Changelog

Follow new updates and improvements to aiga_.

June 26th, 2026

TL;DR

Share your aiga_ referral link. When a new account signs up through it, you earn credits when they spend credits or subscribe to a paid plan.

Your link is available from Account > Referral Program

How it works

  1. Open Account > Referral Program

  2. Set your aiga_ handle if needed

  3. Copy your referral link

  4. Share it with friends, players, creators, or communities

If your handle is already set up, links you copy from any Shared World page also work as referral links automatically.

When someone creates a new account through your link, that referral is tracked automatically.

What you earn

5% of referred credit spend

When a referred player spends credits, you earn 5% back as credits.

Example: if they spend 1,000 credits, you earn 50 credits.

Subscription bonuses

When a referred player starts or renews a paid plan, you also earn:

Plan

Bonus

Explorer

500 credits

Bronze

750 credits

Silver

1,500 credits

Gold

3,000 credits

Credits are added directly to your aiga_ balance.

Track your referrals

The Referral Program page shows your link, referral count, referred credit spend, and total credits earned.

Rules

  • Only new signups count

  • Existing accounts cannot be reassigned

  • One referral per IP address is allowed for each referral link

  • Mid-cycle plan upgrades do not qualify for subscription bonuses

  • Subscription bonuses apply to paid plan creation and normal renewal payments

June 13th, 2026

TL;DR

Explorer is live. It is a new lower-cost subscription for players who mainly want text play: worlds, games, turns, and chat included, with credits reserved for images, video, voice, and other media extras.

We also increased the monthly media credits on Bronze, Silver, and Gold, added permanent account deletion, raised free daily turns to 3 per day, refreshed pricing/paywall flows, and fixed a batch of account, world-card, image, and public-world reliability issues.

NEW

Explorer Subscription

Explorer is a new paid plan for players who want to keep playing text-first stories without worrying about daily free-turn limits.

Explorer includes subscriber text play: world creation, game starts, story turns, and chat. It does not include monthly media credits, so images, video, voice, and other generated media still use credits.

Explorer is priced at $8.99/month.

The Plans, Made Clear

The active public subscription lineup is now simpler:

Plan

Monthly media credits

Price

Free

3 daily text-only turns

$0

Explorer

0

$8.99/mo

Bronze

3,000

$11.99/mo

Silver

14,000

$23.99/mo

Gold

50,000

$59.99/mo

Bronze, Silver, and Gold now include more monthly credits than before:

Plan

Before

Now

Bronze

800

3,000

Silver

8,000

14,000

Gold

30,000

50,000

Credits still have the same job: generated media. Text play belongs to the subscription.

Account Deletion

You can now permanently delete your aiga_ account from account settings.

Deletion runs as a queued job after confirmation. It removes private worlds, games, event history, invites, generated media, stored files, integrations, API keys, account settings, and login access.

Shared public worlds are handled separately. Before deletion completes, public worlds are transferred to @aiga so existing public links can keep working without exposing your old personal account or org as the owner.

Active subscriptions are cancelled during deletion, and required billing records are minimized where they need to be retained.

Steps on deleting your account can be found here.

IMPROVED

Free Turns and Paywalls

Free users now get 3 daily text-only turns instead of 2.

The daily-turn bonus modal has been redesigned with clearer first-grant and daily-refresh states. When free turns run out, the paywall now explains when turns reset and points text-first players toward Explorer.

Media-credit paywalls are also clearer now: credits are for images, video, voice, and media-heavy extras, while Explorer is suggested for ongoing text play.

Pricing Page

The pricing page has been updated around the new plan structure.

It now explains that every paid plan includes text play, and separates that from the media-credit allowance each tier receives. This should make it easier to understand whether you need Explorer, a media-credit plan, or one-time credit packs.

Account and UI

A lot of modal surfaces have been cleaned up and made more consistent.

Invite members, profile image uploads, organization setup, friend groups, player management, image generation, TTS settings, voting settings, pause/resume flows, and other account/game modals now share more consistent layout, inputs, spacing, validation, and button behavior.

Account settings and bottom navigation have also been simplified so billing, daily turns, credits, and account actions are easier to scan.

FIXED

  • Fixed world like buttons losing liked state across some carousel and listing views.

