Life Worth Living: a Godot 4 voxel survival horror comedy game that has freeplay and optional story-mode if you attach your own LM STUDIO or OLLAMA instance. LLM AI can manage and direct entire game world, all npc characters, quest/missions, side-quests, new characters, new items, etc...
v0.1.8-alpha OUT NOW!
UPDATE IN RELEASES
- Water
- Ocean Biomes
- Better block stability detection, Blocks actually fall when they are not supported.
- Onnyx CPU Kokoro Text-To-Speech built-in (Characters talk, Nanite messages are read to you...) [Toggle mis-wired. Cannot turn off currently]
- Individually consistent AI voices for NPCs [True because it's just one voice right now. Next update gets individual voices per-character]
- MORE ROOM! Endless 64x32x64 chunks (We had that...) One 64x32x64 AIR chunk above and one 64x32x64 DIRT chunk below every normal chunk! That means each section is actually 64x96x64 with no performance hit!
- Optimized speed: Chunk loading/saving/generation speed increased by ~300% dramatically reducing loading and chunk activity halts in-game
Download it in RELEASES as the v0.1.8-alpha release.
📸 Screenshots
Installation
- Download the package
- Unzip package
- Run Wox.exe or Wox.console.exe (if you want terminal output)
LM STUDIO & OLLAMA If you are using LM Studio or OLLAMA, Settings menu has an option to include (default: True) extra world-flavor information for the storyteller.
Additionally, With an LLM, F5 will attempt to spawn a random friendly character, and F6 will attempt to spawn a random hostile npc.
Dialogue is still, buggy. But it is working partially.
🎮 What Is Life Worth Living?
Life Worth Living is a Godot 4 voxel survival game set in a post‑nanite‑apocalypse world where humanity didn’t quite become zombies… but something much stranger. The story evolves, the characters grow, and blocks that don't have enough support will fall. Nanite zombies can break parts of your house, and knock down entire walls. All crafting will be done by nanites using materials collected while exploring. Game Saves - World is persistent, similar to Minecraft, but allows for instance saves and replay from any point, similar to Fallout/Elder Scrolls.
It blends:
Minecraft‑style voxel building with pseudo-physics for structural integrity checks
Survival mechanics
Horror elements
Absurdist comedy
Local LLM‑driven NPCs, quests, and world simulation
The game is built to be LLM‑native — meaning the world, story, NPC personalities, and quests are all generated and managed by a local AI model running through LM Studio or Ollama.
If you’ve ever wanted a survival game where the NPCs actually think, remember you, hold grudges, and generate infinite quests… this is that game.
🧠 LLM‑Powered Systems
The following systems are fully implemented (or partially implemented) and ready for testers:
World Manager Generates world events
Spawns items
Controls weather, nanite anomalies, and environmental storytelling
Story Director Drives the main narrative
Manages story beats
Ensures that any secrets or surprises in the story are revealed at the correct time
Keeps tone consistent (horror + comedy + heart)
NPC Brain Every NPC has a generated profile
Personality, mood, inventory, faction, and dialogue topics
NPCs remember what you’ve done
They react to your reputation, actions, and past conversations
NPC Dialogue Fully LLM‑generated
Context‑aware
Supports short conversations, greetings, and topic‑based responses
Note: LM Studio is currently the only supported way to get story + NPC behavior. Without it, the game runs — but the world will feel empty. You can still build and explore just the same.
🧪 Alpha Status — What Works, What Needs Testing
✔️ Working
World generation (seeded, noise‑based, chunk streaming) Biomes implemented. Chunking needs adjustment to limit game halting 0.5-0.9s chunk saves/loads.
Block placement/removal - Added depth adjustment for larger tool sizes and prefabs with the mouse scroll wheel. Needs minor adjustment for 'feel'.
Doors with hinge physics ( Known placement issue actively being patched )
Light spawning
NPC spawning (friendly + hostile)
Inventory, hotbar, backpack
Block physics (stability + wetness) Blocks have a stability. The current system works as such: All blocks at world start have stability 0 — "grounded". Any block added to the world checks all blocks it is touching. It then assigns itself stability = highest sequential empty position Essentially, if the blocks it touches are [ 0, 1, 3, 4 ], it becomes a 2. If the blocks are [ 0, 1, 2, 3, 4 ], it becomes a 5. Any time a block is added/removed/ticks it re-adjusts it's stability, and adds the immediate 6 spaces around it to a que to re-check stability. Currently items are capped at ~14 stability, at which point they will eventually (once processed from the que) fall.
Music system (export bug fixed) Combat/Non-Combat auto-fade and Low-Health-Indication sound added to standard music system to ensure smooth transitions.
LM Studio connectivity (profile generation, world manager, story director)
NPC profile data returning correctly to UI
Item spawning via LLM
Story state save/load (Multi-Slot system not fully tested)
NPC greeting/topic caching
Dialogue UI patches (bio panel, mood indicator)
❌ Known Issues
Save system has been converted from single slot to a full labeled save system. Appears to work. Needs more testing to confirm.
