How conversations work

What happens when you send a message, who answers, and what a character knows when they reply.

A turn

  1. You send a message.
  2. The game reads the scene: what's going on, and who you're talking to.
  3. It gathers everything the character needs to know (see What they know).
  4. The character replies with a mix of dialogue, actions and narration (scene description with no speaker), and the reply plays out line by line.

While you wait, the input shows the character thinking. If a reply takes a while, it says they're "thinking very hard". A slow or failed reply is retried automatically ("Retrying..."). If it still doesn't come back, you'll see "Response timed out. Try again."

Who answers

Scenes with several people

Mentioning people

Name someone from the same settlement, and the character you're talking to is reminded who they are: their job, where they're usually found, and how the two of them are related, if they are.

What a character knows when they reply

Every message, a character reads:

Time in a conversation

The world clock pauses while you talk. Instead, each reply moves time forward by roughly how long it would take to say, so a long conversation can carry you from morning into the afternoon, or past dawn into a new day. Pause the world first (the pause button at the top of the screen) if you don't want time to move.

Picking up later

Chat History (the clock button by the input) lists your past conversations with the character, to read back.

When you leave

Choose Leave (or press Esc). Everyone who took part forms a memory of the conversation, their feelings toward you may shift, and they note anything they'll want to remember. See Memory and the Journal.