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Every person you meet, every word they say, every errand they hand you and every place it sends you is written by AI while you play. There are no dialogue trees and no script waiting for you to find it. The one thing the AI doesn't write is the rules: turn order, damage and death are hand-made and the same every time, so this is still a game you can learn.
There are no dialogue options. Lie, threaten, over-promise, confess — you type it, the reply is written for what you actually said, and what you said is what the world then has to deal with.
From one playthrough, unedited:
Every run opens by writing its own world: the age, how magic works, the peoples and what they want, what the Demon King actually is and where he stands right now — then who you were on Earth, how you got here, and the ability you woke up with. Tell it what kind of world you want, or leave it to chance.
You can walk into a fight you cannot win. The AI can talk during a fight, but it never decides one: the numbers follow the same rules every time. You can learn this game, and you can misjudge it.
A king pulled you into this world to win his war, and a Demon King waits on the other side of it. Both are new every run, and the one who summoned you is keeping a secret. Fight for either of them. Slay the Demon King or turn him to your side; beat the king who summoned you and he yields his crown, alive. Or make a peace both banners will sign. Each one ends the war differently, and the world carries on after it, changed by what you did. Factions keep count of what you have done for them and what you still owe.
You are not from here, and the war did not start with you. Everyone you meet will remember you — not all of it, and not the same way.
The AI runs as an online service, so the game needs an internet connection.
GAME PROFILE
Someone Else's War: An Isekai RPGSomeone Else's War: An Isekai RPG
The AI writes everything except the rules Every person you meet, every word they say, every errand they hand you and every place it sends you is written by AI while you play. There are no dialogue trees and no script waiting for you to find it. The one thing the AI doesn't write is the rules: turn order, damage and dea…
The AI writes everything except the rules
Every person you meet, every word they say, every errand they hand you and every place it sends you is written by AI while you play. There are no dialogue trees and no script waiting for you to find it. The one thing the AI doesn't write is the rules: turn order, damage and death are hand-made and the same every time, so this is still a game you can learn.
Say anything. They answer what you said.
There are no dialogue options. Lie, threaten, over-promise, confess — you type it, the reply is written for what you actually said, and what you said is what the world then has to deal with.
From one playthrough, unedited:
- You: "That is one nice dream. Maybe you should give up the war and just go paint"
A commander who once wanted to be a painter: "Give up the war? And let Hobric's beastfolk trample every last village that still holds a brush? No, Trowel. I paint with steel now. Though I admit— I still make it pretty." - You: "Double the pay and I will"
A nervous scribe: "Two hundred and forty? That's... quite a leap." He agreed to 240 gold, and the game holds him to it.
The world is written before you take your first step in it
Every run opens by writing its own world: the age, how magic works, the peoples and what they want, what the Demon King actually is and where he stands right now — then who you were on Earth, how you got here, and the ability you woke up with. Tell it what kind of world you want, or leave it to chance.
The world is built out of what you do in it
- You mention a place nobody has been. If it is close enough to walk to, it gets built, and you can go there.
- You take someone's errand. A destination is written for it and placed on the map. The world is larger because you agreed to something.
- You argue about the price. Talk a keeper down and the bed costs less. What you agree is what you are charged.
- You ask someone to come with you. They decide. Someone who does not like you enough will say no.
- You talk down something trying to kill you. A person, an animal, a monster, the boss of the dungeon: anyone you fight can be talked onto your side. Not all of them forget whose side they were on.
- You play the way you play. New abilities are written against your build, and the ending is written out of the run you actually had.
Rules the AI can't bend
You can walk into a fight you cannot win. The AI can talk during a fight, but it never decides one: the numbers follow the same rules every time. You can learn this game, and you can misjudge it.
Two kings, and neither of them is yours
A king pulled you into this world to win his war, and a Demon King waits on the other side of it. Both are new every run, and the one who summoned you is keeping a secret. Fight for either of them. Slay the Demon King or turn him to your side; beat the king who summoned you and he yields his crown, alive. Or make a peace both banners will sign. Each one ends the war differently, and the world carries on after it, changed by what you did. Factions keep count of what you have done for them and what you still owe.
Everyone remembers you
You are not from here, and the war did not start with you. Everyone you meet will remember you — not all of it, and not the same way.
The AI runs as an online service, so the game needs an internet connection.
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