Today (August 31, 2026) marks exactly one month since the new AI TTRPG platform Craft ended its closed beta and launched its open beta. This new engine, built by the team behind Friends & Fables, replaces “playing in pre-written worlds” with “crafting your own set of game rules,” earning it the nickname “the Roblox of AI RPGs” from players. If you are also interested in new platforms that generate game worlds with a single AI prompt, this article will take you through a hands-on review of what Craft did right and where it still falls short after one month of open beta.
Not Just Another AI Dungeon Clone—Who Made Craft?
First, let’s clarify the background to understand where this evaluation comes from. Craft is not a startup that appeared out of thin air. The team behind it has spent the past two years building Friends & Fables—a TTRPG platform based on D&D 5e and hosted by the AI Dungeon Master “Franz,” which has accumulated over 100,000 players and world creators.

The team admitted on their official blog that Friends & Fables was founded in an era when “most people hadn’t even heard of ChatGPT.” The limited capabilities of the models available at the time (GPT-3.5 Turbo) forced them to use a lot of programming logic to “supplement” the AI’s reasoning deficiencies. Consequently, the system was tightly bound to D&D 5e, and character limits were imposed on each field to sustain their “all-you-can-eat subscription” business model.
With the massive leap in model capabilities (the team cited Artificial Analysis’s intelligence scores, which jumped from 9 for GPT-3.5 to 60.2 for GPT-5.5), they attempted to rewrite the combat system in January this year (which was already the fifth rewrite). They realized that what they really needed to do was not fix Friends & Fables again, but remove the constraints of the old system and redesign a new engine “that lets players decide the rules, rather than being bound by them.” This was the starting point of Craft. The team also emphasized that Friends & Fables will not be shut down; it will continue to be maintained as a “simple, all-you-can-eat AI version of D&D,” while Craft is their bet on the next step.
Open Beta Homepage Demo: A Hands-on Test of a Bar Heist “Interactive Fiction”
When you open the Craft website, you can see a built-in demo without registering, simulating a cyberpunk-style heist: the character Marina Duarte briefs you on a mission in a dimly lit bar, while the right side of the screen simultaneously displays a tactical grid map, character avatars, health points, and inventory. The official blog states: “You’ve never played an interactive fiction like this before.”

This demo perfectly demonstrates what Craft aims to achieve—it is both an “interactive text fiction” and a “tactical grid map.” A multi-model collaboration system, as the official team calls it, breaks down the gameplay into several parallel tasks such as narration, map positioning, and character status updates, rather than dumping everything onto a single chat model to chat and remember at the same time. This is also the biggest interface difference between Craft and typical chat-based AI roleplay.
The “Roblox of AI RPGs”: Letting Players Craft Their Own Rules
The biggest difference in Craft, as described by the official team, is its evolution from the “AI version of D&D” in Friends & Fables to the “Roblox of AI RPGs.” In Friends & Fables, you could only build worlds on top of their pre-written 5e rules; in Craft, you can design the rules themselves.
Specifically, Craft allows players to customize “file types” (e.g., creating a vehicle card with a “fuel” field), hierarchical maps (maps nested within maps), freely switch between multiple LLMs, and use an AI assistant tool called Orbit to generate lore, character cards, and locations directly through conversation. There is no need to manually fill out endless forms. This echoes the principles mentioned in our world-building settings guide: the key to making AI remember your world lies in how the data is constructed and structured.

Opening Craft’s “Worlds” and “Systems” pages makes this difference immediately apparent. In addition to the built-in D&D 5e SRD, there are player-made Warhammer-style Inquisitor worlds, DC Universe reboot scenarios, and even Isekai-style survival systems. The rules range from combat-heavy to purely narrative-driven, all built by the community. The community activity seems higher than expected.

28 Updates in One Month of Open Beta—Why is the Team in Such a Hurry?
Craft ended its closed beta and opened its public beta on July 31, marking exactly one month today (August 31). Looking at the official Patch Notes, they pushed updates almost every 1 to 2 days this month, totaling 28 times—a pace far more intense than most startup platforms.

