Devlog · 000

The Game Plays Itself

Something new haunts the Pilgrims' Camp tonight: characters nobody is controlling.

For a while now, Dreadmark has had a combat bot — a scripted fighter we use in a test arena to tune skills and enemy pressure, one that eventually learned to kite, dodge telegraphs, and manage its resources well enough to beat our own play. Tonight that fighter grew a brain and walked out of the arena and into the actual game.

The new campaign bot lives a full hero's life on its own. It creates a character, does its chores in camp — refills its flasks at the well, sells the junk from its bag, banks the keepers, and now even shops: every vendor visit it weighs the shelf against what it's wearing using the same damage and survivability math the game itself uses, and buys the best upgrade it can afford. Then it walks out the gate and plays: fighting through every monster pack on the map, looting corpses, opening chests, smashing barrels, drinking its flask when hurt, and — when a trip goes badly — retreating along the path it came from, back over ground it already cleared, exactly the way an experienced player gives ground instead of backing into fresh trouble.

A bot-controlled character mid-fight with its navigation path line drawn across the ground
No hands on the keyboard — just the path it chose and the fight it walked into.

It learns the hard lessons too. A boss with a spike-shield buff taught it (the hard way, repeatedly) not to swing while thorns are up. A grave-witch's lingering gas cloud taught it that some ground is simply not worth standing on. A miniboss holed up inside a crypt taught it to lure enemies out into the open before committing to a fight. Each of those lessons came from a real death, read out of the game's own logs, and turned into better judgment.

Why build this? Because every minute the bot plays, it writes a detailed journal — every fight, every death with its position, every item weighed and worn or sold. When something breaks or a fight is unfair, the record shows exactly where and why, with a seed that can replay the run. It has already caught real bugs and produced our first hard data on how the early game treats a fresh level-1 character.

The goal from here: a small fleet of these pilgrims grinding through the demo day and night — camp to graveyard to cathedral — until beating the Dark Lord unattended is routine, and every night ends with a report on everything they found. The game, testing itself, so we can spend our time making it better.

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