Decision Craft Wiki

Memory & Context

How Decision Craft keeps long campaigns coherent without making players manage memory by hand.

Why We Built It Differently

One of the biggest weaknesses in AI roleplay is memory. Many AI experiences feel great for a short exchange, then start to lose the thread once the session gets long. Earlier promises vanish, old NPC details drift, and the beginning of the story slowly stops mattering.

Decision Craft was built with a different goal in mind. It is not just a short character chat. It is a campaign-driven RPG with quests, locations, evolving NPCs, and world state that must stay usable over time.

You can think of that as an RPG campaign or as a companion-style adventure inside a bigger world than a single conversation. The point is not to remove deep character exchanges. You can still have long, intimate, or emotionally rich conversations with characters. The difference is that those conversations live inside a larger world with continuity around them.

Not Just Recent Messages

Decision Craft does not rely only on the latest visible conversation.

The game keeps track of:

  • world information
  • characters and their current state
  • quests and quest progression
  • locations and travel context
  • recent story events and dialogues

That means continuity is handled automatically by the game itself. Players do not need to maintain a manual lorebook, write trigger keys, or constantly restate important facts just to keep the adventure coherent.

Short-Term + Long-Term Memory

Decision Craft uses a layered approach to memory.

Recent rounds stay more detailed, which helps the AI stay grounded in what just happened. Older history is condensed into higher-level campaign memory so the story can still carry the important long-term beats without dragging every old detail forever.

In practice, this means you can usually play for many hours before history needs to be compacted at all. The system has a lot of room to preserve recent detail before it starts turning older material into broader campaign memory.

This approach is not about pretending memory is magical. It is about keeping the most useful details close while preserving the larger shape of the campaign over long sessions.

NPCs, Quests, And World Continuity

Quests and world state are not treated like random chat fragments. They are part of the underlying game state, which gives the AI a stronger backbone than a simple sliding context window.

NPC continuity also benefits from that structure. Their role in the world, their current presentation, and the story around them persist across the campaign. Recent dialogue and story carryover help keep interactions grounded in what the party has already done.

That continuity is not static. NPCs can evolve around what the party does. Their attitude, behavior, and role in the story can shift over time as the adventure changes them.

The result is a system designed for continuity across an actual adventure, not just a few disconnected conversations.

2M Context

Decision Craft currently uses text generation with up to 2M context.

That gives the system far more room to carry long-running story context than the much smaller windows used by many AI chat experiences. Long context alone is not enough to solve continuity, but combined with structured game state and smarter history handling, it gives campaigns much more room to breathe.

What This Means For Players

  • Better continuity across long sessions
  • Stronger quest and world consistency
  • Less need to repeat old information
  • Less micromanagement than memory-heavy power-user tools

In short, Decision Craft tries to think about memory the way a campaign game needs it: not as a gimmick, but as part of the foundation that keeps the world playable over time.