A Game Master with perfect memory.
Dice you can audit.
A world you can take with you.

Adventure Mode turns Claude into a persistent, high-stakes tabletop Game Master. Every character, wound, promise, and grudge is written to your private vault as it happens, so the world never forgets and neither does anyone in it. Play on your phone, your laptop, or the browser on your Steam Deck: one campaign, always exactly where you left it.

Why it's different

If you've played AI text adventures, you know the moment the spell breaks: the sword it forgot you sold, the dead man greeting you at the door. This engine was built so that moment never comes - every fact lives in a record the GM cannot contradict, and when you doubt it, you can check the record yourself.

Perfect memory

The hooded stranger in session 40 really is the trader you shorted in session 2. Every fact lives in your vault, not in a context window.

Honest dice

Rolls happen server-side with real randomness and land in an auditable ledger before the GM narrates. Nobody fudges, in your favor or against.

Real stakes

Conditions instead of hit points. Permadeath by default. One bad decision can end it all, and the campaign means something because of it. The world keeps score: what you carry, what you left at camp, what the cold is doing to you.

A real simulation underneath

Not improv - physics. Everyone rolls the same dice, people act from their own motives without being asked, allies only betray with reasons the record has been keeping, and the world runs whether you show up or not. How deep it goes.

Companions with wills

Party members have their own drives, fears, standards, and arcs. They can love you. They can refuse you. They can die.

Any device, one story

The Claude mobile app, a desktop, any device with a browser: a Steam Deck works fine. Your campaign lives in the cloud and resumes wherever you pick it up - same scene, your exact choices waiting. Say --save before you switch and it's word for word. Close the tab mid-fight and open it on another device: the sword is still mid-swing.

Death writes legacy

Roguelike rules: when a character falls, the GM writes their epilogue, raises their memorial, and your next character walks the same world - where the grave is real, the debts are collectible, and somebody still grieves. And when you're ready to know what happened after, --aftermath simulates the world beyond you and writes the truth as your saga's final chapters.

Your story becomes a book

Type --chronicle and your whole campaign exports as one readable saga, assembled from the adventure log. A finished character leaves behind a finished book.

Family tables

Some worlds are built for kids and read-together play. Tell the GM your child's age when you start (or it asks, once) and every word is pitched to their reading level from the very first scene - and stays that way across every session, because the age is remembered with the campaign. Real mysteries, real stakes, peril without gore - and nobody dies. Look for the family friendly badge on the pack shelf.

Meet the cast

Every campaign is kept by two hosts. Learning their difference is half the charm.

The Keeper

Host of the Tavern, the hearth between your worlds. Speaks to you, the player.

Ancient, wry, fond of the ones who keep coming back - keeper of your games, your finished stories, your portraits. He remembers every table he's ever kept, and tells no one: your vault is yours alone.

The Game Master

Voice of whichever world you walk into. Speaks to your character.

Not a person - the world itself, speaking. It never breaks, never plays favorites, and cannot contradict what the record holds. Ask the Keeper who tells the stories: "I keep the doors oiled. Open one - it speaks for itself."

The whole house - the rooms, the gallery of portraits, and why worlds keep moving without you - lives at How a world works.

Quickstart (about two minutes)

  1. Add the connector. In claude.ai, open Settings > Connectors > Add custom connector and paste:
    https://adventure-mode.com/mcp
  2. Sign in. Click Connect and enter your email - we send a magic link, no password. The founders beta is free: no card, no trial clock, just play.
  3. Allow the GM its tools. In the connector's Tool permissions, set both lists to "Always allow." Two clicks - and no popups mid-scene, ever.
  4. Type --check in any Claude chat - the ten-second setup check. The real thing runs a tool (you'll see the activity in the chat) and replies with the version and your own email on the connected vault. If Claude answers anything else - or just starts chatting with no tool activity - you're not connected: it's improvising, and nothing is being saved. Recheck steps 1-3 (most often: the connector wasn't added, or you're signed into a different Claude account than the one you connected).
  5. Type --tavern and you've arrived: the Keeper greets you, the shelf holds the worlds (WHITEOUT, VOLSTEAD, HOLLOWCROWN...), and a number starts one. You'll be playing in under a minute. (Plain new game works too, once you're connected.)

Works everywhere once added: web, desktop, and the Claude mobile app. One command worth remembering: --help, anytime, shows everything else. Adventure Mode runs on YOUR Claude subscription - we never resell a cheaper model - and your campaign is markdown you own. Tip: run your GM on the strongest model you have (Opus 4.8 [1m] or newer; the support page explains why).

Worlds in the box

WHITEOUT

Survival horror. Northern Minnesota, five weeks after the evacuation convoys stopped, deep winter. The dead slow down in the cold. Spring is coming.

VOLSTEAD

Crime strategy at boss scale - a game that plays like nothing else in the box. Calder Bay, 1926: YOU run the outfit. Crews with loyalties of their own, rackets behind fronts, elections with winners. Build an empire, go legit, or take the fall. Repeal is coming.

HOLLOWCROWN

Dark high fantasy. Three hundred years ago the dwarves sealed their gates from the inside. Last spring, the doors began to open. Overworld intrigue, a living megadungeon, and no resurrection. Ever.

FARWAKE

Dark space epic. Thirty star systems on a dying alien gate network: politics, first contact, and worlds to walk. Be anyone; earn a ship. The vacuum of space does not roll dice.

Yours

Session Zero builds an original world with you: genre, factions, villains, dials. It compiles to a pack you can share with one command - a friend imports it with one line, spoilers intact. The craft guide shows what makes one great.

Theirs

Browse the community pack shelf without leaving the game ("browse packs horror"), or import any public GitHub pack by pasting its link. The best get pulled into the base game, with credit.

...and more in the box: OMERTA (climb a 1979 crime family from the bottom), STORMTITHE (a generational clan saga), LIGHTSTICK (the family table) - every world, bundled and community alike, lives on the pack shelf.

Pricing

Right now, the founders beta is free - sign up and play, no card. When billing begins, these prices take effect and every new player gets the 7-day free trial. Beta players get more for being early: a full free month after billing starts, and the 7-day trial still applies when they pick a plan - about five extra weeks, for showing up first.

$5
per month

7-day free trial. Cancel anytime.

$48
per year (save 20%)

7-day free trial. Cancel anytime.

$0
self-hosted

Adventure Mode is open source. Run it locally with Claude Code, free forever.

No energy meters, no credit packs, no model-quality paywall: one flat price, because you bring the model you already pay for - Adventure Mode never resells you a weaker AI to protect a margin. Cloud accounts get private vault hosting, server-side dice, cross-device play, and automatic backups of every campaign. Payments are handled by Polar; we never see your card.