Changelog

Follow new updates and improvements to aiga_.

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 — not deleted — 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 — game-over notifications, world-update confirmations, action approval messages — 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 — moderation blocked, service temporarily unavailable, request timed out, and so on — 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 — 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 — 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 — 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 — 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 — 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 — 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 — 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 — Action, Probe, Social, and Reveal — 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 — before the AI has finished generating a response — 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 — proposals, declines, blocked actions, and confirmations — now trigger live updates for all players in the session.

  • Credit pack descriptions: Simplified — 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…".

February 18th, 2026

TL;DR

Faster private game creation, lower credit costs for text-first play, smarter chat with mentions and quick replies, flexible event image controls, and Thai + Vietnamese support.

New

  • Faster private game creation flow: Starting a private game is now much more streamlined, with fewer setup steps before launch.

  • Chat mentions + pills: Type @ in chat to mention narrator, players, characters, and factions with a smarter dropdown. Mentions now render as clean pills in both chat and chat history.

  • Quick reply chips in chat: You’ll see context-aware suggestion chips under chat input to help continue the conversation naturally.

  • More flexible event image controls: You can now run image generation automatically or manually, including generating images on demand for specific events.

  • Thai + Vietnamese language support: Added support across core player flows.

Improved

  • Single-player private chat flow: Conversations with the game master now feel more natural and continuous. You can chat through intent and planning, and new events are generated when a significant action is committed.

  • Lower game creation pricing: Text-first/no-image game creation is now cheaper across world sizes, with reduced event costs as well.

  • Create journey clarity: Improved create UI flow and progression so it’s easier to get from world selection to launch.

Fixed

  • Create/start flow edge cases: Resolved issues that could interrupt or delay game start.

  • Image flow reliability: Fixed issues around image behavior and setup consistency.

  • General chat follow-up polish: Improved stability and consistency in newer chat interactions.

February 12th, 2026

Chat has launched In Private games, you can now discuss anything with the characters and story master, plot your own actions and events, build relationships, trade and ultimately take the story in directions you would like to.

Chat is available to Private and Private Group games. It is also available on Public vote games but for lore exploration only.

Chat history on Public games is only visible to you. Chat costs 5 credits per message using the latest AI models to forge a more immersive experience.

TL;DR

Smarter in-game chat, lower pricing across key actions, and more control over event images, plus smoother starts and broader language support.

New

  • Event Chat (private + public): Players can now chat directly in the event timeline, with a faster and cleaner in-session chat experience.

  • Private action approvals in chat: Significant actions in private games can require group approval before they are applied.

  • Public lore chat improvements: Public game chat is now more personalized and login-aware, with cleaner viewer behavior.

  • Manual event image control: Event images can now be generated manually when needed, instead of relying only on automatic generation for every event.

  • Low-credit survey flow: Eligible players can complete a short survey and receive credit rewards where applicable.

  • Polish + Turkish language support: Added support for both languages across key player flows.

Improved

  • Pricing adjustments across the platform: Core game actions and credit usage have been rebalanced to be more affordable overall.

  • Chat reliability after launch: Follow-up fixes improved chat consistency, message handling, and timeline behavior.

  • Game start and resume flow: Starting or re-entering a game session is smoother and more stable.

  • Arabic RTL and translation Polish and Turkish: Better right-to-left handling and broader translation quality improvements.

Fixed

  • Public/private chat edge cases: Resolved issues where chat state could behave inconsistently in public game views.

  • Onboarding and session blockers: Fixed flow issues that could interrupt early gameplay steps.

  • World access from cards/pages: Addressed view-world routing issues from game/public cards.

November 7th, 2025

TL;DR

Sharper and more consistent hero images, smoother retries, cleaner timelines, and no more waiting for votes in solo games.

New

  • Stronger hero matching: Upon starting a game session, a full body reference image of your selected hero will be generated, along with clothing, items and details relating to the world. This ensures consistent Hero images throughout the playthrough.

  • Clear safety handling: If during game start, a hero image is blocked by content rules, we stop setup, show a clear message, and auto-refund your credits.

  • Keep playing if art fails: If generation hiccups later, we’ll still use your uploaded portrait so your story can continue.

Improved

  • Retry event flow: “Retry” now refreshes what it needs first, so stuck screens unstick themselves more reliably.

  • Easier to understand states: You’ll see what’s “in progress” vs “ready to retry” at a glance.

  • Faster starts & resumes: First chapters kick off reliably; continuing a session is smoother.

  • Solo = no timers: Private single-player games skip voting countdowns—you won’t be left waiting.

  • Game Book clarity: Your newest games and events appear first, and the Game Book and timeline stay in sync.

  • Cleaner naming in worlds: Items won’t auto-use your hero’s name (no more “Hero’s Sword” everywhere).

Fixed

  • Stalled votes cleared: If a vote ever hangs, resuming cleans it up so you can move on.

  • Fewer “stale” stats: Real-time updates now refresh hero stats and session details together.

  • Friendlier pop-ups: Error/confirmation dialogs use clearer, localized text with simpler buttons.