Dev Log

Say It in Your Own Words

October 13, 2026

← Return to the Realm
Dev Log2 min read
The Rusty Tankard with Grim the Barkeep selected and the composer set to Do, with the line 'I set a coin on the bar and wait until Grim looks up' typed in

Every scene still offers you a handful of things to do. You no longer have to choose one of them.

Under the actions there is now a line you can type into, with two modes: Say and Do. Say is your hero speaking. Do is your hero acting. Write it the way you would describe it to a friend at the table — "I set a coin on the bar and wait until Grim looks up" — and the scene takes it from there.

Saying Things

Who hears you depends on who you are facing.

Pick a person and Say is a conversation with them, the same one the talk buttons start, except the words are yours. They answer as themselves: with what they know, what they think of you, and whatever mood your last visit left them in.

Pick no one and you are speaking to the room. Someone present may react — and only the person who reacted remembers you said it. Announcing your business in a crowded tavern is a choice, and now it is yours to make.

Speak to an enemy and you might talk your way out of a fight. It can back off, it can hesitate — in which case, if it comes to blows, you strike first — or it can take your words as the challenge they perhaps were.

Doing Things

Do covers what your hands and feet are for. Look closely at something. Take what is on offer. Head down a road that leads away from here. Search the place. Draw on someone who is waiting for exactly that. Use something you are carrying, on its own or on something in the scene.

And some places answer the right words or the right deed. A door that wants a word, a mechanism that wants a particular touch. Nobody will tell you which ones. That is rather the point.

What It Will Not Do

It will not let you invent the world.

Whatever you type is read for what you mean, and then checked against what is actually in front of you. If you write that you pull a sword out of thin air, the scene will answer you — but no sword appears, because none was there. A road you set off down is a road that exists. A thing you take is a thing that was there to take. That check is the one rule the whole feature rests on: your words decide what your hero tries, and the world decides what is real.

A typed action costs the same as choosing one of the offered actions: one point from your hero's reserve.


The offered actions are not going anywhere. When you know what you want, a click is quicker. When you have something particular in mind, say it.

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