What the story remembers, and how far back.
A story remembers what happened in it. It keeps every turn you have played, and on every new turn it gives the AI the recent ones in full and the older ones that fit the moment, so a name from the first evening can come back on the fortieth if the scene calls for it.
A turn is your message and the AI's answer to it, and a story is a list of turns from the first one to the last. When the AI writes the next answer, it does not read the whole list, because a long story would not fit. It reads the list in two layers.
The AI always sees the most recent twenty turns in full, exactly as they were written, and inside that window nothing is lost. A name you gave a guard, a door you locked, a promise you made twelve messages ago: all of it is in front of the AI on every turn, as long as it happened within the last twenty.
Once a story is longer than twenty turns, the older turns are not thrown away. Each one is kept as a memory, and on every new turn the story looks for the memories that are most like what is happening now. It takes your new message and a few of the recent turns, compares them with the older turns, and hands the AI up to forty of the closest ones, together with the twenty recent turns.
Walk back into the saloon, and the turns that happened in the saloon come back; mention the sheriff, and so do the turns with the sheriff. A turn the current scene has nothing to do with stays where it is until a later scene calls for it.
Every time it writes, the AI is given these things, in this order:
| It gets | How much |
|---|---|
| The world, its characters, its places and your protagonist | all of it, from the story's own copy of the world |
| Memories | up to 40 older turns, the ones most like the current moment |
| Recent turns | the last 20, in full |
| Your message | the one you just sent |
If you told a guard your name was Vell, a guard three scenes later can use it, because that turn is either still in the recent twenty or comes back as a memory when guards and names come up again. If you broke something, took something or lied about something, it can come back when the story touches it again, and the further away the scene moves from it, the more it needs a reason to come back.
The clearest way to make something stick is to make it happen in the story. Say it, do it, or have a character react to it, because then it is a turn and the story can find it later. A thing that only happened in your head is not in any turn, so the story has nothing to find.
Memory does not cross between stories. Two stories in the same world know nothing about each other, even if you played both, and starting a scenario again gives you a clean slate.
Memory does not reach outside the story's own copy of the world
A character you added to the world yesterday is not in a story you started last week.
The engine that writes the story is being rebuilt. With the new version, a story will keep its own running summary, open plot threads and memories as you play, and characters and places that first appear in a story will stay part of it.
Sometimes a memory is not similar enough to the current moment to come back, and then a character may forget a detail or contradict something from earlier. When that happens, rewind to before the wrong turn and take it again, or, if it is the latest reply, edit it so the story goes on from the right fact. See more on the page Steering the story.
You are chatting with AI characters. What they say is fiction, not fact or advice.
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Last updated on September 27, 2026