Development update
Add bounded player and NPC capacity commands with autocomplete.
Support NTR wife summons and narrated arrivals with autocomplete.
Fix cloud conflict resolution loops without switching the active Adventure.
Add Dungeon Crawler combat, shared Labs and isolated Party systems.
Keep Dungeon party attendance consistent in ordinary story scenes.
Add safe combat-type switching to Adventure settings.
Restore Dungeon story encounters and add nearby combat engagement.
Integrate Dungeon combat tools into Play Lab.
Add reviewed AI combat authoring, passive abilities and local balance tools.
Fix combat authoring workflow and NPC status visibility.
Simplify combatant selection and harden NPC and custom RPG class authoring.
Preserve combat generation proposals and recover safely from provider rate limits.
Make combat authoring size-aware and preserve complete NPC facts and pending proposals.
Expose bounded upstream rejection diagnostics without provider prose.
Retain valid NPC proposals and make invalid batch recovery actionable.
Add account-wide Story Pace control.
Guard Story Pace against concurrent account changes.
Allow an optional account-wide Normal story pace prompt.
Add temporary NPC unsummon commands with scene-aware autocomplete.
Add authoritative short-scene restraints and deterministic escapes.
Strengthen restraint output contracts and playable-name validation.
Honor wrist-binding movement allowances across relocation paths.
Simplify restraint controls and add Adventure release conditions.
Add admin-only scene narration debug below location objects.
Expand admin scene debug with recent context participants and climax destinations.
Add validated narrative scene detection and private admin media library.
Add group narrative media and expandable scene previews.
Add independent admin narrative scene observer.
Show exact scene observer failure diagnostics.
Fix observer reasoning budget for private model aliases.
Fix observer empty-state validation and routed cost estimates.
Pin compatible observer activity and slot choices.
Bound observer evidence and anchor shortened character identities.
Infer unstated slots from confirmed penetration and target anatomy.
Require actor-bound action evidence and distinguish scene bystanders.
Select one stable random narrative clip per action and loop playback.
Autoplay selected narrative media muted and looping.
Preserve narrative playback across continuing turns and stop completed actions.
Fix explicit narrative body ownership grammar without weakening identity checks.
Validate indirect observer continuation with proved slot owners.
Observe retained warning turns without skipping the current scene.
Unify contextual scene ownership and validate action transitions.
Harden SaaS accounting and cloud integrity.
Carry verified scene actions across narration and preserve pending playback.
Replace brittle observer grammar with stateful scene episodes.
Stop repetitive Director tactics and keep conversations responsive.
Correct relative scene escape strength and release-condition direction.
Release validated restraint conditions automatically in the accepted turn.
Add authoritative player release commands.
Share bounded observer restraint and release-condition assessments.
Fix narrator completion and repair validation.
Scope story systems controls to each Adventure.
Recover interrupted narration without duplicate generation.
Make NPC cards optional outside card combat with battle defaults.