What are we working on

I've been extremely busy lately trying to figure out how to provide the VTTs while navigating the licenses for various TTRPG products. I've finally landed on a path forward.
Some of these licenses are extremely prohibitive, making it almost impossible to create a VTT for some of them. How do the giant VTTs do it? Well, in many cases they sign private deals, or let t the community build plugins that enable it, etc. Also, they are "Generic" VTTs, meaning they aren't targeting a single game system.
I've decided to take a different tack and build a VTT around a type of play. Maybe it's the underlying game engine that the games are built on, maybe it's a vibe.
The first VTT I'll be using this with is one aimed at games built on stress-and-panic survival play — the kind where a character's nerve breaks well before their body does.
We are naming this one Derelict. It comes with its own classes, etc, but gives you a guided content wizard for adding your content (from your own copy of the book, etc) to your GM Library. Here is an image of what greets you when you first log in:
This should allow us to be more generic while still being customized to a specific group of games.
By the way, this has some really cool features. You'll have to try it to understand.
It's Derelict. New name, new tagline, no more borrowed branding anywhere in the app.
The Welcome Screen. First time in a game, your Captain (GM) picks a path: load the ready-made Derelict content, bring your own homebrew, or build a fully custom ruleset from scratch: stats, saves, classes, gear, all of it, and export it as a file to hand to another GM.
Crew Creation, native. Rolling up a crew member now rolls Body/Reflex/Mind/Combat and Nerve/Flesh/Sensor saves for real, picks a starting trinket and patch off the d100 tables, and can roll your class's alternate starting kit.
Skill Training. Crew can now spend downtime and credits training up a new skill — Trained, Expert, or Master, and your Captain (GM) signs off once enough time has passed in the fiction. Characters can also be edited after creation (name, portrait, pronouns), rather than being locked in forever.
What else have we been working on:
SWN VTT:
Bug Fix: Sunblade is fully playable. Pick one of three new backgrounds (Acolyte, Mystic, or Warrior) and your Sunblade skill shows up on your sheet and grows at level-up like any other skill: no more invisible, stuck-at-zero rank.
Bug Fix: Godhunter, Yama King, and Free Nexus got their full powers. Real move sets straight from the source book, in place of the two-ability stubs they shipped with.
Bug fix: Fixed a false "already imported" error that was blocking those three classes (and their foci) from importing via Content Packages.
Bug Fix: Custom equipment you build in GM Library now actually shows up when players shop or manage their inventory it was invisible (and priced free) before.
Cyberpunk VTT:
Linked entities now show up as pins on the city map. Link an NPC, location, quest, faction, or lore entry to a hex (or a whole district), and it now appears as its own icon pin right on the map, no more digging through a list to remember what's tied where.
GM has control over what players see. Every linked pin can be hidden or revealed straight from the link row or by clicking the pin itself. Hidden means hidden; players never see a pin the GM hasn't revealed yet.
Melee and Martial Arts now resolve properly. Instead of falling back to a GM judgment call, melee attacks roll as a real opposed Evasion check, and Martial Arts ignores half the target's armor and scales with BODY, matching the book.
Subdermal Armor now actually helps in a fight; it factors into defense math automatically, no more manual math on the side.
A big pass of combat fixes: damage and dodge rolls capture correctly every time, chat and notifications refresh properly instead of going stale, and a privilege bug where a demoted player kept GM combat powers is closed.