โ Changelog
What shipped
Every change across all six tabletops, newest first. Built and run by one person, so this is the honest list rather than a marketing one.
โ Settle It on the Map
2026-09-13
Area templates land on two battle maps, players can draw, and a handout can be shown, handed over, or rolled for by the people who want it.
- Area templates on the battle map. Drag a sphere, cone, line or cube onto the map, the drag sets size and angle together, and every creature it catches is ringed on every screen. Whether the rogue is in the fireball is now a glance, not a round of measuring. Any member of the game can place one, and the delete badge on a template works.
- Players can draw on the battle map. The pen and eraser are on the player toolbar, a player can rub out what they drew, and the GM can rub out anything.
- A battle map background can be a looping video, from YouTube or a video file, and a new tool lines the map grid up with a grid already printed into the art.
- Handouts live on the thing they are about. NPC, location, quest and faction cards, and the character sheet, each carry a GM only Handouts tab: attach an existing sheet from a searchable picker, start a new one, detach, or click to read. Gallery cards say where each sheet is filed. Filing never reveals anything to players.
- Sharing a handout offers three choices. Show It puts it on screens to read. Give Directly files a copy straight onto each named character. Make Them Choose puts one copy on the table for the party to settle.
- Players can hand on a handout they carry, to one other character, from the same picker.
- A roll off is rolled by the people in it. Every raised hand rolls its own d20 and the dice land in front of the whole table, and the number still cannot be faked from a browser. Settle waits, and says how many rolls it is waiting on.
- Click a handout thumbnail to read it full size yourself. Nobody else sees it and nothing is revealed.
- Any picture in the app opens full size with a click: portraits, stat block art, location art, handout images and wiki images. Escape or a click closes it and leaves your card open behind.
- A secret link in your prep text opens the secret, with its revealed toggle, right over the map.
- Bane works. Each target loses a d4 from attack rolls and saves, the d4 is thrown and taken off the total, and it applies to monsters as well as characters. A monster's action tray shows which dice it is carrying before it rolls, so you can still tell which goblin failed the save six rounds later.
- A granted die can land on a damage roll now, not only on a d20, and it lasts exactly as long as the concentration behind it.
- A cleric can Bless themselves. The caster was left out of their own target list.
- The dice tray has an Actions tab beside the roll log: spells cast and the slot used, dice granted and to whom, inspiration given and spent, and concentration lost, including the one nobody sees, a second concentration spell ending the first.
- Hover a concentration chip for a menu: open the Spell Card, or roll the Concentration Check. A card shown to the table can be brought back up.
- The spell card gives its description the whole card to scroll in. Casting time, range and components scroll away once you are reading, instead of leaving about an inch for the text.
- The Monsters tab stops greying out hidden monsters. Nearly every monster in a fresh game is hidden, so the whole tab was washed out. The hidden badge stays.
- In a big fight the initiative strip's scrollbar can be dragged again.
- Switching the game's active world map updates tabs that are already open, and a locked world map background stays at its scale.
- Area templates on the battle map. Circle, cone, line and square, sized in metres, placed by anyone in the game, with every token caught in the blast ringed on every screen.
- The battle map opens at 2x, so a single token reads as a token rather than a smudge.
- Looping video map backgrounds work. The feature existed but this table was building against an older map, so it never showed up.
- Handout roll offs are rolled by the table. Each raised hand gets a ROLL D10 button and the dice land for everyone, the GM's screen follows along without touching anything, and settle waits until every hand has rolled.
- Sharing a handout offers three choices: show it, hand a copy straight over, or put one copy on the table for the crew to decide. A runner can pass a handout they carry to one other runner.
- A GM can open their own handout full size without showing it to anyone, and the reader no longer says Shown to the table when it was not.
- Click off a handout to put it down, except while a copy is still being decided.
- Handout thumbnails show the whole sheet instead of its top left corner.
- Page 2 of the character sheet splits into three tabs: Inventory, Cyberware, and Evidence & Leads, so the letter from your sister is not buried under your arm chrome.
- Evidence & Leads shows what the character is actually carrying and nothing else. Set dressing texted to a phone, an advert say, stays in the phone's FILES instead of posing as a lead.
