
Screenshots

Watch trailer on Steam ↗RolemIAster
ABAFE · Published by ABAFE · Official site ↗
Mixed — 56% positive (25 reviews) · 10 achievements
Last updated 28 Sept 2026
RoleMIAster bridges classic tabletop RPG and Artificial Intelligence. An integrated AI Game Master that respects rules, rolls dice, and manages your character sheet across infinite Fantasy or Cyberpunk worlds. Are you ready to roll for initiative…? 🎲
£5.29
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Adventure, Indie, RPG, Simulation, Strategy, Early Access, Casual · 2026 · More £5 - £15 games
Embark on adventures in boundless Fantasy or Cyberpunk settings as RolemIAster’s AI Game Master rolls the dice for you, blending classic RPG elements with modern strategy.
About this game
Feature List
Hello adventurer! 🧙♂️
I’m excited to share a glimpse of what’s coming next in RoleMIAster 🎲. I’m actively working on several key improvements and new features to make your experience even more immersive:
Multiplayer Mode 🌐 – My goal is to enable PvP ⚔️, cooperative play 🤝, and even a free-world experience 🌍. This is a major task that requires almost a complete restructuring of the game engine 🛠️, so it’s a significant challenge, but I hope to make it possible for players to explore and interact together in many ways.
Interface Enhancements 🖥️ – A more intuitive and visually appealing UI.
AI Response Optimization 🤖 – Faster, smarter, and more consistent AI interactions.
Game Engine Upgrades ⚙️ – Recurrent or “trivial” mechanics will now be handled by the engine itself, reducing the load on AI and making gameplay smoother and more creative.
…and much more! ✨
All of these features are in development and part of my long-term vision to expand RoleMIAster into a richer, deeper RPG experience 🎮. I appreciate your support and feedback as I continue to grow this world!
Stay tuned for updates 🔔 and thank you for being part of this journey! 🙏
About the Game

TABLETOP ROLE-PLAYING… WITHOUT THE TABLE
Do you remember those afternoons with pencil, paper, and polyhedral dice?
That feeling of absolute freedom, where the only limit was the Game Master’s imagination?
RoleMIAster was born with a humble but ambitious mission:
to bring that magic back using today’s most advanced technology.
This is not another game where you pick option A, B, or C.
Here you write your own destiny, and an Artificial Intelligence acts as a true Game Master — interpreting your actions, narrating consequences, and enforcing a strict, coherent rule system.
MAIN FEATURES
🎭 A Real AI Game Master
Forget chaotic chatbots.
The RoleMIAster engine forces AI to follow rules, consult tables, manage inventories, and maintain strict world coherence.
A Game Master that actually does its homework.
📘 A Complete Rule System
Character sheets with Attributes, Percentile Skills, Health, and Mana.
Whenever you attempt something difficult… a dice roll happens.
Fair, coherent, and faithful to classic tabletop RPG design.
🌍 Two Worlds, Infinite Stories
Medieval Fantasy — spells, dragons, dungeons, taverns.
Cyberpunk — implants, hacking, corporations, neon, danger.
Everything that exists in the world — items, NPCs, locations, enemies —
is generated by the AI in real time, but persistent:
If you meet an NPC, discover a dungeon, or find an item,
you can encounter it again later because it is generated and stored.
Nothing is predefined.
Every campaign becomes your unique universe.
⚔️ Tactical + Narrative Hybrid Combat
A fluid narrative system combined with a tick-based turn structure where initiative, gear, and timing truly matter.
🎨 Integrated Multimedia Generation
The AI doesn’t just narrate:
Creates character and NPC portraits
Selects ambient music
Chooses sound effects
Select visuals based on context
Nothing is pre-written or pre-scripted.
The experience adapts dynamically to your story.
🌐 Player-Chosen Language
The AI automatically translates both interface and story into the language you select.
A NOTE FROM THE DEVELOPER
Hi, I’m ABAFE.
I’m not a big corporation. I don’t have hundreds of employees.
I’m a self-taught programmer and a long-time RPG lover who spent countless hours (and many sleepless nights), assisted by AI tools, to bring this project to life.
RoleMIAster is a showcase of what is possible today:
a bridge between the nostalgia of classic tabletop role-playing
and the future of generative artificial intelligence.