  • Fixed image generation forcing every output into the default square size; scene banners can now request the correct wider output size.

  • Fixed several hard-coded or inconsistent UI strings by moving them through the localization system.

June 4th, 2026

TL;DR

This is one of the biggest story-quality updates we have shipped for aiga_.

aiga_ now has a much stronger sense of what actually happened in your game before it updates long-term story state. Characters should remember more accurately, relationships should shift more naturally, stats should move for real consequences rather than loose suggestions, traits and milestones should feel more earned, and active plot threads should be less likely to vanish between turns.

NEW

Living Story Continuity

We have added a major new continuity layer that runs after committed story moments and checks what should become part of the durable game state.

That means aiga_ is now better at carrying forward the important consequences of play: resource changes, character trust, faction hostility, earned traits, objective progress, memorable achievements, and lasting NPC memories.

This is especially important in longer games. If you betray someone, make a deal, spend a resource, uncover a clue, survive a dangerous scene, earn a reputation, or change how an NPC sees you, the game now has a stronger path for making that matter later.

More Reliable Character Memory

Character memory has been rebuilt around committed story events instead of scattered one-off guesses.

NPCs should now be better at remembering the current state of an evolving situation, not every stale intermediate version of it. If a promise is fulfilled, a suspicion is confirmed, a relationship softens, a debt is repaid, or a conflict escalates, memory can now update the existing thread instead of piling up contradictory old notes.

This should make long-running relationships and investigations easier to follow.

Smarter Stats and Consequences

Stats and meters now get their own dedicated continuity check.

This helps aiga_ distinguish between something being proposed and something actually happening. Advice should not spend your supplies. Asking about a payment should not charge you twice. A faction reputation meter should move when your standing visibly changes, not just because a scene mentioned politics.

The system also now understands custom world metrics better, including strange genre-specific meters and Kingpin reputation scores.

Earned Traits and Character Evolution

Traits can now be gained, removed, or evolved from meaningful story moments.

A trait might appear because of a dramatic choice, repeated behavior, a curse, a blessing, a reputation shift, a relationship beat, a discovery, or a new capability. Traits are no longer just a setup detail from world creation. They can become part of who your hero or important NPCs are becoming through play.

Trait changes can also appear in chat and the immersive turn summary so you can see when a story beat has left a lasting mark.

Better Milestones and Objectives

Milestones now have a more careful path for deciding when a story achievement has really been earned.

The game can award normal world milestones, current objective milestones, and session-specific dynamic milestones from the committed events of your playthrough. This means memorable failures, discoveries, relationship turns, side-story moments, reputational changes, or genre-defining scenes can be tracked more cleanly.

Objective progress is now more phase-aware, so future objective milestones are less likely to unlock too early.

Stronger Relationship and Faction Follow-Through

Relationships and faction attitudes now receive a dedicated follow-up pass after the story moment is committed.

That makes it easier for the game to keep public attitudes, private relationship state, trust, hostility, suspicion, and faction pressure aligned with what happened in the fiction. It also helps prevent hidden/private relationship information from leaking into visible player-facing receipts.

IMPROVED

Clearer Change Receipts

Chat and immersive play now have better support for showing lasting state changes.

Player and NPC stat changes, trait changes, trait evolution, milestone awards, and relationship changes can be surfaced more clearly in the places where you already follow the story.

NPC-owned changes are labelled more carefully, so a companion's injury, trust shift, or personal trait change is less likely to look like it happened to your hero.

Item Ownership is Now Stricter and More Consistent

When a meaningful item moves from an NPC to you, from you to a location, or out of play entirely, the game has better safeguards against that same item quietly existing in two places at once. Invalid or ambiguous ownership states are now normalized or flagged instead of silently corrupting the story state.

This is not a full inventory rewrite, but it should reduce a major source of continuity weirdness around keys, weapons, clues, tools, and unique objects.

FIXED

  • Fixed cases where advice, planning, or repeated chat discussion could spend resources before an action was actually committed.

  • Fixed several paths where the same payment, trade, or cost could be counted more than once.

  • Fixed weak stat movement causing objectives to complete too early in some playthroughs.