- The character sheet has a Handouts tab for the GM, so a prop can be filed against a runner, and a stream producer sees it too.
- The Asset Library absorbs Shared Media. One menu, and one delete that removes the entry, frees the file and clears it off every handset, instead of two menus that each left the other wrong. Click a library image to see it full size.
- Every new game starts its story clock at 1 January 2045, 20:00, and the Guidepost asks you to set the date before anything else.
- A player's text is stamped with the story clock, like the GM's. Replies no longer land eighteen years before the question, and threads that were already scrambled have been put back in order.
- Messages sent during a session stopped getting buried at the bottom of the inbox under older stamps.
- Sharing your phone screen works with portraits on it. One avatar used to be enough to send a text card instead, until you refreshed.
- The API can roll for a handout and hand a copy over, the same way the table does.
โ Filed Where It Belongs
2026-09-09
A prop can now live on the person, place or job it is about, instead of in one flat pile you scroll.
- Every NPC, location, job, faction and vehicle carries a Handouts tab now. File the dossier on the fixer, the deed on the building, the photo on the job, and find it on the record next session instead of scrolling the whole gallery.
- Filing is not passing out. A sheet filed against a record stays exactly as hidden as it was, the panel says so above the list, and throwing a handout is still the only thing that reveals one.
- File an existing sheet from a searchable picker, or start a new one straight from the record and finish it in the Forge. There is no second pile: a sheet made this way appears in the gallery like any other.
- Gallery cards now say where a sheet is filed. Attached to: Jackie (npc), Afterlife (location), readable at a glance.
- The API gained attach, detach and a read only view of what is filed where, so an outside tool can file props the same way you do.
โ Ten Maps to a Game
2026-09-08
A campaign can hold ten battle maps instead of one, every picture gets a shelf of its own, and a broken concentration save finally looks like one.
- A broken concentration save announces itself at the table. The spell's gold halo collapses inward, a diamond cracks into two drifting ash shards, and the line names the caster and the spell that just ended for everyone. Six seconds, then it clears itself, and it holds still for anyone who has asked their system to stop animations.
- A clock chip in your read aloud text opens the clock. Tick it, hang it over the table, or print its count, without leaving the scene you are running.
- The handout reader spends its corner on SHARE rather than CLOSE, since clicking the backdrop or pressing Escape already closed it. Its buttons moved up out of the bottom of a long sheet, where they used to scroll away.
- The scene drawer sat under the spell and ability trays, so a tray covered its footer. It sits above them now.
- Asset Library. A picture no longer needs a record to own it. Tools, then Asset Library: name a file, tag it, search it, and see how many records use it. A Library button now sits beside every Upload control, so a face already in the game gets reused instead of uploaded a fourth time. CHECK FILES asks storage which files have gone missing and marks them, and a file something still points at cannot be deleted by accident.
- A note written on the handset can be shared. VISIBLE TO on your own notes: Only me, the GM, or Everyone. A private note wears a lock so you can see that it is private, which is the thing that was missing when a player shared two notes and the GM could not find them. Notes already written stay exactly as private as they were.
- The GM's own tools stopped handing over players' private notes. Private now means private on every surface, not just in the app.
- An NPC's card is gated on who is looking at it. Contact Info appears only for a character who holds that contact, and the stat block never appears for a player at all.
- A GM can share one NPC's number with the players they choose, and it is those players, and only those players, who see a name instead of ANONYMOUS.
- Every movement of eurodollars writes a ledger row saying what it was for. Buying gear charges before the gear lands, so a failure leaves a visible record rather than free equipment, and the sheet's plus, minus and SET buttons now ask what the change was for.
- The whole fiction was reading six hours early. In game time is a wall clock now: 07:41 in the city is 07:41 for everyone at the table, wherever they are actually sitting.
- WEATHER reads in both units, 14C and 57F, on the home screen and in the app.
- A thread sorts by which clock a message is on, so a reply sits next to its question instead of nineteen years away from it. Same for the inbox, the call log, PHOTOS and FILES, and the GM's lists now match the players'.
