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

09:41
The door is locked. There are voices on the other side.
Perception check
Looks possible
14
the world answers 15 asks 15
Perception · success
d20 14 · Perception +3 = 17 vs 15
Knock and wait
Listen in
What do you do?

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

die12
agility+4
difficulty15
d20 12 · Agility +4 = 16 vs 15 success

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.

Open the door
Wait
Turn back

Or write whatever you want

What do you do?

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.

Illustration of the Medieval universe

Ruined kingdoms, lawless roads, and a faith that no longer protects anyone.

Warrior · Paladin · Rogue · Mage · Bard

20 specialisations · 15 skills · 17 opportunities · one adventure written by hand

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

Strength
Agility
Perception

Points left to move: 5

in the adventure, three turns later

Go in through the door
Wait

The choices you make at creation change the options that appear during the adventure.

The quezty archetype screen, with portraits, key attributes and the weakness named on the card

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.

09:41
Perception check
Looks demanding
17
the world answers 18 asks 18
Perception · success
d20 17 · Perception +3 = 20 vs 18

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.

Resolution · bring the water back to the village 0/10
Pressure 0/10

epilogue

The water runs again before dawn. Nobody thanks you, because nobody slept.

But the character carries on.

closed

Chapter I

the map the friends the dead everything it cost

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 Store
First 50 turns free
7-day free trial
Members get 200 turns a month
The engine, the dice, the sheet and the world are never locked

Your 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.

Download on the App Store

iPhone · iOS 18 or later · Portuguese and English