  • Fixed old first-pass milestone and memory outputs competing with the newer continuity flow.

  • Fixed relationship and stance changes being applied from less reliable first-pass output in new eligible turns.

  • Fixed malformed item owner records such as player-owned items carrying invalid character IDs.

  • Fixed duplicate owner drift for story-critical item keys in newly touched state.

  • Fixed pending world events being cleared just because a new update returned an empty event list.

  • Fixed several hero reference and scene regeneration edge cases.

  • Fixed duplicate-game cleanup and assorted reliability issues in recent-game/listing flows.

What’s Next

We are continuing this work with a few clear follow-up areas:

  • better handling for temporary scenes, travel locations, shelters, interiors, and other places that do not map cleanly to a permanent point of interest;

  • promotion of important dynamically introduced NPCs, companions, antagonists, and threats into durable game state;

  • richer item and world-event continuity for placed, loaned, promised, captured, or contested story objects;

  • stronger localization for dynamic objective and milestone text in non-English games.

The direction is simple: aiga_ should remember your story because your story happened.

May 2nd, 2026

TL;DR

TL;DR: aiga_ characters now remember more of what happens in your story. NPCs can track lasting consequences like trust, betrayal, promises, rivalries, injuries, alliances, and relationship changes. We’ve also added new NPC/Faction preview cards and nearby avatar chips so it’s easier to understand who is around you and what matters about them.

Memory Upgrades

We’ve made a major upgrade to how aiga_ handles character memory.

NPCs can now carry forward meaningful story moments instead of relying only on their original setup. If you betray someone, earn their trust, damage a relationship, make a promise, shift a faction’s loyalty, or leave someone wounded behind, aiga_ can remember that and use it in future play.

This should make characters feel more consistent, reactive, and personal to your world.

Game Book Memory

The Game Book now surfaces richer character memory.

You can see important current memories, recent history, and when a character has changed from their original baseline. Long-running stories should now be easier to follow without needing to remember every detail yourself.

Smarter Chat Continuity

Chat has been improved to better respect character facts, relationships, locations, and recent story context.

When you ask an NPC about themselves, their powers, their relationships, or what just happened, aiga_ should stay more grounded in your actual story state.

NPC and Faction Preview Cards

You can now open compact preview cards for NPCs and factions directly from chat.

Character cards can show useful details like role, attitude, location, traits, inventory, current memories, and recent memory history. Faction cards show key faction information like attitude, mission, and background.

Nearby Avatar Chips

Chat now shows nearby NPCs and factions as avatar chips, making it easier to see who is present in the scene and quickly inspect them without breaking the flow of play.

What’s Next

This is the first iteration of the new memory system, and we’ll keep improving it. Our goal is simple: your story should feel like it happened, and the people in it should remember why it matters.

April 25th, 2026

TL;DR

Immersive play is the new default. Chat adds skill-check dice, multiple NPC replies, longer messages, and smarter @ mentions. Mobile layout and navigation are improved. Fixes for scene video reliability and for hero and scene images when loads or retries go wrong.

New

  • Immersive Game View: Default play is a chapter timeline with scene art, narrative, choices, and chat in one flow. A sticky HUD keeps session context, account, and credits visible. The Game Book stays one tap away (drawer or rail) so you do not leave the story to open objectives or tools. First load and transitions aim to feel intentional, not empty.

  • Dice and skill checks in chat: Risky actions can resolve with a skill check in the thread: tension, roll, and outcome read clearly and stay consistent with the engine. Presentation matches the immersive layout when you use that view.

  • Multiple NPC replies: One send can produce several assistant messages in a row (multiple characters or beats). The thread orders them so the conversation stays readable.

Improved

  • Mobile layout: Better navigation, drawer and top actions, scrolling on game and world surfaces, and a clearer scroll-to-latest in long chat. Spacing and breakpoints are tuned for phones and tablets.

  • Longer chat messages: You can send longer in-game messages so prompts and in-character text are not cut off as early.

  • @ mentions: Smoother flow when choosing who you @ (list, keyboard, and pointer).

  • Discovery and cards: Clearer game and world cards (layout, typography, text-only presentation, controls where pause and resume apply).

  • World metadata: Tone, size, reading age, and language show more consistently as pills across listings.