A few notable moves: On August 4, they allowed legacy players of Friends & Fables to transfer their credits directly, lowering the psychological barrier to switching platforms. On August 8 and 14, they launched “creator tipping” and “creator revenue sharing” in quick succession. As long as the worlds or rules published by creators are played by others, they can earn a cut. Aligned with Craft’s positioning as “like Roblox,” this business logic makes sense: let creators make money first, so they are willing to invest time in making more playable worlds. On August 19, they further expanded the free plan, opening up unlimited use of core models. On August 29, they made “AI-assisted file creation” (generating character and location cards from text descriptions) completely free and unlimited. This aligns with what the team stated on their blog: “We want as many people as possible to play the core experience for free, and focus revenue on video generation, cosmetics, and other add-ons.”

What Do Players Think? Mixed Reactions on the Tildes Forum
After Craft opened its public beta, it sparked a thread of nearly 20 comments on Tildes, a niche but serious tech community. The reactions were quite polarized, which is worth listing honestly rather than cherry-picking the good parts.
The skepticism mainly focused on two points: First, the definitional debate over “whether this still counts as a TTRPG (Tabletop Role-Playing Game).” Some players worried that the term “automated roleplay” would be diluted, affecting search accuracy. Others pointed out that the AI-generated art “looks obviously AI-generated,” feeling it lacked the hand-crafted touch of human creation.
However, players who actually tried it gave positive feedback. For instance, one user shared that they built a post-apocalyptic train-style world in Craft, and after setting up the assets, they could progress the story on their phone during their commute, stating, “This is a game I’ve always wanted but could never make.” Another player mentioned that the mobile experience is smoother than similar products, though the speed is still a bit slow, and players might get stuck if they aren’t familiar with the rulebooks. Overall, “rule flexibility” is a plus for hardcore enthusiasts, but it also becomes a barrier for casual players.
Where Does It Fit in the “AI Game Master” Landscape?
If you regularly follow AI TTRPG or interactive fiction products, you probably know a few familiar faces in this space: AI Dungeon focuses on completely free-form narrative without binding to any rule system; Friends & Fables is a lightweight 5e TTRPG supporting multiplayer for 3 to 6 players; while Craft’s positioning is closer to a “rule engine + creator platform,” offering the highest freedom but also raising the barrier to entry.

This is also why Craft’s multiplayer co-op feature is still being implemented. The team mentioned in an interview in late August that they hope to add multiplayer mode within a month. Compared to Friends & Fables, which already stably supports 3 to 6 players, Craft is currently more suitable for solo players who want to deeply polish their own world-building, rather than being the first choice for group play.
Who is it for? If you just want to start chatting with characters right away…

After reading the above, if you are a hardcore player who likes to manually tweak rules and lorebooks like in SillyTavern, Craft is definitely worth adding to your list. However, if your need is simply “wanting a ready-made character to start a back-and-forth interactive fiction or roleplay immediately” without learning file structures or navigating an English interface, Craft might not be the most convenient choice at this stage.
This is exactly the problem AI Dreamweaver aims to solve—no need to learn rule engines or write file structures. It offers a complete Traditional Chinese interface out of the box, with dual modes for character cards and interactive fiction. Daily check-ins grant 500 points, and new users can enter “WELCOME15” for a 15% discount on their first top-up. If Craft sounds “cool but too complex” to you, AI Dreamweaver might be an easier entry point.


Conclusion
One month is not enough to determine whether Craft will succeed—the lack of multiplayer features, the English-only interface, and the learning curve of the rule engine are all real barriers. However, from the update pace (28 times), the business logic (nurturing the creator ecosystem first), to player feedback (even with skepticism, some expressed genuine sentiments like “this is a game I’ve always wanted but could never make”), this direction is certainly worth watching. If you also enjoy “crafting your own world-building,” you might want to keep an eye on its future development.






