Where Auzlin stands: October 2026
Hello, and thank you for following the build. This is the first development note, so it covers more ground than the ones after it will.
Why it's been quiet
We said we would solve the hard problems first, before the parts that demo well, and that's where the time has gone. A Game Master that talks is easy. One that can hear a real table, where people talk over each other, change their minds and interrupt, and that still knows in session three what happened in session one: that's the work.
What works today
Auzlin is in private testing with a family table, and these work now:
It hears the table and gets out of the way. Cut Auzlin off mid-sentence and it stops, in roughly a quarter of a second in our tests on ordinary speakers.
It keeps the facts straight. Health, gear, what the party has learned, who owes whom: what happened stays what happened, and the story doesn't quietly contradict itself.
It runs whole adventures, and remembers them. Our family table has played multi-scene adventures start to finish by voice, then sat down again later and picked up where they left off.
How we hold it to a standard
Nothing ships because it works in a demo. It ships when it holds up at a real table, and the table's verdict outranks ours.
What's next
Playing from a tablet at the table: pause, settings and the party's state, one tap away.
A voice for every character, so the innkeeper and the villain don't sound like the narrator.
Music and ambience under the voice, licensed from the people who make it.
Players' own characters: pronouns, looks and story, told once and remembered.
Then a family session played entirely from the tablet.
What we don't have yet
A release date, a waiting list or early access. When there's something to try, you'll hear it here first.
Thanks for reading, and for wanting a seat at the table. If you play, run games, or wish you could, tell us about your table: what we hear shapes what we build next.
Trey Walker Founder, Paxtle Studios