  • Private sessions: Private image automation reduces repeated setup for generated visuals.

  • Account and content: Smoother forgot and reset password flows; blog updates for new players.

Fixed

  • Scene video: More reliable generation and clearer in-flight and error states so you are less likely to get stuck or misled while a clip is building.

  • Images: Clearer behavior when hero or scene images fail or need a retry, with more predictable recovery and feedback.

March 9th, 2026

TL;DR

Kingpin mode is live. A brand-new game type built around one endless goal: climb the leaderboard. No objectives, no finish line - just reputation. Play across shared worlds, compete for real credit prizes every day and every season, and earn badges that prove you were there.

Kingpin game mode

Kingpin is a new world type with a single goal: build an uncapped reputation metric. Street Cred, Wealth, Infamy - whatever the world creator defines. There is no win condition and no story to finish; the game is endless and will only finish when your hero’s critical metrics are depleted.

Every Kingpin world must be published before it can be played, making every world a public, shared arena. Worlds are visually distinct in all listings: a brass knuckle icon and a purple outline. Sessions are private only (solo or group). To compete on any leaderboard, a public handle is required.

Leaderboards

https://www.aiga.io/world-rankings

Every Kingpin world has its own live leaderboard, updated after every turn. Across all Kingpin worlds, there is also a global leaderboard that ranks players by the total reputation they have earned across every world they compete in.

Two prize pools run continuously -- a daily pool and a season pool. Every turn you take adds a small amount to both. The more turns played across all Kingpin worlds, the larger the prizes grow.

Daily prizes are paid out each day to the top 3 players on the global leaderboard:

Rank

Share

1

60%

2

30%

3

10%

Season prizes are paid out at the end of each season to the top 10 players on the global leaderboard:

Rank

Share

1

30%

2

20%

3

15%

4-10

remaining share

All prizes are paid in credits directly to your account.

Seasons

Seasons are 30-day windows. Season 1 is currently running. At the end of each season, a new season starts fresh, with independent season peaks tracked separately from all-time records.

Badges

Finishing in a prize position earns a permanent badge on your profile. Season badges: Champion (rank 1), Elite (top 3), Contender (top 10). Daily badges: Champion (rank 1), Elite (top 3). Per-world live badges also exist -- the top 3 on any world's all-time leaderboard hold a world badge that transfers immediately when the ranking changes. All badges are shareable with a unique verification link.

In-game leaderboard panel

A new tab in the Game Book shows the global and world leaderboards side by side during play. Switch between the daily and season prize pool views, see the current pot size with a countdown, and check your projected credit payout for your rank. The panel refreshes live as you play.

Rank notifications in-game

When you overtake someone or hit a milestone (top 10, top 5, top 3, rank 1), a notification banner appears in your game event -- no need to leave to check. It shows who you overtook, your new rank, and the gap to the rival above you.

March 2nd, 2026

TL;DR

We heard the feedback. Subscriptions now include truly unlimited text gameplay. Create worlds, start games, play through events, and chat as much as you want. Credits exist for one thing only: generating images, videos and text-to-speech.

What Changed

Since launch, subscriptions have bundled monthly credits alongside other perks. That created a confusing situation where subscribers still felt like they were running out of "permission" to play, even mid-story.

That was wrong. We fixed it.

Unlimited for All Subscribers

Any active subscription now gives you unlimited access to:

  • World creation - build as many worlds as you want, any size

  • Text games - start and replay games without spending anything

  • Story events - play through as many turns as your story needs

  • Chat - every message to your world's characters is completely free

There are no per-action charges, no monthly caps, and no surprise credit deductions for any of the above. You subscribe, you play.

Credits Are Now Only for Visuals and TTS

Credits have one clear job now: powering generated media.

Action

Cost

Scene image

100 credits

Scene video

300 credits

Voice generation

15 -- 35 credits

That's it. If you play in text-only mode, your credit balance never moves.

The Plans, Made Clear

All four paid plans now come with the same unlimited text gameplay. The difference between them is how many credits you get each month for images, videos, and voice, how many team seats your studio has and how many public game max votes are supported.

