Silverpine is an experimental fantasy lifesim with NPCs powered by a local AI model.
This game is current in an alpha state.

The paid version is the same thing as the demo version, but without the 3 day limit.

Updated 10 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 3.7 out of 5 stars
(6 total ratings)
AuthorSilverpineGame
GenreRole Playing, Survival
Made withUnity
Tags2D, artificial-intelligence, Atmospheric, Fantasy, Furry, Life Simulation, Singleplayer, Top-Down
Average sessionA few seconds
LanguagesEnglish

Purchase

Buy Now$8.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $8 USD. You will get access to the following files:

Silverpine Alpha 0.5.zip 80 MB

Download demo

Download
Silverpine Alpha 0.5 Demo.zip 80 MB

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

Do you have any plans to add different levels of clothing for the npcs (and player) to be able to swap between based on context?

I thought about it, but it's too much work without standardized 3D models.

I have, what I hope to be, one last question;is there a way to be able to save while in conversation? For example - in the middle of some conversation/roleplay, being able to shut down the game, and reload without closing the dialog(which I think? essentially ends the conversation, the NPC seeing it as the player 'walking away' and starting a different interaction when restarting dialog)? ........hopefully that is worded well enough so it makes sense.

After ending a dialog with an NPC, you can continue it by talking to them again within 10 turns as long as you don't leave the room (which also allows you to do things like unequipping your weapon during dialogs), so you can save and load within those 10 turns, but you have to be quick if realtime mode is active.

hi found a bug after some time fixing the shed the shadows getting crazy  and i think the  doors making it worse. Here's a picture of me standing in the middle of the village.

I've never encountered this but I'll look into it.

Is there a spot in the game menu, or could you put a full list here, of game commands/controls? I'm noticing that 'R' does -something-, but can't figure out what. Or if I just haven't reached the point that the tutorial will inform me of that function, just tell me to play more.

It just skips a single turn, or half a minute of game time.
The game is turn based like a dungeon crawler.

And the bar at the bottom of the inventory window that can be changed by clicking on it?

It lets you assign hotkeys to usable items. Right click to assign, and left click to use. You can also use the number keys 1-5 to use them.

I'm referring to the gold bar circled in the pic. Clicking anywhere along it changes where the bright/dull devide is at.

That's the bulk/weight bar. The changing part is a bug.

I love this game, it's really enjoyable to play, but I have noticed a couple minor issues

1) NPC AI

Mainly, there seems to be a slight disconnect where the the ai connects to the rest of the game. I had a message up when I was with Darian saying that we slept the night and the storm broke during the morning, but the storm was still there and we had slept about 3 hrs (from the start of the game which might've possibly been the problem or it might not)

2) The follow system

I had Darian follow me to the tavern, we spoke about our plans, ate lunch, and he was supposed to leave, but as I left the tavern myself, he was following me. Even when I went far from the village, he continued to follow me.

3) AI interaction

I've had Darian offer to bring me to Gareth to talk about the shack when we got there, Gareth wasn't even at the bar, but I was still able to continue with Darian as if he was speaking to Gareth. I've also had it where I should've been speaking to two people at once (The alchemist had caught Darian and I together) but I couldn't speak with him (maybe that feature isn't implemented yet or unable to be implimented)

Two final suggestions: You may want to put signs near the doors of the shops, taverns, and bathhouse so newer players could figure out what place they were at and possibly markers to point to spots on the map you use to go outside the village (I couldn't figure out for a while where the slimes were or the dungeon/cave system in the pics was)

And a way to pass longer stretches of time. The bed allows until rested or until morning, sleeping anywhere else allows until rested, but could there be a way to pass say an hour or four without repeatedly pressing the wait button?

Other than those, I love the game and can't wait to see where this goes.

(+1)

#1 Is a problem with the model itself. The AI gets passed information like when the character went to bed or got up, Nemo (the model) just doesn't have the brains to connect the dots sometimes. Nemo is a 12 billion parameter model so that's one factor, but even 70-400 billion parameter proprietary models by OpenAI or Anthropic blurt out nonsense sometimes.

What is needed is a proper reasoning model alla OpenAI's o1 or DeepSeek's r1 that thinks about the situation for a dynamic amount of time before talking. It will be a while before we see an open model like that in the same size class as Nemo though.

#2 I'm trying to find ways to curb this but again, Nemo is just very likely to nonsensically order the NPC to follow you. I've already limited certain function calls to certain keywords in the dialog, but once Nemo gets the opportunity to call the follow function, it will do so for reasons I don't understand. I should have the NPC eventually give up though.
The AI that does the function calling also only "exists" for the moment of the decision after the NPC says something (that's the little "thinking" label on the input box). Having the same AI do both the talking and the function calling is too confusing for Nemo. A reasoning model would be able to handle this in one go.



I've also had it where I should've been speaking to two people at once

This should be possible with Nemo, but it's not implemented yet.

And a way to pass longer stretches of time.

Check the abilities tab. I will make this more obvious though.

Ah, I thought the wait command in abilities and R shared the same amount of wait time. I'll have to use the ability more often. It's a little amusing to find out that the game just wants the NPCs to stalk you for no reason though (Darian, I'm not up to no good, I swear it!)

Hi may i ask is there a lvl system planed?

I'm not sure yet. I don't want there to be too much vertical progression.

hi sorry to bother u again after downloading the 0.4 the ai wont load even after a night of waiting. i tryed with all my setups: i9 9900k and rtx 4070 /ryzen 9 5900x and rtx 3080 ti. Is there any way to force it to load?

I built this version with IL2CPP for better performance, which caused an issue with starting the process.
Thanks for reporting the problem.

