An AI war simulator where every order has a cost.
Lead a country, an army or a rebellion through a war the AI writes as you play. Give orders, make deals, break them. Generals argue back, envoys know more than they say, and the Game Master remembers every promise you made.
Or start from a first line, no setup:
Free to play in your browser and on Android. The full memory system is on every plan, including free.
A real session, recorded
This is what a war looks like
The air in the high-altitude office is thin and biting, smelling of old parchment and the impending winter snow. You stand at the heavy oak desk, the weight of the republic’s dwindling coffers pressing on you more than the mountain itself.
> I call my generals together, order the passes fortified and the army split into two, and say nothing about the deal for the port.
The war room fills with the sharp scent of damp wool and nervous sweat as your generals crowd around the map. You bark your orders, splitting the forces and turning the high passes into bristling barricades of iron and stone, your voice steady despite the reports of the vanguard's advance. They question the logic of abandoning the coastal flank, but you remain silent on the secret of the port, staring intently at the mountain lines instead.
> The empire sends an envoy offering peace if we hand over the port. I ask the envoy what the emperor already knows about our navy.
The envoy, a man draped in the heavy velvet of the imperial court, bows low, his smile not reaching his cold, calculating eyes. You brush past his offer, your question cutting through the room like a blade, forcing a flicker of uncertainty across his composed features.
Recorded on 2026-10-13 on the free-tier model: a fresh account, the first line "a war simulation: I am the new chancellor of a small mountain republic, the neighbouring empire has massed three armies on our border, our treasury can pay for one winter of war, and I have secretly promised our only port to a foreign navy in exchange for ships", then the two actions above typed in. The AI named the story "Shadows Over the Silent Peaks". The generals question leaving the coast exposed because the secret deal for the port sits behind the orders, and the envoy answers about the navy with the port in mind. The Game Master's lines are cut to their first sentences here; the whole exchange, every word, is published as a JSON file.
An AI war simulator, in Auferet's sense, is a war you lead through words, with an AI writing the battlefield, the court and the enemy as you go. You set the situation in a sentence: a small republic with one winter of money, a general holding a river crossing, a rebel leader with three hundred rifles. Then you give orders in plain language: "fortify the passes and split the army," "offer their admiral a pardon," "burn the bridges behind us." The Game Master answers with what happens on the ground, what your officers think of it and what the other side does next.
It is not a map with unit counters. There are no hexes and no build queues. If you have wanted a game where you play as a country and make every call yourself, this is that, in words. It is closer to running a war from the tent or the palace, where the hard part is people: loyalty, secrets, supply, morale and the deals you made last season. That is why the game has to remember everything, and why memory decides whether an AI war game feels like a war or a series of disconnected scenes.
What you can do
How an AI war simulator plays
Command in your own words
Order a retreat, a feint, a siege or a night raid. There is no menu of moves; if you can describe it, the Game Master plays it out.
People who push back
Generals question your plans, ministers have agendas, envoys probe for weakness. Every one of them is played by the Game Master in their own voice.
Deals that stay made
Auferet keeps characters, places and events in structured libraries, so a treaty you signed, a city you burned or an ally you betrayed is still there seasons later.
Any war, any era
Bronze-age kingdoms, Napoleonic campaigns, an interstellar blockade or a world you invent. The opening sets the era and the Game Master holds to it.
Your seat at the table
Play the ruler, the field general, a spy in the enemy capital or a soldier in the line. Your first line decides where you stand.
Free to start
Fight a whole campaign season before you pay anything. Auferet's free tier includes the full memory system and 10 free daily credits, in your browser.
Why memory decides it
A war means nothing if the AI forgets
Most AI games feed the model one fixed window of recent text each turn. In a war that falls apart fast. The army you lost at the river comes back at full strength, the ally you betrayed greets you like a friend, the treasury refills itself. A war simulator where nothing you did lasts is just a string of battle descriptions.
That is measurable, so we measured it. Five facts were planted in the first turns of a story on the free model and asked about at turn 20, 40 and 60: once with only recent conversation to read, the way most AI games work, and once with persistent memory, the way Auferet works.
| Asked at | Recent conversation only | Persistent memory |
|---|---|---|
| Turn 20 | 3 of 5 facts | 5 of 5 facts |
| Turn 40 | 1 of 5 facts | 5 of 5 facts |
| Turn 60 | 1 of 5 facts | 5 of 5 facts |
Run on 2026-08-22 and again on 2026-08-27: both runs fell to 1 of 5 by turn 40 on recent conversation and held 5 of 5 with memory. Every question and raw answer is in the result file; the method is on the benchmark page, and how the memory works explains what it stores.
How it compares
AI war simulator vs a grand strategy game vs a battle simulator vs a character chat
| AI war simulator (Auferet) | Grand strategy game | Battle simulator | AI character chat | |
|---|---|---|---|---|
| How you play | Orders and decisions in your own words | Maps, menus and numbers | Place units, watch the fight | Talk to one character |
| What matters | People, deals, supply, morale | Economy and territory | Unit matchups | The conversation |
| The other side | Written as characters with motives | Computer opponents | Unit AI | Rarely an opponent |
| Consequences | Carried across the whole war | Tracked in numbers | One battle at a time | Rarely tracked |
| Setup | One sentence | A long tutorial | Pick units and a map | Pick a character |
Rather a war in space? Try the sci-fi AI RPG. The same engine runs every AI story game.
FAQ
AI war simulators, answered
Is there a free AI war simulator?
Yes. Auferet is free, with 10 daily credits to claim, and the free tier includes the full memory system. It runs in your browser; unlimited actions start at $10/mo.
Is this a strategy game with maps and units?
No. Auferet is a story you play in words: you give orders and make decisions, and the Game Master writes what happens. There are no hex maps or unit counters. If you want to command through people, deals and decisions rather than menus, it fits.
Does the AI remember losses, treaties and betrayals?
That is what Auferet is built for. It keeps characters, places and events in dedicated libraries and can search the whole story, so the army you lost, the treaty you signed and the ally you betrayed are still part of the war later.
Can I play a real historical war?
Yes. Describe the war and your place in it in your first line, from a Roman legion to a Napoleonic campaign, and the Game Master builds the scene from there. It writes a story around your choices, so history can change.
Can I fight a war with friends?
Yes. Auferet has multiplayer: one player hosts, friends join, and everyone plays their own character in the same story, each with their own Game Master.
Can I play online without downloading anything?
Yes. Auferet runs in the browser on desktop and phone, and there is an Android app if you want it on your home screen.
Three armies at the border. One winter of money. Your move.
Start an AI war simulator free in your browser and see whether the war remembers what you promised.
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