This project is in Early Access:
it may have bugs, but it also has enormous potential and is constantly evolving.
By purchasing this game, you’re not only getting a tool for infinite adventures…
you’re directly supporting an independent creator on this journey.
Are you ready to roll for initiative?...
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i3 / AMD equivalente @ 2.0 GHz
- Memory: 8 GB RAM
- Graphics: CUDA/VULKAN con 12GB VRAM o superior
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 45 GB available space
- Additional Notes: MANDATORY REQUIREMENT: This game runs AI locally on your hardware. A dedicated graphics card with a minimum of 6 GB VRAM is required. ✅ Supported: NVIDIA (CUDA), AMD & INTEL (Vulkan). ⚠️ Note: Integrated graphics are not recommended and may result in poor performance.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: Intel Core i5 / AMD Ryzen 5 @ 3.0 GHz o superior
- Memory: 16 GB RAM
- Graphics: CUDA/VULKAN con 16 GB VRAM o superior
- DirectX: Version 12
- Network: Broadband Internet connection
- Storage: 50 GB available space
- Additional Notes: MANDATORY REQUIREMENT: This game runs AI locally on your hardware. A dedicated graphics card with a minimum of 6 GB VRAM is required. ✅ Supported: NVIDIA (CUDA), AMD & INTEL (Vulkan). ⚠️ Note: Integrated graphics are not recommended and may result in poor performance.
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Long Playtests: Actions Linked to Real Mechanics
- **🧩 Actions with More Realistic Consequences** - I have fixed cases where the adventure narrative stated you used a skill, item, implant, or resource, but the sheet did not always accurately reflect what happened. - From now on, it should be clearer when an action consumes stamina, ammunition, or consumables, when it affects an enemy, and when a character gains progress based on what they just did. - **🛒 More Reliable Commerce and Services** - Buying, installing implants, using consumables, and dealing with vendors should feel more consistent. - If a scene indicates a service is available, the game should respond better with useful options and fewer moments of "okay, so where do I press now?". - **🌍 Fantasy and Cyberpunk with Clearer Identities** - I have reduced rare blends between settings. Medieval worlds should speak more like medieval worlds, and cyberpunk worlds should rely more on technology, implants, urban services, and equipment specific to their style. - This primarily affects shops, scenes, resources, and environmental details. - **🎲 More Pleasant Game Start** - The screen between creating a character and starting the story should no longer display huge blocks of internal information. - It now resembles a role-playing loading screen, changes based on the setting, and can show brief manual tips while preparing the first scene. - It can also prepare a context-related image without making you wait longer: if it arrives in time, it appears; if not, the game starts anyway. - **🛡️ Defeat and Unconsciousness Better Resolved** - I have corrected what happens when reaching 0 HP depending on the difficulty. - In easy and normal modes, the character falls unconscious and the story continues with a contextual time jump. In hard mode, if resistance fails, the game shows a contextual death and a clear screen to accept and return to selection. - This prevents the adventure from continuing as if nothing happened when the character is already on the ground. It is fine ...Read full article on Community Announcements (ABAFE)Patch NotesOfficial
More Consistent Shared Worlds, Onboarding, and Combat
- **🌍 Much More Sensible Shared Worlds** - I've improved continuity when multiple characters share the same world. The game now reuses valid locations better, leaving less room for inventing "the same zone, but with a different name and hat." - I've also corrected location information in the selector and character sheet, so each character shows their real location, not one borrowed from their neighbor. - **👥 More Consistent NPCs and Less Prone to Splitting** - I've reinforced the logic so that an existing NPC reappears as themselves when appropriate, instead of reinventing themselves with a new name, face, or a card pulled from the mist. - Furthermore, an enmity triggered by one character should no longer magically contaminate all others. If Kaelen gets angry with you, the idea is that they get angry with you... not with the entire human race. - **🎬 Smoother Starting Scenes and Exploration with Less Weirdness** - I've fixed several cases where the narration implied someone was in front of you, but the system didn't support it underneath. There are now fewer ghost vendors, fewer evaporated interlocutors, and fewer scenes that feel like a low-budget experimental play. - I've also reduced instances where the AI inserted gifts, stock, or narrative items where