Exo's CYOA artwork$4.9950%2 user reviews

Exo's CYOA

Exo's CYOA is an LLM-driven choose-your-own-adventure that adapts to you. Guide a party through dangerous places, talk to characters, inspect the world, collect gear, craft solutions, and make choices that reshape the narrative. You describe your next move, and the game responds with new narration.

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Exo's CYOA is an LLM-driven choose-your-own-adventure game where you guide a party through dangerous places, talk to characters, inspect the world, collect gear, craft solutions, and push the story forward one instruction at a time. Instead of following a fixed script, you describe your next move and the game responds with new narration, changing world state, and fresh follow-up choices. Behind the chat flow, a structured simulation — locations, entities, items, quests — grounds every action and remembers what you did.

Explore connected locations, manage a party, handle inventory and quests, mix stealth, social actions, combat, spells, crafting, and environmental interaction, and let the game master layer consequences and follow-up opportunities onto each turn.

The game has two sides you can use however you like. On the left, it is pure text: narration in prose, your instructions in plain language. On the right, the same adventure is fully structured: locations, party members, inventory, and quests tracked as real data you can inspect and adjust at any time. Stay in the story or steer the structures directly, both sides always tell the same truth.

Your instructions, the game's actions

Your freeform instructions are automatically classified into structured world actions: moving, attacking, talking, inspecting, trading, crafting, stealth, party management, and more. Multiple actions can chain in a single turn — sneak past a guard, pick up a dropped key, and move to the next location all in one instruction. Alternatively, you can select a predefined action from the in-game menu for quick play.

Party & inventory management

Run a party of characters, each with their own attributes, skills, appearance, health, dynamic state descriptions, and personal backpack. Items can be picked up, dropped, used, and transferred between party members or traded with NPCs. Manage your gear, your team, and your resources across the world.

Quests that track themselves

Main and side quests with ordered objectives, each with their own progress and status. Quest status changes are automatically tracked as the story unfolds. You can check what you're working on at any time, pick up new objectives, or abandon old ones.

A world of connected locations

The world is a graph of interconnected locations with descriptions, ambient items, NPCs, and danger levels. Travel is governed by adjacency, you can only move where connections lead. Items and NPCs can carry over between visits, so the world persists and evolves as you interact with it.

Game Master

An autonomous LLM-driven game master runs after your turn to resolve world-side consequences: NPC reactions, pursuit, missed fallout, and quest developments. The GM can even take its own actions against the world: Enemies coordinate, allies react, and plans change without you triggering them. Toggle it on or off as you prefer.

Memory system for long adventures

A three-tier memory architecture keeps the story coherent over long sessions. A sliding chat window provides immediate context, importance-filtered summaries preserve key events, and a tag-based archive organizes everything by location, character, item, quest, and more. The game remembers what matters so it can build on it, without bloating context windows or wasting tokens.

Runs locally

The game ships with an AI engine that runs entirely on your machine, designed to work on an 8 GB GPU (Nvidia or AMD, see system requirements). No cloud dependency and no subscriptions needed

Export your adventure to PDF

Export your completed adventure as a formatted PDF in two styles: a full chat transcript showing all message types, or a clean book-style narration with only the story text. Optionally include a table of contents, memory summaries, and visited locations.

Content guardrails

A content filtering system operates at four layers: adventure setup, character creation, player input, and game output. Eight categories are blocked: minor exploitation, hate speech, self-harm encouragement, realistic gore, graphic death detail, suicide depiction, illegal activity, and adult-only sexual content. The filter allows romance, fictional conflict, dark themes, and fantasy violence while keeping hard boundaries around explicitly unsafe material. The game maintains a balance between creative freedom and responsible limits, because the storytelling depends on flexibility but also needs clear guardrails around harmful content.

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