- GROUP CHAT gets an unread count and an alert, like every other text on the handset.
- The claim dock vanished the moment a character sheet opened, so a player could not raise a hand for the copy on the table. It stays up now, and a hand going up somewhere else is visible to everyone immediately instead of after you happen to touch something.
- Sharing your phone screen gave up on any screen with a picture on it and fell back to a text card, which is why it worked until you opened the thing you wanted to show. It now steps the picture down until it fits, and says so if it cannot.
- Closing somebody's share once used to mute that character for the rest of the session, silently. Each share stands on its own.
- One player could not add a thrown contact card to their phone, and nothing on screen said why. Fixed.
- The GM's vehicle notes were readable by players in three places, including the view the broadcast button pushes to the table. That field is called GM Notes now and it stays with the GM.
- A voicemail detail screen printed 2045 messages as 2096, and the PHOTOS grid filed some photos under the wrong day. Both corrected.
- A campaign may hold up to ten named battle maps. Each keeps its own tokens, walls, fog, stamps and background, and switching maps moves every player at the table. Create, switch, rename and delete from the picker on the Battle Map toolbar. A station, a ship deck and a dig site can all sit ready in the same game.
- For a few hours a bad release showed "No battle map yet" over games that plainly had one. Nothing was lost: every map, room, token and stamp was intact the whole time, and the row simply never reached the screen. Fixed, and pinned by a test that fails against the old code.
- Background scale and its lock are back on the toolbar. They had been folded behind an image icon, where they read as deleted.
- The stream overlay follows the map the GM is actually on rather than the oldest one in the game.
- Deleting a map lifts any encounter that was placed on it instead of refusing on a constraint that named a table nobody touched.
- The Companion API can drive the battle map now: map slots, tokens, terrain stamps and text labels, plus a help route that spells out the coordinate systems and the limits. It refuses the writes it cannot make the table see, rather than saving them where nobody is looking.
- Clocks over the Companion API can set which scene they belong to and the count they print, which the app's own rail could always do.
- The asset library is on the Companion API too, including the sweep that asks storage which files have gone missing and names the casualties rather than counting them.
โ Props You Can Pass, and Money That Moves
2026-09-07
Handouts land on two tabletops, eddies move between runners on the phone, and Load the SRD finally brings a full bestiary with it.
- Load the SRD now fills a real bestiary. Every creature arrives with its stat block instead of a name on a list.
- Re-importing a pack leaves your own monsters alone, so your edits survive the import.
- Inventory Items. A GM stocks a treasure table, then hands a piece of it to one character, who gets a card telling them what they just picked up. A gift waits for them if they are away, and a typo in it is fixable.
- Handouts. A GM builds a prop, drops it on the table, and offers a set number of copies. Players raise a hand for one, and the gallery says how many are out and who is holding them.
- A handout can just be a picture, for the prop that already exists as an image.
- AGE IT does something you can see, and the two verbs that mattered came out from under the fold.
- The GM's morale check is secret, and a creature that breaks wears an arrow so the table can see it running.
- Token peek on the battle map, so a click tells you what you are looking at.
- An encounter comes back to the map after combat instead of vanishing, and the Add Enemy picker reads the table your creatures are actually in.
- A rename in settings saves, and says why when it cannot.
- The tour points at something real.
- WALLET on the Agent. Eddies move between runners with a memo saying what the payment was for, the GM sends as any NPC, and the balance is the same money the sheet spends, so the phone and the sheet can never disagree about what you are carrying.
- Money sent to a jammed or broken handset waits. The sender is out the eddies straight away, the recipient sees nothing until the phone is back online, and then it lands and announces itself.
- Your eurodollars sit on the face of the sheet now, not behind it.
- A vendor point you can pay who is nobody in particular, for when a runner just taps a reader on the street.
- Handouts. Build a screamsheet, a bounty poster, a corp memo or a ripperdoc receipt, age it, tear it, tape it up, put a hole through it, then show it to the table or offer a set number of physical copies and let people raise a hand. A phone shaped handout goes straight to a runner's Agent as a picture message.