I don't know if this is new with 0.3.3 because I skipped 0.3 and 0.3.2, but the input length for talking is quite short now.  I hadn't run into a length limit in 0.2.

I limited it to about 33 words as a lazy way to have guarantees on the maximum possible amounts of tokens left after updating the long term memory of an NPC without having to do multiple API calls asking for tokenization, since I didn't think people would type that much in one message.

I'll find a way to uncap it again for 0.4, which will probably be ready on monday.

Many thanks for your efforts.  Text input tends to get a bit longer when one puts their focus on just interacting with the NPCs...or at least in my case it does. I know, I know...get my mind out of the gutter - this is difficult with some of the NPCs in the game. And the interactions are top notch.

hi i have a little problem in ver. 0.3.2: NPCs still randomly following me and the trading menu can only be opened the first time, the button no longer works...after restarting the game and pc it is still not working....how can i fix this?

I'm at a loss how this bug made it through the cracks since I sold a lot of items during testing but I'll release a patch for it tomorrow.

Thank you so much

(1 edit)

The only thing I get when trying to interact with any of the NPCs is "The LLM service has encountered an error: an error occurred while sending the request" I downloaded the model, renamed and placed it into /KoboldCPP. After starting  Silverpine.exe, the command window flashes 'Failed to execute' and later in the line is 'koboldcpp'.  Any ideas?

If you only have 6 gb of graphics memory combined with 16 gb of ram, it might choke while loading the model if you have your other applications taking up too much ram.

If you have exactly 10 gb of graphics memory, the game will fully offload the model to the GPU which should take 9.17 gb, but I have no way of verifying if this actually works under real-world conditions since I only have 8 gb myself.


To see what the problem is, open a command prompt in the StreamingAssets folder like on the picture and do this:

koboldcpp.exe --model "model.gguf" --usecublas --gpulayers 17 --multiuser --skiplauncher --highpriority

Replace --usecublas with --usevulkan if you don't have an Nvidia GPU.
Replace 17 with 27 if you have 8 gb or vram, or 43 if you have 10 gb or more.

This way it won't close when it throws the error.
If it's running out of memory it should throw something like:

ggml_vulkan: Device memory allocation of size 1442316288 failed.
ggml_vulkan: vk::Device::allocateMemory: ErrorOutOfDeviceMemory
llama_kv_cache_init: failed to allocate buffer for kv cache
llama_new_context_with_model: llama_kv_cache_init() failed for self-attention cache

You can use the KoboldCPP GUI to manually adjust things until it works if this is the case, since the game just use whatever KoboldCPP process is running in the background if you launch the game while KoboldCPP is already running.

Do let me know what the problem is though so I can fix it for the next version.

I'm running 32GB RAM and 12GB VRAM on a RTX3060. Would be happy to do any testing of things that you can't do yourself. I know nothing about programming, but I can follow instructions and report back flawlessly.  Here's the traceback info that command came up with --

Traceback (most recent call last):

  File "koboldcpp.py", line 4451, in <module>

    main(parser.parse_args(),start_server=True)

  File "koboldcpp.py", line 4039, in main

    init_library() # Note: if blas does not exist and is enabled, program will crash.

  File "koboldcpp.py", line 427, in init_library

    handle = ctypes.CDLL(os.path.join(dir_path, libname))

  File "PyInstaller\loader\pyimod03_ctypes.py", line 55, in __init__

pyimod03_ctypes.PyInstallerImportError: Failed to load dynlib/dll 'C:\\Users\\me.DESKTOP-R1SATEP\\AppData\\Local\\Temp\\_MEI122842\\koboldcpp_cublas.dll'. Most likely this dynlib/dll was not found when the application was frozen.

[10308] Failed to execute script 'koboldcpp' due to unhandled exception!

---------------------

This seems very exotic so I can't look into it until I come back home, but it should work if you select Vulkan instead of cuBLAS.

Using --usevulkan receives this response------

Traceback (most recent call last):

  File "koboldcpp.py", line 4451, in <module>

    main(parser.parse_args(),start_server=True)

  File "koboldcpp.py", line 4099, in main

    loadok = load_model(modelname)

  File "koboldcpp.py", line 871, in load_model

    ret = handle.load_model(inputs)

OSError: [WinError -1073741795] Windows Error 0xc000001d

[11968] Failed to execute script 'koboldcpp' due to unhandled exception!

------Let me know what you figure out, when you're able. Thanks.

I double-checked everything on my end, so my only guess at this point is that's your're using an ancient CPU without AVX2 support, or something is preventing KoboldCPP from creating the _MEI folder in temp.

If you're using a very old CPU (pre 2013 for intel and pre 2015 for AMD) you could try replacing your koboldcpp.exe with https://github.com/LostRuins/koboldcpp/releases/download/v1.76/koboldcpp_oldcpu.... and/or selecting "Use Vulkan (Old CPU)".
If you're not using an ancient CPU you could try disabling your antivirus, but I doubt that's the reason.

Can someone please make a video instruction from downloading to running the programm?

Will future versions include a male player character?

Yes.

what training data was used for this?  just curious cus i'd be down to try this out, but i don't want things getting scraped off of my hard drive.

It's just the vanilla instruct version of Mistral AI's NeMo 12B (compressed by bartowski). Nothing you type ever leaves your machine, dialog is only stored in your save file.

good to know, just gotta be careful with this type of stuff.  will check this out!

Deleted 64 days ago

Everything should set itself up automatically when you start the game, as long as the model file is in the right place.

If you don't have the game on an SSD it might take a while before it's done loading.

Deleted 64 days ago

this shit bussin