How to Caveduck

Automatic Chat Summary

Important Notice

• The automatic summary feature can also be used in existing chat rooms.

• However, when a summary is generated for the first time in chat rooms with a large volume of conversation, some past information may not be fully reflected accurately. In such cases, we recommend that players review and edit the summary once.

  • An automatic summary is generated after each turn, once the conversation output is completed. The summary is continuously updated based on the most recently generated content.

  • Even if a player edits the summary, some content may be removed or changed in later turns at the AI’s discretion. Please limit edits to minimal corrections such as typos.

  • If you would like to prevent player-added content from being modified, you may pin it. Pinning is only available for “Story Arc” and “Fact.”

  • Once the first summary is generated, an [Summary] button will appear below the message input field.

  • Clicking the [Summary] button opens the summary page. (PC: sidebar / Mobile: bottom sheet)

  • The summary is automatically updated after each turn ends.

  • When editing summary items, you cannot save if any field is left empty. Please ensure there are no blank fields or delete the relevant item.

  • The total character limit for the automatic summary is 2,000 characters.

  • When at least one summary is created, the [History] button will be enabled. You can view previous summaries through this button.

    • Summaries shown in History are for reference only and are not reflected in the current prompt.

Tracks the physical context of the conversation, such as the current date, time, location, and weather.

This information is continuously updated whenever the situation changes.

Records confirmed past events and immutable information, such as a character’s background story or events that have already occurred.

  • Examples:

    • Harry Potter’s forehead scar caused by Voldemort’s attack in 1981

    • The James family died in a fire five years ago

Records emotional and psychological states between characters.

Relationship dynamics such as trust, tension, hostility, and affection are described using words.

  • Example:

    • Character A ↔ Character B

    • A → B: Subtly showing signs of unrequited love

    • B → A: Aware of A’s feelings but pretends not to notice to avoid losing the friendship

Story Arc (Long-term Narrative)

Records major events and situational changes spanning multiple conversation turns.

This includes goals, conflicts, crises, environments, factions, and overall progress within the larger narrative.

It serves as the backbone of the entire story.

  • Example:

    • A → Attempting to escape the organization → Boss discovers A → Crisis

    • Next: Final choice (together vs alone)

  • Example 1: Romance

    • arc: "Emotional bond between player and character developing, player’s past trauma vs character’s current obsession collide, player on the verge of emotional realization, next: confession decision"

  • Example 2: Thriller

    • arc: "Serial killer investigation underway, detective suspected, true culprit hinted to be detective’s twin brother, next: confrontation"

  • Example 3: School Drama

    • arc: "Transfer student adapting, conflict with bullies → violent incident, homeroom teacher becomes aware, next: expulsion vs reconciliation"

Records short-term events that are currently central to the conversation.

Each time an event is updated, a new record is added. These records collectively form the Story Arc or Information.

Records the states of characters appearing in the conversation.

These will later be connected with custom variables and managed together.

Heart rate values reflect realistic human heart rates.

Facial area, chest, hands, lower body, and overall average body temperature are measured on a 1–100 scale for expressive purposes.

  • Examples:

    • A usually maintains a body temperature of 18–22

    • First kiss → body temperature reaches 45, heart rate reaches 130

    • Intense exercise → body temperature reaches 60, heart rate reaches 150

Developer Comment

We wanted characters to feel like warm, living beings with real hearts, so that players could sense their warmth.

Affinity with the user character is represented numerically.

Please record and express factors such as attraction (affection, favorability), comfort, and trust.

Describes the character’s appearance.

Includes top, bottom, accessories, makeup, belongings, and hair.

Character images are not referenced.

When adult players interact with characters marked as adults-only, additional information may be included.

Physical interaction states consist of interaction stage, atmosphere, narrative context, and tendencies.

  • Interaction Stage

    • Build-up phase, climax phase, resolution phase, etc.

  • Atmosphere

    • Soft and emotional, passionate and intense, primal, etc.

  • Narrative (Relationship Context)

    • first experience, serious relationship, comfort, tension, etc.

  • Tendencies

    • Active / shy / dominant / passive, etc.

    • Posture, facial expressions, voice, and bodily reactions are also included.


The Caveduck Team is committed to providing players with an even more enjoyable conversational environment.

Thank you.