Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
오픈소스 AI RPG 엔진으로 모든 NPC가 당신의 행동을 기억, 자체 호스팅·키 직접 제공, 구독 없이 실제 D&D 마스터
Open-source AI RPG engine where every NPC remembers what you did. A real D&D Game Master, self-hosted, bring-your-own-key, no subscription.
게임TypeScript · SvelteGitHub @BearlySleeping온라인운영자 미확인
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2D RPG AI game
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
The self-hosted AI RPG engine where every NPC thinks, remembers, and adapts.
Chat-first roleplay has no consequences. Aikami has a d20 — and a GM that can tell you no.
Aikami fuses tabletop D&D mechanics with LLM-driven roleplay. NPCs are
procedurally generated — archetype, personality, six-stat ability scores,
backstory, expression pack — and an AI Game Master uses those stats to
referee what you do: skill checks, persuasion, combat. Nothing is pre-scripted.README 전문 보기 ↗Aikami is an open-source platform for AI-powered 2D RPG adventures in early development.
We’re building toward a connected experience: imagine a campaign, explore its places, meet its people, and make choices that can change their lives.
Try the early build · Staging build · Follow development · Discord · Contributing
Dialogue concept · visual direction, not a screenshot of the current build. The full concept set is catalogued in asset notes; see the product vision for the visual direction.
Start with a place and a problem:
Create a frontier village around an old inn. Its protective ward is fading. Give me a suspicious merchant, a tired guard, and a quest I can resolve through persuasion or combat.
This is an illustrative example, not generated campaign output. The vision is to review and reshape the proposed places, people, and quest, then explore them in a spatial 2D world. Reusable structures such as inns, shops, camps, and roads could form new environments; optional generated art could add to the project’s existing visual material.
Today, Aikami can generate and save private narrative drafts. Those drafts are not yet compiled into playable campaigns. Persistent residents with physical routines and town-wide consequences are also planned work.
| Status | What it means |
|---|---|
| Current build | An authored Emberwatch adventure, a spatial 2D foundation, local saves, and private narrative drafts. |
| In development | Reliable first-run and quest journeys, campaign time and resident identity foundations. |
| Planned | Physical resident routines, grounded and recoverable town consequences, and reviewed drafts compiled into playable campaigns. |
The game’s AI helps interpret actions and narrate results. Validated actions and deterministic game rules control what can happen. Aikami is early software; the full campaign-creation and living-world journey is not available yet. See the development roadmap.
Open the web client or download the desktop app. A text AI provider is required. You can configure a local model or your own cloud provider; cloud use requires connectivity and may cost money. Image and voice generation are optional.
No account is required for local play and saves. Saves are device-local. Fully offline play requires a configured local text model and cached content; first-time content or model downloads can require network access. Cloud-provider dialogue is sent to the provider you configure.
aikami.stg.bearlysleeping.com is the preview
deploy. It follows the staging branch and redeploys on every push, so it shows work in
progress that has not reached the public build yet.
The interesting part is the Dev Console — a set of isolated sandboxes for driving individual systems on their own, without playing through a whole adventure to reach them. The Combat Debug Workspace exercises the tactical resolver directly, Creator Studio and World Gen drive character and world authoring, the LPC tools cover sprite import and animation, and the Sandbox group holds the smaller map, camera, party-follow, and dialogue scenes.
A few things to know before you open it:
| It is not stable. | Expect rough edges and breaking changes — it is a preview, not a release. |
| It is staging only. | The console is compiled into staging builds and stripped from production, so /dev on the public build is a 404. |
| Your data is separate. | Staging runs against its own D1 database and its own R2 buckets, so it cannot read or write production accounts or the published asset catalog. |
| Your saves stay yours. | Campaigns, saves, and chat history are device-local either way. |
Bring your own text AI key, exactly as with the public build.
The repository uses Bun and Moon. Emulator environment setup writes local .env.emulator
files with development-safe values and does not need the encrypted production secrets key.
git clone https://github.com/BearlySleeping/aikami
cd aikami
bun install
bun run setup:env
bun run dev
The client dev server is available at http://localhost:5173. bun run setup:env invokes
the root decrypt-secrets command in emulator mode; bun run dev runs the Moon client dev
task. Docker is optional and only needed to run the local AI stack. See the
local stack guide for that setup.
For project commands and validation, use the project’s Moon tasks, such as
bun moon run client:typecheck or bun moon run site:build. Read
CONTRIBUTING.md before opening a pull request.
The monorepo contains the SvelteKit client and PixiJS game, an Astro landing site and docs, a community hub, Cloudflare services, local AI services, and shared packages. The client stores campaigns and saves on the player’s device; optional server features are separate.
For a deeper view, see the architecture, project structure, setup guide, developer workflow, and technical stack. The Local Stack README covers local text, image, and voice services.
The next milestones focus on making the authored adventure reliable, giving residents persistent routines and physical places, connecting player actions to recoverable town changes, compiling reviewed ideas into playable campaigns, and improving community-pack sharing. Follow current work in GitHub Issues.
Ideas, bug reports, and contributions are welcome. Start with CONTRIBUTING.md, browse good first issues, or join Discord.
The source code is MIT licensed. Bundled art and audio have separate licenses; check LICENSE-ASSETS.md and the attribution records before redistribution.