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Myths' Valley

No cost, no AI at the base

The game tests itself

An automatic player opens the valley, follows the story and records every step. AI steps in only when the algorithm gets stuck.

A test player

What the Tests are

It opens the game, picks the language, creates a save slot and follows the story up to the arrival at the farm.
01

Opens and sets up

It picks the language, presses PLAY and creates a new save slot in an isolated profile, never touching the player's saves.

02

Plays like a person

It uses the normal keys to walk, run, talk and interact. It never teleports, injects items or advances quests through code.

03

Follows the story

It chases the current quest up to the arrival at the farm. Chapters 6 and 7 are already playable, but the robot does not walk through them yet.

04

Records everything

It keeps the decisions, timings, routes, blockages and screenshots of every session.

Level 1 · always on

Decides by rules

The local robot reads the game state and picks the next action by rules. No AI, no cost: the same observations give the same choice.

Physics, clock and villagers vary between runs: what repeats is the policy, not every frame.

Quest

The current requirement and who awaits it.

Target

The villager, object or spot to reach.

Inventory

What it carries and the tool in hand.

Position

Where it is and which directions are clear.

Screens and lines

What is open and who is speaking.

Results

What changed after each action.

Levels 2 and 3 · only when needed

When the algorithm cannot solve it

With no progress, in a loop or facing an unreachable target, the robot asks for help: first Jev, then GPT.
Level 2 Own mode

Jev

Called when
the deterministic level stalls, repeats itself or does not know the next step.
Receives
the game state as text and the latest actions, no images.
Budget
a US$ cap per session: default 0.10, authorized maximum 0.50.
Level 3 Available with a key

GPT

Called when
Jev cannot unblock the session either.
Available
with the OpenAI key configured (default gpt-5.6-luna); the key never shows on screen.
Afterwards
once unblocked, the decision returns to the deterministic level.

The access key never enters the game, the arguments, the reports or Git.

The design

The decision ladder

AI steps in only where the algorithm cannot solve it; once unblocked, the decision drops back to the lower level.
Deterministicrules · zero cost Jevbudget in US$ GPTlast resort stuck still stuck unblocked: back to deterministic Deterministicrules · zero cost Jevbudget in US$ GPTlast resort stuck still stuck unblocked: back to deterministic
  • Zero cost the base never calls the API.
  • Reproducible same observation, same choice.
  • AI as the exception pays only for the stretch that got stuck.

In the development project

A button in the menu, three keys at hand

TEST opens the session; F6, F7 and F8 follow it, take over and end it.
01

The TEST button

In the game menu, it opens the window where you tick the assists (Deterministic, Jev, GPT) and start the session.

02

Budget and time

With Jev or GPT ticked, spending is capped: default US$ 0.10, at most 0.50. The duration is optional.

03

F6 · the panel

The TESTING panel shows who decided, the reason, the quest and the progress bar toward finishing the game. F6 minimizes it.

04

F7 · take over

Takes the game into your hands without ending the session. F7 again hands it back to the robot, which recalculates from the new state.

05

F8 · end

Ends the session in any state, even with a screen open, and reopens the menu with your own profile.

06

Resume

The window shows the last session’s progress (percentage, chapter and actions) and lets you resume it where it stopped.

TEST only appears in the development project, with Python and Godot: the builds for playing do not include the button.

Every session leaves a trail

What each session produces

Report, events, summary and screenshots: timings, routes, decisions and blockages, always in a fresh folder.
01

relatorio.md

Timings, actions, stages, blockages and stretches without progress; updated every 30 seconds and at the end.

02

eventos.jsonl

Every observation, choice, reason and result: the original evidence, from which the report can be rebuilt.

03

resumo.json

Reason for stopping, number of actions, estimated cost and script errors detected.

04

quadro_*.jpg

Periodic screenshots, kept only on the tester's machine.

05

perfil/

The session's disposable saves: the player's own profile is never touched.

06

site panel

Since Oct 15, with a game token, the session summary (time, decisions, calls and cost) goes to the site’s admin panel.

Moves, screenshots and logs stay only on the tester’s machine. Without a token nothing is sent, and a network failure does not interrupt the session.

Session V21 · Oct 7, 2026

A real session

Excerpts from the report of the session that reached the farm courtyard, as far as the robot goes today.

resumo.json

stop
implemented_story_completed
mode
robot
decisions
110
estimated_usd
0.0
budget_usd
0.1
gameplay_seconds
417.3
implemented_story_completed
true

relatorio.md

Stage Results (s) Actions Advances
abertura 7.7 / 16.1 4 0
pedro_fazenda_ida 69.3 / 418.3 88 2
zefa_zefa_ervas 117 / 427.9 7 2
pedro_fazenda_chegada 432.6 / 483.4 11 1

110 actions in 483.4 s recorded, zero cost. The report also lists 17 blockages while approaching Pedro, each with its moment and reason.

The panel during a session

Screenshots from the session

In the lower corner, the panel shows how many actions are done and which one is under way.
Pedro at the riverside, with the TESTING panel showing 24 actions
24 actions · following Pedro to the boat, on the morning of the invitation.
The player in front of an oil palm, with the TESTING panel showing 88 actions
88 actions · still following Pedro, now among the oil palms.

Before the human playtest

What it is for

It finds early what would block a person and leaves the human playtest for what only a person can notice.
01

Navigation bugs

Blocked paths, doors that will not open and unreachable targets become blockages with a moment and a position.

02

Quests that stall

Stages with many actions and no advance show where the story stops.

03

Regressions

On every build the same policy walks the path again and flags what stopped working.

A session with no suspicions does not approve the game: it complements the automated tests and the human playtest, it does not replace them.