Eruin is a strange game to build. It's a voice-first RPG where key characters are driven by AI running entirely on your own machine: no cloud, no account, no subscription. That means every feature sits at the intersection of game design and systems engineering, and a lot of the interesting work never shows up in a trailer.
This devlog is where that work gets written down.
What to expect here
We'll be posting technical deep dives as development continues toward the demo. Topics on the list so far:
- How the voice pipeline works, from your microphone to an in-world answer
- Running language models on consumer GPUs without tanking frame rate
- How characters remember what you said, and what they choose to forget
- Authored story vs. AI dialogue: keeping a handcrafted mystery on the rails
- Unreal Engine 5.7 notes, tools, and the occasional hard-won lesson
Posts will be irregular but honest: real numbers, real dead ends, real fixes.
Forgive me, stranger. I cannot tell you my own mother's name, let alone yours.
Alder has an excuse for forgetting. We don't, so everything we learn building Eruin ends up here.
If you'd rather just play the thing: wishlist Eruin on Steam and the demo will find you the moment it's live. Questions, ideas, or things you want us to write about? Come say hello in the Discord.