- NOTES, PHOTOS and FILES on the handset. A player's own notebook, plus every note already shared with them, tagged with where it came from. Photos the GM stocks. Files the character has been handed, including the images and voice clips out of their own messages.
- The GM can look inside a player's phone to check a planted photo landed. Notes marked private stay private, even from the GM, and the screen says so instead of looking broken.
- The in game clock belongs to the GM and stays where it is put, with buttons to push it ten minutes, an hour or a day.
- One detail window for NPCs, locations, jobs, factions, lore, journal, vehicles and enemies, with editing inside it instead of a second dialog on top.
- Shared Media. A GM sees every image, clip and voicemail still sitting on a handset, grouped by file, and can clear one off every phone at once.
- An NPC's business card rides along in their detail card.
- A GM can see which runners carry an NPC's number, which is exactly who sees a name instead of ANONYMOUS.
- Messages queued to a dark handset used to be lost forever. They now wait and deliver when the phone comes back.
- The phone stopped throwing away messages when it loaded.
- Saving in a detail window no longer locks it up.
- The NPC editor stopped quietly emptying cyberware.
- The battle map's GM tools are a rail rather than a stack, with zoom in, zoom out and Fit together on the header bar and the zoom reading in the pill.
- A host can draw its own token peek card and its own marker above a token, so each tabletop shows what it knows about a creature.
- Both ways of spawning a token run through one stat path, so a creature looks the same however it arrived.
- Renaming a character updates the party bond notes that mention them.
- World map uploads that failed every time now work, and item portraits upload too.
- The tool rail stopped swallowing clicks meant for the map underneath it.
โ Big Monsters Finally Take Up Big Space
2026-09-02
The shared battle map learned creature sizes, so an ogre fills four squares and a dragon fills nine, on every table that uses the map.
- Creatures take up the squares their size says. An ogre fills four squares, a dragon fills nine, and dragging one moves the whole footprint.
- The map opens at a readable zoom, tokens read as tokens, the nameplate is a soft wash instead of a boxed label, and the drag preview now scales with the map instead of floating at one fixed size.
- Maximize the map to fill the screen. The party strip becomes a drawer along the top, the controls stay pinned top right, and the pop out button moved onto the map itself.
- Encounters run on the shared map engine instead of a private copy, so every map improvement lands here the day it lands anywhere. Monsters you drop in arrive as enemies, so they can actually be placed.
- Copy a monster's stat block straight onto an NPC.
- Inventory: spend one charge of a consumable from the item menu, and merge two split stacks back into one.
- A player clicking a foe on the initiative strip gets a proper card, not an error, and the GM's tactics notes stay on the GM's side of the screen.
- The stats column on the character sheet scrolls again.
- Sheets load faster. We stopped fetching a megabyte and a half of portraits nobody was looking at.
- The GM can send photos, audio and recorded voicemail to a player's phone, and a dropped voicemail now looks right from the receiving end too.
- Business cards live in the Personal Details sidebar with a live preview, several can be in play at once, and only the character's owner or the GM can throw one.
- NPC cards rebuilt: reveal details field by field without spoiling the rest, a contacts tab, links out to factions and locations, a recipient picker with logo for business cards, and search in the phone.
- The GM's phone lists NPCs under Contacts, not just the party.
- Long Messages, Email and Contacts lists stay smooth however many rows they hold.
- Enemies tab: the roll initiative bar sits above the list, and the action bar pins below the app header where you can always reach it.
- The moving sky on the world map can be switched off by anyone who would rather it held still, and it draws far less work when it is on.
- The shared battle map understands creature size, so multi square tokens work the same way on every table that uses the map. Both ways of spawning a token now run through one stat path, so a creature looks the same however it arrived.
- Maximize, restore and pop out are part of the map itself now. The control cluster stays top right when maximized, and the GM toolbar handle collapses everything at once.
- The world map stopped drawing clouds across 89 screens' worth of sky nobody was looking at.
- GM prep groundwork: NPCs can be tied to a location, faction and location details can be revealed one field at a time, and architecture notes stay GM only.
- New house rules page, opening with our pass on Enchantment Transfer.
