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Aikami v0.1.2 — Emberwatch 5.0, Combat & the AI Director
🌋 Aikami v0.1.2 — Emberwatch 5.0, Combat, and the AI Director
Since v0.1.1, Aikami rebuilt its showcase content pack, put real combat and
companion AI into the play loop, and turned the client into a platform: typed
LLM routing, subagent orchestration, a world-space map studio, and a
Cloudflare-native community hub.
✨ What's new
- Emberwatch 5.0.0 — "The Fading Ward" — a full content overhaul with
release safety built in: operation provenance and recovery, a World Codex, a
declarative content-provenance policy, a release atlas integrity gate, and
reproducible local evidence. The village was rebuilt, legacy props replaced,
five maps polished, a continuous oriented bridge and a raised house assembled,
and the full 5.0.0 cast dressed with synced portrait and prop credits. - Combat — the overlay and its engine stall repaired (C-500), a
direct-control production slice (C-516), objectives/morale/reactions and a
release gate (C-532), and combat affordances, improvised actions and an
object inspector. Companion and enemy LLM intent agents produce post-resolution
narration (C-526); the agent is now typed, cancellable and step-wise. - AI routing and orchestration — task-typed LLM routing with telemetry and a
local fast lane (#330), plus subagent orchestration and AI routing controls in
the app (#394). The Pi Bridge architecture and Provider Endpoint Registry
(#293) give every role a resolvable model behind one seam. - Map Studio — community publishing from drafts, a corner-16 terrain
preview, and end-to-end coverage (C-508). Semantic terrain authoring,
validation and a local studio ship alongside it, with soft terrain
transitions (C-552). - Community Hub — a public LPC preview compositor, a walk-sandbox launcher
and anonymous navigation (#333), on top of the SSR catalog and catalog asset
previews from v0.1.1. - The Obsidian Chronicle — a UI/HUD overhaul across four phases (#327),
then a polished exploration HUD, inventory icons, and a real pause /
settings / session-action shell (C-554). Interaction prompts now track the
camera and stay onscreen. - Desktop parity — Kokoro TTS with a model cache that can no longer be
shadowed by a stale relative entry, Tauri bundling fixes, dev routes and a
deploy guard (#407). Local model responses are sniffed for HTML across
chunk boundaries and mixed-case content types, so a captive portal or SPA
fallback can no longer poison the cache.
🔧 Under the hood
- Content pipeline hardening (C-381) — provenance, trust, versioning,
validation and boot, with an immutable candidate lock and a required human
visual gate before any remote publish. - Deterministic generation — asset jobs with durable batches and execution
records (C-519), versioned image workflows (C-510), and local audio
generation for music and SFX (C-517). ONNX Runtime is externalized to the dist
plane with build governance. - Memory and narrative — in-house memory and lore retrieval (C-458), GM
prompt assembly (C-457), group chat and systemic NPC interaction (C-456), the
AI GM / narrative director (C-459), and NPC behavioral autonomy (C-460). - Data and identity — TypeBox row schemas generated from the Drizzle schema
(C-461), client-side R2 save backup and restore (C-462), and D1/R2 declared
exactly once behind shared infrastructure constants (C-454). - The journey — the start menu rebuilt around campaigns rather than personas
(C-317), frame pacing and point-and-click movement (C-380), and a single
unconditional release path (C-486) so the first run and the upgrade path are
the same path. - Release engineering — one
bun run releasepipeline with a rolling
stagingchannel on its own updater signing key (#272), worktrees that
bootstrap completely and self-orchestrating E2E preflight (#355), a pragmatic
source-file-size guard (#314), and Pi budget controls (#405). - Everything runs without an account. The game boots, plays and saves with
no sign-in; the first run needs network once to fetch starter content, and
every run after that is fully offline.