An RPG where the AI tells the story. But never decides the outcome.
Create your character, choose a universe and do whatever you want, in your own words. The master narrates. The rules decide.
No account · No ads · First adventure free
How it works
The master narrates. The engine decides.
The AI can invent any story. It cannot invent that you won.
The master reads what you tried to do and writes the scene. In between, the game engine resolves the check using your attributes, the die, the difficulty and the modifiers. The AI does not decide damage, experience, success, failure or reward.
1 · what you intend
"I try to jump to the next building."
2 · the engine, with no AI in the room
3 · the scene, written after the result
Your foot slips off the edge for a second. Your hand finds the concrete on the other side.
Freedom of action
Do not just pick A, B or C.
Do something else.
A scene can always offer quick paths, but you are never stuck with them. Write what you want to try, in your own words. There is no command and no syntax to memorise.
Or write whatever you want
The neighbouring roof is lower than you thought. The attic window is ajar, and nobody inside is looking up.
Universes
Five universes. Who are you today?
Start from an adventure written by hand, or ask for a new one. The world, the cast and the problem are built from what you asked for.
Ruined kingdoms, lawless roads, and a faith that no longer protects anyone.
Character
Your character sheet changes what you can see.
You are not told that you are agile. You are offered the roof.
Attributes are not just bigger numbers. They can reveal new ways to solve a scene.
at creation
Points left to move: 5
in the adventure, three turns later
The choices you make at creation change the options that appear during the adventure.
The archetype already looks like itself
Fourteen points arrive already spent. You move up to five: lowering one attribute funds a point, raising another spends it. The total never changes, and nothing goes above five at creation.
That is why two warriors never end up the same. Weaknesses are real too, and named on the card before you choose, because finding one out afterwards feels like a trick.
Evolution
The character you create is not the character who finishes.
origin
Rogue
Chosen by you, and kept forever.
specialisation
Infiltrator
Derived from the shape of your attributes and from what you actually did.
narrative identity
The Ghost
How the world came to see you. Offered, never imposed.
The game watches what you actually do. Break-ins nobody noticed, enemies spared, betrayals and recurring choices build the way the world comes to see your character. When a pattern becomes undeniable, the game may offer you an identity. You decide whether to accept it.
The master
The same story. Three voices.
Choose your master by the way he tells the scene, not by a list of adjectives.
The situation is always the same: you failed to pick the lock.
Laughs with you, never at you.
The lock beats you. It was not even locked, by the way.
Or write how you want your master to be, in one line, under Your own. The master changes the tone and nothing else: difficulty, dice and consequences were settled before he saw a single fact.
The die
When it matters, roll.
Shake the iPhone or tap the screen. Your die rolls and settles. Then the world's die, in ink, rolls and settles. Only then the verdict, with the arithmetic left open on the card.
Failing by a hair is not the same as failing, and the game tells you which one happened.
The end
Here, the story gets somewhere.
Two clocks run from the first scene. The resolution advances. The pressure grows. Whichever fills first closes the adventure with an epilogue.
epilogue
The water runs again before dawn. Nobody thanks you, because nobody slept.
But the character carries on.
closed
Chapter I
up next
Chapter II
Carry into the next story the friends, the dead and everything the last chapter cost.
The first one
The first story is on us.
Play 50 turns with the master, once. After that, a membership opens the master for new stories.
Everything you have already played stays there to reread, member or not.
See the price on the App StoreYour adventure is yours.
No account
No sign-up, no login, no email.
No ads
No ad ever interrupts the story.
No trackers
There are no advertising trackers.
Your story lives on your iPhone and in your iCloud. The text needed to generate the narration is sent to the AI service, but your adventure is not stored by the quezty server. Read how we handle your data.
Questions
Before you download
Can the AI kill me on a whim?
No. It does not decide damage, death or the result of the dice. The engine resolves the check and the master narrates what happened.
Do I need to know how to play RPGs?
No. Every scene offers possible paths, and you can also write freely what you want to do.
Do I need internet?
Yes, for the AI master to narrate. If the connection drops mid-turn, the game does not spend that turn.
Does the adventure really end?
Yes. Resolution and pressure advance through the story. When one of them fills, the adventure gets an epilogue.
Can I continue with the same character?
Yes. After the epilogue, the character can walk into a new chapter, carrying the map, the friends and the dead.
Is there an iPad or multiplayer version?
Not yet. The current version was built for iPhone and is a solo experience.
Do I need to create an account?
No.
The table is set.
Create your character. The master handles the rest. Except the rules.
iPhone · iOS 18 or later · Portuguese and English