โ Hand someone your card across the table
2026-08-26
Runners at the Cyberpunk table can design a business card, skid it across the table to whoever they choose, and have the contact land straight in the recipient's phone.
- Every character and every NPC can now carry a business card, built in a drag and drop forge. Pick a look, drop the fields you want onto the card, restyle any of them, and add your own background art. Seven finished designs come ready to use, from corporate white through to a spray painted tag, so a fixer's card and a nomad's card do not read as the same card in different colours.
- Throw a card onto the table and it skids in flat from off screen, spins out as it loses speed, and settles at an angle, on every screen at once. Click it and it slides to the middle of the screen, straightens up, doubles in size, and asks whether you want to keep the contact. Say yes and they are in your phone, ready to call or message. Click again to put the card down.
- Hand a card to the whole table, or to one person. A GM running a scene where half the crew is somewhere else can pass a contact to exactly the runner who is standing there. Players handing out their own card share it with everyone.
- Card fields read live from the sheet, so a runner who changes their number is not still handing out a card that lies. Any field can be overridden per card when you want it to say something else.
- Open any contact in your phone and pull their card back out whenever you want. Your own card stays editable for as long as you own it.
- Quickhacking is a duel now. Running one opens a contest the whole table watches, with the result called out on a banner, and it docks into the hit resolution you were already in the middle of. Targeting follows the specific enemy on the map rather than the type, the Jack In roll follows the book, and getting a Neuroport set up takes far less fiddling.
- The Architectures tab has been rebuilt. Floors read as a tower you can follow at a glance, everything sits in one list instead of several, and you can link an enemy to a node so what your netrunner meets is the thing you already statted.
- The phone is quieter and steadier. Alerts survive a refresh instead of vanishing, the dialer lists only the crew actually in the session, the voicemail list stops lagging, incoming messages have their own sound, and you can type any address into an email rather than picking from a list.
- On the GM side of the phone, threads are labelled with who is who, and a Place Call To picker lets you ring someone directly.
- City map buttons, forms and dialogs are styled properly. New Map and Properties were rendering unstyled, which made them look broken.
- Click any screenshot on a product page to open it full size, so you can read the interface before you decide.
- The fantasy table's page now shows real screenshots across every section, in place of the art that stood in for them.
โ The Table Tells You When Someone Speaks
2026-08-25
Chat calls out to you when a message lands and the panel is shut, the Cyberpunk table gets cyberware that actually arms you and a ripperdoc who can rebuild it, and session zero now needs both players to agree before a bond is written down.
- Chat now chimes when a message arrives and you have the panel closed, so a question aimed at you does not sit unread for twenty minutes. It stays quiet when the panel is open, quiet when you mark things read, and quiet on a page refresh, because day old unread is the state of the world, not news.
- Closing the chat panel no longer dims the screen behind it. The table stays lit and readable while you type.
- The Add Audio dialog opens over the soundboard drawer instead of behind it.
- Cyberware that grants a weapon now puts that weapon in your hands. Six pieces, including the ones with blades in them, were installed on the sheet and then never showed up in the weapons list. Eight more pieces and six more weapons fill the gap around them.
- A ripperdoc can rebuild a cyberware weapon three ways. Power doubles the crit bonus and unlocks a ricochet shot at a penalty to hit, Smart adds to your accuracy, and Tech charges the weapon so it ignores half the armour in front of it.
- Smart ammunition that misses by five or less offers you the retry on the spot, rolled live, instead of the shot simply being gone.
- Attack and crit bonuses printed on a weapon are now used by the combat math. They had been sitting in the catalogue doing nothing.
- Initiative holds together when the GM tab is closed or in the background. Every client mirrors its own characters now, rather than waiting on one tab to rebuild the order for everybody.
- The defender wins ties on the to hit roll.
- Rolling damage works for enemy melee weapons that are not in the catalogue, instead of stopping the fight while you look for a match.
- The resolve hit window stops popping up three times, and it no longer reopens holding the previous roll.
- Your character sheet keeps its tab and its scroll position while a hit resolves, rather than resetting underneath you.
- Enemy stat blocks are fully editable now, description included, and their portraits zoom.
- Click any portrait or image on an entity to open it full size.