Plan

Monthly Credits

Price

Bronze

800

$11.99/mo

Silver

8,000

$23.99/mo

Gold

30,000

$59.99/mo

Platinum

135,000

$249.99/mo

Need more visuals mid-month? Credit top-ups are available any time from the pricing page.

No Subscription? Still Playable.

Free accounts start with a one-time credit bonus and can purchase credits whenever needed. Text-only play is available to everyone, subscription or not, as long as you have credits the game start, event and chat updates. Public community games sponsored by their creators are also free to play.

Why We Made This Change

The single most consistent piece of feedback we received was that the credit system created anxiety during gameplay. People were rationing their story turns. They were hesitating to start a new world because they weren't sure if they had enough. That tension is the opposite of what aiga_ is supposed to feel like.

A subscription should mean you can play. So now it does.

February 27th, 2026

TL;DR

Scene videos, game rewind with browsable discarded branches, game deletion from your library and dashboard, image previews in the Game Book, localized chat messages, and smarter failure notifications across image and video generation.

New

  • Scene videos: You can now generate a short scene video for any game event - 300 Credits Cost. Videos are generated after the scene image is ready and can be triggered on-demand per event or set to auto-generate alongside each new image. A new toggle in Image Settings controls auto-video generation, the cost per video is shown up-front, and you'll receive notifications when a video starts, completes, or fails.

  • Game rewind: Step back to any past event as a checkpoint directly from within your game session. Events that were ahead of the checkpoint are moved into a discarded branch β€” not deleted β€” so you can open and browse them at any time from the session menu. Each branch shows which turn it was created at, how many events were discarded, and when the rewind happened.

  • Delete games: Games can now be permanently deleted from your games library and from the recent games carousel on the dashboard. A confirmation prompt protects against accidental deletion, and community games display an extra warning since they'll be removed from public play.

  • Image previews in the Game Book: Character, faction, and location portraits now open in a full-screen preview modal when clicked. A magnifying glass hint appears on hover to make the action obvious.

Improved

  • Chat messages now match your language: System messages in chat β€” game-over notifications, world-update confirmations, action approval messages β€” are now delivered in your selected language rather than always appearing in English.

  • More informative failure notifications: When an image or video fails to generate, the notification now tells you why β€” moderation blocked, service temporarily unavailable, request timed out, and so on β€” so it's clearer what happened and whether it's worth retrying.

  • World card visuals for worlds without cover images: World cards that don't have a cover image now display a narrative-tone-matched ambient gradient background instead of a flat placeholder, giving each card a more distinctive look.

  • Automatic retry on image provider outages: The image generation pipeline now retries automatically when the provider reports a temporary service availability error, reducing failed generations caused by transient outages.

Fixed

  • Deleted game staying in the recent games carousel: After deleting a game, the dashboard carousel now removes it immediately without requiring a page refresh.

  • Image generation pipeline stability: Improved handling of edge cases in cloud storage operations and notification dispatching during scene image generation.

February 24th, 2026

TL;DR

A brand-new Interactive Story mode, richer shared world detail pages, a new Romance narrative tone, smarter chat that fights death spirals and narrative loops, and a sweeping set of UI and engine polish across world cards, game sessions, and progression.

New

  • Interactive Story mode
    A new way to play β€” choose this mode when creating a world and your game becomes a guided narrative experience with branching choices that lead to distinct endings. Unlike open-world play, there are no death conditions, no item management, and no metrics to track; just a focused story arc that unfolds over a fixed number of events before reaching a satisfying conclusion. It's ideal for players who want storytelling over simulation, and for creators who want to craft tightly written worlds.

  • Romance narrative tone
    A new tone option available at world creation β€” centers emotional intimacy, attraction arcs, and relationship stakes. Scenes are built through tension-and-release beats: near-misses, confessions, jealousy, trust repair. Character dialogue prioritises chemistry, vulnerability, and internal conflict over action-heavy escalation.

  • Shared world detail pages
    Shared worlds now open into a full dedicated page with richer information β€” a more complete view of the world before you start playing.

Improved

  • Smarter chat progression: The AI planner behind chat now has stronger forward-motion guardrails β€” every response must include a clear progression or stabilisation signal, especially under pressure. This prevents repetitive scenes and keeps stories moving even in difficult situations.