they didn't belong, especially during arrivals and initial scenes. - **⚔️ Combat and Decisions with Fewer Stumbles** - I've reinforced continuity between exploration and combat so that entering a fight depends better on actually present NPCs and not narrative smoke. - I've also fixed several stalls where the scene remained active, but the interface fell into poor or generic decisions. Less "Continue" for the sake of it, more options with real intent. - **🧬 More Reliable Character Creation and Settings** - Random character creation is now more stable and better respects the biographical format the game expects. - I've adjusted several inconsistencies in setting and resources so that cyberpunk, fantasy, and their der...Read full article on Community Announcements (ABAFE)Patch NotesOfficial
Gameplay Fixes
- **📖 Better Paced Exploration** - I've prevented exploration turns from dragging in rules from other points in the game. This reduces inflated responses, rare repetitions, and scenes that previously seemed intent on taking another lap when everything had already been said. - I've also refined the tone so that the narration remains substantial, but without writing a novel in every interaction. - **🎯 Buttons More Consistent with What's Happening** - I've corrected several instances where the AI left the interface relying on generic buttons. - The game now better retrieves those paths and converts them into real decisions, so there should be fewer "very nice, but where the hell do I click" moments. - **🦾 Cyberpunk Sounds and Works Like Cyberpunk Again** - I've corrected the setting mix that could sneak in medieval elements when creating characters in cyberpunk worlds. - I've also fixed Humanity so it's recalculated and displayed correctly again, even in worlds with their own names. If a character has implants, the game should no longer treat them as if their biggest problem is running out of mana. - **💰 More Reliable Commerce** - I've made sure a merchant narrated as such is correctly recognized as a vendor by the system again, preventing absurd blocks when opening a trade. - Additionally, when selling items to a generic merchant, the price is back to what it should be, not an offer that invites you to sheath your sword and leave in silence. - **🎬 More Consistent Game Starts** - I've reinforced the consistency of initial scenes when the game presents someone physically in front of the character, to reduce cases where the narration implied a clear presence but the system didn't support it well underneath.Read full article on Community Announcements (ABAFE)Patch NotesOfficial
Hotfix Vulkan.
Hotfix for the issue in the latest update that prevented launching in Vulkan mode.Read full article on Community Announcements (ABAFE)AnnouncementsOfficial
We leap to Qwen3.5 and TurboQuantum!
**Adventurers and World Architects, welcome to the new era of RolemIAster!** In this titanic update, our AI-powered role-playing engine takes an unprecedented leap by integrating the powerful models of the **Qwen3.5** architecture, combined with the revolutionary **TurboQuant** memory technology. I've worked diligently and hard these past weeks to eradicate system hallucinations and push beyond the physical limits of your hardware to bring you the ultimate Game Master, running **100% locally, privately, and uncensored** on your own machine. There's still a long road ahead, but the leap is immense. Buckle up! 🚀 --- ## 🌟 Critical Engine Updates: ### 🧠 Native Intelligence (Qwen Fine-Tuned) Forged in a custom-built model trainer (**ABAFE Models Trainer**), the new models assimilate the game system and its rules into their own neural weights. Strict obedience without the need to inject heavy manuals at every turn. The AI no longer improvises: it *knows* the lore, respects the economy, and punishes your mistakes fairly. ### 🌌 Infinite Memory Campaigns (TurboQuant 3-bit) I've introduced a novel system for extreme KV Cache quantization. You can now deploy **massive contexts of over 100,000 tokens**—your AI will remember the lore, past decisions, and the "implicit gear" of each NPC without causing an Out-of-Memory collapse on your GPU. **For those with low VRAM, this is a game-changer**: if your RAM used to fall short, causing CPU dumping or direct crashes, now everything will fit in VRAM without getting so dramatic. Long campaigns no longer break mid-way! ### ⚡ Universal Performance From 8GB tactical graphics cards to colossal 32GB RTX 5090s, the game dynamically scales your context window to ensure **maximum immersion and token-per-second agility**. Your hardware doesn't matter: the adventure adapts to you, not the other way around. ## ⚠️ Developer Transparency (An Honest Read) ⚡ **AMD/Intel:** While there are technical indications that TurboQuant *might* work on AMD/Intel...Read full article on Community Announcements (ABAFE)