- Location and vehicle images upload at the size you gave them. They were being cropped and shrunk on the way in.
- Locations have a rebuilt detail page, and the description takes markdown.
- A character whose name is set to display a handle now shows it at the size and weight the name would have had, and the initiative strip respects that choice too.
- A street drug called Reset joins the catalogue, and an extended magazine that was missing its data works again.
- Session zero asks both players before it writes a bond down. Picking a connection used to commit the moment either side clicked, which meant one person could decide a shared history on their own. Now a click proposes, either side can change or withdraw freely, and the bond is only written when both have landed on the same one. A GM, or a player who owns both characters, still commits straight away, because there is nobody to agree with.
- The same pair can no longer be written down twice, whether from a double click or two people confirming at the same moment.
- Drag a character around the circle and you change who they get paired with next round. Pairing follows the ring you can see, rather than a hidden order.
- The shared backstory box is taller and counts your characters as you write, so a long history stops feeling like it is being squeezed through a slot.
- The magic link and game invite emails were rebuilt.
- A vehicle can carry a GM supplied portrait like every other entity.
- A landing page for the 5e Fantasy table at last, naming the edition it runs so somebody searching for a tabletop for their game can tell in one line whether this is it. It covers bringing across a character you already have, building one here, the spell list, encumbrance in slots, the bestiary and the world map.
- Every table's card on the front page carries a demo sticker, and the Cyberpunk card shows real shots of the tool.
- The link that takes you to a table now reports which table it was, so we can tell what people actually click. Three of them had been reporting nothing at all.
โ Roll Real Dice At A Digital Table
2026-08-24
Pair a set of physical Pixels dice and roll them straight into the session, the 5e Fantasy table gains in game chat, and the neon city map gets a Home marker you can drag where you live.
- In game chat, opened from a wax seal. Threads down one side, the conversation on the other, and you pick who is in it.
- An advantage roll now asks for both throws when you are rolling physical dice, rather than guessing which one you meant.
- Pick the colours a natural 20 and a natural 1 flash, so a crit reads across the table at a glance.
- The chat panel holds a steady height, and every thread row carries the portrait of who you are talking to.
- Drop a Home marker on the city map and drag it where your character actually lives. It travels with them.
- The phone tells you when a call was declined instead of leaving you watching it ring out, and sharing a handset works again.
- A Getting Started guide for GMs, written for the person opening the city for the first time.
- Long notes scroll instead of being quietly cut off at the bottom.
- The back button in the GM Library goes back again.
- Physical Pixels dice are now a roll source. Pair them once, then the dice on your desk are the dice in the session, and everyone sees the result land.
- The host chooses which colours the dice light up for a crit and for a fumble.
โ The Neon City Gets A World Map
2026-08-22
The Cyberpunk city map is now the same engine that drives the 5e Fantasy world map, so it inherits the perspective tilt and the painted sky, and the soundboard arrives at that table too.
- Pins stay where you drop them on the world map. Dragging one used to drift, because the ghost that follows your cursor was measured against the flat map while the map itself was tilted.
- The party stash updates live for everyone again. It had gone quiet for other players after the map tables were renamed.
- The city map is now the same engine that draws the 5e Fantasy world map. It inherits the perspective tilt, the sky the GM paints on two decks, and every improvement that lands there from here on.
- The soundboard arrives, as a drawer along the bottom of the screen.
- Only characters still in play appear on the city map, so retired runners stop crowding the streets.
- The soundboard lays itself out for the room it has: stacked, on rails, or sized for a phone.
- Expired pads hide themselves, and player boards moved onto their own tab, so the board you are running stays readable.
โ A Sky Over Your World Map
2026-08-21
The 5e Fantasy world map tilts into perspective and gets a two deck sky the GM paints, NPCs carry a Lore page worth reading, and the site front page finally shows all six tables.
- The world map tilts into perspective, and above it sits a sky the GM paints on two decks, so weather and light sit over the land instead of flat beside it.
- NPCs carry a Lore page now. What the party has learned about someone lives on their sheet, in their own words, next to their stats.
- Lore cards are cut to portrait, so a face reads as a face rather than a slice of one.
