conversation with Oriana and Rosalyn, I had both with max rep, and Oriana was open and friendly with Rosalyn. Same with Mirel, both of which I was surprised to see. I then later talked to Darian, who I had around 40-49 rep score with and Oriana was noticeable more reserved, stoic, and said less, but still respectful, and it seemed to be because Darian was present, but she went back to acting normal at max rep when I talked to her without Darian present.

This was all back in the 1.1.* and 1.2.* releases, on Nemo, but I wanted to share this since it's niche information I noticed, and I'm curious if you've noticed similar encounters like this?

I've not noticed it, I generally have high relationship with every NPC and engage with them all almost equally.

NPCs have fixed relationship levels with other NPCs. E.g. Mirel is a friend of Oriana.

Alright, that's what it felt like for every other NPC group interaction, until I had this happen. I guess it was simply Oriana being cold when she felt like it, and it turned out to be coincidence when I thought I noticed a correlation with rep. 

Turns out I was the one hallucination.

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I still hold out the hope that Acacia will get an update to make her interactable without a temporary potion. I completely agree with how unique her interactions are and really just want to play around and see what stories or interesting stuff I can generate with it

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Yeah, I'd like that for there to be an expansion in content for her as well, but the developers says they want her to just be a wandering threat that chases the player. I'm not exactly sure why though, for one thing there isn't really any reason to even go to the deep woods, EXCEPT to find her, so her chasing and killing you for going there doesn't really mean much since players don't have a reason to risk getting killed by her, like she isn't protecting anything valuable. Second, because of the way the survival aspects of the game are designed, THE most dangerous thing in the game is sanity and weather, and that will always be more dangerous then Acacia, especially with a million slimes every other tile just spam slowing you and breaking all your clothing hitting you for 1 or 0 damage so you freeze to death faster.  Just getting the deep woods takes an entire in game day, and with how limiting the inventory capacity is, bringing a tent, food, spare clothes because of how quickly stuff breaks, and means to have a fire burdens you so much just to be able to survive one day away from silverpine. So, the annoying survival mechanics are way more threatening and dangerous then her, and I'm sure like myself, 99% of players of this game don't even interact with content outside of silverpine. You can see this by how many people are asking about dungeons for the first time ever now that the potions that let you talk to Acacia are found there. Frankly, the survival and combat in this game has always been it's weakest points and feel super tacked on and basic, and as a result, are just far more dangerous then Acacia is, making the idea of her being a threat laughable. The real threat is the weather trying to kill you while you go out looking for her, lmao.


Though honestly I'd prefer the other NPC's just being brought up to her level.

Yeah, I was EXTREMELY disappointed when I worked for hours to get an item in the first two dungeons to get Acacia not to murder me, just to learn it was all the potions I had been skipping. I DESPISE the PvE content in this game. The slimes and bats make me rage so hard because I just do NOT care and want to get past them. I went through the trouble of getting the game to generate plate mail armor for my character and 3 star weapons, it still felt awful getting around with the slows and confusion. All so I could interact with a character I couldn't actually interact with. I was not happy at all during the last patch and I admit that I am still salty about it. The whole experience was AWFUL. I will never do a dungeon again.

the ranges attacks on the slimes are a major inconvenience, being hit by attacks that aren't even on the screen. They really could do with a range nerf.

The slime range attacks should be negated/nullified if you have armor points over a certain amount IMO.

I really dislike how separated the gameplay itself is from the AI component. Even a Weapon/Armor crafting system that uses the LLM would be a step in the right direction.

Though, to be positive. I DO think that interact-able NPCs outside of town is a good idea overall.