Remove‑block tool depth control implemented with mouse scroll. Still difficult to control.
Player damage + NPC combat not fully wired
Falling block destruction visuals not implemented
🧭 Roadmap (Short‑Term)
Priority A — Alpha Blockers Ensure Save system overhaul is effective. (multi‑slot, autosave, world cards)
Player/NPC damage + healing
Falling block physics + destruction visuals
Priority B — Water & Biomes Water block type + flow logic
Lake + ocean biomes
Player oxygen system
Priority C — Creative Tools Creative panel (Shift+~)
Prefab placement mode (simple pre-fab tool exists, needs testing) Pre-built houses, both player and developer made, will be injectable into the game in future versions. This includes injecting them into embedded underground areas, as well as placement of entire cities in manageable chunks that can be randomized or hand placed, and then dynamically placed into the game during runtime.
Remove‑block embed depth fix (Still needs adjustment)
🧩 Requirements
Minimum:
For Story/NPC's/Dynamic World Events (Can still explore and build without this) GPU capable of running LM Studio models (recommended 7B–13B)
LM Studio (preferred) or Ollama - Schema.md will provide a unified structured output for LM Studio which will help it to do it's job better.
Windows - [Linux builds may come soon, Mac builds: (Need testers)]
Recommended 16GB+ RAM
GPU with 6GB+ VRAM
LM Studio with a 13B model for best NPC behavior
🛠️ Setup Instructions
-
Download the package
-
Install LM Studio (If using local AI) Download from: https://lmstudio.ai
Load a model (7B–13B recommended). Models with tool use ability tend to perform well on structured output. -
Enable Structured Output The game uses a unified schema for all LLM calls. Structured Output must be ON. Paste the provided Schema.md into the JSON Structured Output schema.
-
Launch the Game (It is recommended to always use Console version of game) Open the Wox.exe or Wox.Console.exe or similarly named file.
-
Configure LLM Settings In‑game Settings → LLM Set your LM Studio URL (default: http://localhost:1234/v1/chat/completions) If you are using Ollama, your port is usually 11434.
You can point this to any local endpoint on your network so that you are able to run the LLM Game Manager and NPCs on one system, while playing the game on another if you wish.
🧬 The World at a Glance A nanite apocalypse fractured civilization. Four megacorps sold competing nanite systems. One cut corners. People didn’t die — their nanites took over.
You start in Eusk Village, mentored by Melon Eusk (Space‑Why’s ex‑CEO). You have upgraded nanites, basic gear, and a mission:
Find answers. Help people. Survive.
The world is filled with:
Human settlements
Raider camps
Corporate ruins
Underground research labs
Nanite‑touched “zombies”
Strange fly‑related phenomena
A twist you absolutely should not see coming
Several twists you absolutely will see coming, and will still fall for
Tone: Portal + Fallout New Vegas (Wacky Wasteland) + Saints Row absurdity + survival horror.
🧪 How You Can Help (Alpha Testers Wanted) We are actively seeking testers who can:
✔️ Run LM Studio
This is the biggest need — the game’s story, NPCs, and quests depend on it.
✔️ Test LLM Integration
NPC profile generation
Dialogue
World Manager events
Story Director pacing
✔️ Report Bugs
Especially:
Missing NPC bios
Missing greetings/topics
Item spawn failures
Story state not saving/loading
Characters 'spawning' but never appearing in game
✔️ Provide Feedback
On:
Tone
Humor
Difficulty
World pacing
NPC behavior
🤝 Contributing
Right now the we are not allowing contributions, but we will take suggestions. Once the code is in a more finalized state, we will likely begin allowing contributions. It has not been decided if the final product will be open-source or not at this point. One possible compromise might be to open-source a portion of the code that allows plugin/addon/DLC type changes for the game. This would keep some of the specific proprietary functions private, but still allow user contribution and independent developer interaction to the community.
Areas especially open to help:
UI/UX —Changes Adjustments Suggestions—
LLM prompt engineering If you see something, in console, a log, that suggests to you what a particular prompt issue might be, feel free to pass that along! There can be MANY LLM calls in a play-test, and with such a small team (read: 1) it becomes very easy to miss a few in review.
Dialogue UI
Prefab tools
Water simulation — Coming Soon
Biome generation — Suggestions or Adjustments
Submit PRs or open issues anytime.
📜 License
License will be chosen as code progresses toward a more stable form
💬 Final Notes
This is an ambitious project: A fully LLM‑driven survival world with infinite quests, emergent NPCs, and a story that blends humor, horror, and heart.
Physics that aren't 100% accurate, but react similarly to what you would expect.
It’s early — but it’s already weird, funny, and surprisingly alive.
If you want to help shape a new kind of AI‑driven game, you’re in the right place.
A few more screenshots:




