Gamebuddy

GameBuddy

Spoiler-safe session recall for singleplayer games.

A personal tool for resuming singleplayer games after long breaks. Reads save files where it can, lets you annotate where it can’t, and produces a re-immersion briefing that respects how far you’ve actually progressed — no plot reveals you didn’t ask for.

See it in action

Live demo →

Visual walkthrough of v1 against Sekiro: progression-DAG maps, Ship-Log-style journals, the structural spoiler filter in action across three player-state checkpoints, and a mocked synthesis briefing. The headline shot:

Player view — masked Authoring view — reveal
Sekiro progression DAG at mid checkpoint, spoiler-masked Sekiro progression DAG at mid checkpoint, full reveal
14 observed, 5 frontier (? (type) stubs), 30 gated nodes invisible All 49 nodes — endings, late-game bosses, branching paths

Same code, same data, one boolean. The model that synthesizes a briefing literally never receives the gated nodes — the filter happens at prompt-build time, not by asking the model nicely.

How it works

Full design in DESIGN.md. Per-file demo guide in demo/README.md.

Status

v1 framework complete; one human-loop task remains. Save-format crypto, synthesis layer, structural filter, CLI, and visualization all working. The remaining v1 task is field-offset discovery in Sekiro .sl2 slot bodies — which bytes correspond to sen / prayer beads / gourd seeds / etc. — done by save-diff with the developer at the controls.

Roadmap

Why this exists

Personal tool. I play several singleplayer games in parallel and lose context during work/life breaks. Logging manually doesn’t survive contact with my own discipline; reading the save file does.