  • Anti-death-spiral protection: Chat can no longer apply consecutive net-negative pressure to a critical metric without also providing a realistic recovery path. If a turn puts you in danger, it must offer a concrete way out β€” no more trap states where the story quietly corners you with no options.

  • Progress-aware quick replies: Suggestion chips are now weighted toward your unresolved objectives, active milestones, and open clue threads, so your options more reliably move the story forward rather than recycling the same scene beats.

  • Investigation momentum: When active clue threads exist in the world, Probe and Reveal suggestion types get a boost β€” keeping discovery moving and reducing repetitive dialogue loops.

  • Terminal outcome handling fixed: If chat reaches a story-ending outcome (death, capture, final resolution), it no longer stalls with a dead-end line in the chat panel. The ending is now handed off cleanly to the world update pipeline, which resolves it properly through the normal update flow.

  • Chat guidance hints: Subtle guidance text has been added to the quick-reply area and input field to help players understand how to continue the story, without adding visual noise.

  • Queue messaging simplified: All terminal outcomes now use the standard World update queued. confirmation, with consistent final wording coming from the update pipeline.

Fixed

  • World card and carousel responsiveness: Layout heights and metadata display across world cards, community cards, and carousels have been improved for better consistency across screen sizes.

  • Hero image reference flow: Reference image gallery in game creation is more reliable, with improved handling of image selection for the hero setup step.

  • Interactive Story session state and progress tracking: Objectives tab, You tab, and session state now correctly reflect Interactive Story context, including progression tracking and turn cap enforcement.

February 22nd, 2026

TL;DR

Two new narrative tones (Survival and Risque 18+), smarter chat with risk-aware suggestions, group action voting with decline support, expanded mature content availability, and a sweep of UI polish across chat, sessions, and world creation.

New

  • Survival narrative tone: A new tone option when creating worlds β€” self-reflective survival storytelling where every move matters, risk is calculated, and staying alive drives the narrative.

  • Risque (18+ NSFW) narrative tone: A new adult narrative tone focused on romantic and sensual storytelling, emotional intensity, and deeper character connections. Requires age verification and is only available in supported regions.

  • Categorised quick reply chips: Chat suggestion chips now have four intent types β€” Action, Probe, Social, and Reveal β€” each with a distinct icon and colour. Wildcard options (surprising or high-stakes choices) are visually flagged with a sparkle.

  • Decline action in group games: In private group sessions, when a significant action is proposed, players can now vote to cancel it alongside accepting. When enough players decline, the Game Master announces the rejection and play continues without the action being applied.

  • Handle-first multiplayer join: Accepting a game invite or joining via a share link now requires a valid account handle. If you don't have one set, a setup step appears before the join is completed.

Improved

  • Chat engine rebuilt: The AI planner behind chat has been substantially overhauled. Significant actions now carry a risk assessment (low / medium / high / extreme), including dice roll (hidden for now), failure potential, and a breakdown of contributing factors. Follow-up suggestions include intent category and risk level. Speaker resolution for characters, factions, and the narrator is more accurate and consistent.

  • Faster group message delivery: Your messages are now broadcast to other group members immediately when you send them β€” before the AI has finished generating a response β€” so there's no delay waiting for the assistant.

  • Session name editing redesigned: The inline session name editor now auto-sizes to fit your text, uses icon buttons for save and cancel, and supports keyboard shortcuts (Enter to save, Escape to cancel).

  • Generate Image always available: The manual generate image button now shows regardless of whether automatic image generation is turned on, so you can trigger a regeneration at any time.

  • Real-time group sync expanded: More points in the chat flow β€” proposals, declines, blocked actions, and confirmations β€” now trigger live updates for all players in the session.

  • Credit pack descriptions: Simplified β€” text event estimates have been removed, with the focus now on image and chat event counts.

Fixed

  • World removal button in game mode selector: The remove-world control was previously an icon-only X button that was easy to overlook. It now shows a clear "Remove World" text label.

  • Starting a game while world is still generating: This now returns a clear error message instead of failing silently or in an unexpected state.

  • Chat speaker label while loading: The placeholder shown while a chat response is being typed now correctly reads "Story Master" instead of the generic "Sending…".