Group chats
Up to five characters in one thread, and how to control who speaks.
A group chat puts several characters in one conversation. The cap is five members including the host — the character you were already chatting with — and the minimum is two. Each turn produces one reply, which may be carried by one character, several, or shared narration.
Starting one
The Group Chat button is in the chat header, and it appears only while the conversation is still empty. Once you have sent a message, that button is gone.
Open a chat with your host character
The host is pinned into the group and can never be removed: "The character you're chatting with — always in the group".
Tap Group Chat in the header
Select Group Characters opens with a Members counter and a search box. Add up to four more.
Start Group Chat
The empty group screen reads "The story is waiting to begin" and names who is present. Write the opening line.
The button is not offered in a chat started from a scenario or a moment, and scenarios do not work in group chats at all. Editing the cast back down to a single character turns the same dialog's confirm button into Return to Solo Chat.
Changing the cast later
Once messages exist, the roster changes through a proposal card rather than the picker. Either the characters raise it themselves, or you ask with the Add a character slash command — available in group chats, signed in, outside instant and voice mode.
The card is Bring someone into the conversation? or Have someone leave the conversation?, with Edit members and a What is happening box of up to 300 characters. Whatever you write there is read by everyone from that point on, so use it to explain the arrival or departure in-scene. Confirm applies the roster and writes a "joined the conversation" or "left the conversation" note into the transcript; Not now dismisses it. Only the newest card stays actionable, and the host cannot be removed.
How the reply is built
One turn is one model call. A section of the same prompt tells the model who is in the scene and asks it to choose who speaks, based on the current beat, what each character knows, and their motives and presence.
There is no orchestrator and no second model call to pick a speaker. That also means your configured response length applies to the whole group reply, not to each character in it.
Choosing who replies
Type @ in the message box to open Mention a character, or type the name freehand. You can mention several characters in one message, up to eight.
Mentions do not fan out into parallel replies. They collapse into a single Who replies directive — only those characters may speak or act in that reply, and they carry the whole of it. Mentioned characters who have since left the roster are dropped silently, and your pick is re-applied if you regenerate the turn.
Treat it as a strong instruction rather than a hard router: it is prompt-level, and an unnamed character occasionally still gets a line. Without a mention, the cast takes turns on its own.
If two members share a name, Reverie disambiguates them everywhere as the name plus a short identifier, in the mention menu, the transcript and the voices.
What changes in a group
| Solo | Group | |
|---|---|---|
| Narration | Follows your Narration Style setting | Third person by default, even if you prefer first person. A one-turn Narration style: First person slash command still overrides it |
| Scenarios | Supported | Not supported |
| Instant and voice mode | Plain replies | Each line is prefixed with the speaker's name so it can be split into per-character bubbles and spoken in that character's voice |
| Memory filter chips | Not shown | All, Global, and one chip per member |
| Cost | One character card in the prompt | Every member's card, every turn |
Group and solo memories are not separate. In a group the character reads the union of every member's saved memories plus your global ones, and anything filed during the group chat is read back in your one-on-one chats with those characters. There is no per-group memory thread. See How memory works.
There is no group surcharge — you pay per token as usual — but holding several full character cards in the prompt makes a group turn cost more than the same turn would solo.
Related
- Slash commands — Add a character, and the one-turn directives that work here
- How memory works — scopes, and what a group turn reads
- Voice calls — giving each member their own voice
- Forking conversations — a branch rewinds the cast to the fork point