- The Lore tabs stopped collapsing to nothing, which had left the strip looking empty on some sheets.
- Rename an item straight from its menu in a slot, without opening the pack first.
- The soundboard opens wider, and you can drag its edge to whatever width suits your screen.
- A muted player can no longer arm a loop, so a mute holds for the whole scene instead of until someone finds the one control it missed.
- A GM mute now lands instantly on every player at the table. The permission change was not reaching connected players until they reloaded.
- The table remembers who started a piece of music, so the controls stay with the person who put it on.
- All six tabletops are in the hero on the front page, each in its own colour, rather than a rotating handful.
- The hero leads with 5th Edition and names the edition it means, so you can tell at a glance whether we run the game you play.
- Instagram and a contact address are on the site, so there is a way to reach us that is not a Discord invite.
โ A Soundboard That Knows Whose Table It Is
2026-08-20
The 5e Fantasy table gets sound, with your own volume, your own shelf of uploads, and a mute the GM can drop on the room when a scene needs quiet.
- Uploaded audio plays again. The browser was refusing sound served from our storage, so a track you added would sit on the board and do nothing.
- Campaign Library entries are tied to the game they belong to, so two of your games can carry the same pack without reaching into each other.
- Creating a game now tells you why when it cannot. The refusal used to be swallowed on the way back, leaving a button that appeared to do nothing at all.
- Every game-creation failure comes back with a reason on screen, not only the handful we had thought to check for.
- Creating a game tells you why when it cannot, instead of failing quietly.
- The soundboard is here. Music, ambience and effects, on a board the GM curates, plus a shelf of your own for anything you bring to the table yourself.
- Volume belongs to you now. Master, music and effects all live on your own account, so nobody can turn the whole table up or down, and everyone can sit where they like.
- Your board shows what you uploaded and nothing else. The GM's library stays the GM's, while the GM sees every shelf at the table and can play from any of them.
- The GM can mute player soundboards for a scene. Pads go dark, the room stays quiet, and the GM's own music keeps playing straight through it.
- You work the controls for music you started. Someone else's cue is theirs to pause, scrub and stop, and you set how loud it is for you with your own slider.
- Uploaded sounds could not play in production at all. That is fixed.
- Anything you upload is kept in your own browser as well, so your board survives the day the file expires from storage.
- Name any item and write notes on it, one copy at a time. The dagger you named in session four keeps its name and its notes, in your pack, on the grid, and in the party stash.
- The bestiary is a library kind now, so a set of creatures can be installed into any of your games.
- A desert bestiary, the Waste, is ready to install, with two attribution bugs it turned up fixed along the way.
- The bestiary opens in alphabetical order, so you can find a creature by name instead of hunting through it by difficulty.
- A GM ability tray for combat, so the things you use every round are one click away.
- When a game cannot be created, we now say why on screen instead of leaving you with a button that quietly does nothing.
- Uploaded audio plays again. The browser was refusing sound served from our storage, so an uploaded track would never start.
- Campaign Library entries are tied to the game they belong to, so two of your games can carry the same pack without reaching into each other.
- Game creation explains itself. Whatever the reason a game cannot be made, you get told it on screen rather than watching nothing happen.
- Campaign Library writes are scoped to a single game, so a pack installed at one table can no longer reach another.
- A new links page, one place carrying every link we point people to.
- The front page shows all six tables, and the 5e Fantasy table is marked BETA rather than COMING SOON.
- The play hub no longer greys out every table while it works out which ones you can open.
- Search engines are told about all six tables, not four of them.
- Retired the old profile page, which could not open five of the six tables.
โ Your Art, At Full Resolution
2026-08-18
Every image you upload now reaches the table at the resolution you gave it, and the library on the 5e Fantasy table can build a character from end to end.
- Battle maps and portraits keep their full resolution. A four thousand pixel map used to come back soft and half the size, and the original was gone for good. Now the file you pick is the file we store.
- The battle map tool panel reads properly again. Its section headings had lost their styling and were stacking on top of the tool icons.
- Portraits keep their full resolution and their original format, instead of being shrunk and flattened to JPEG on the way in.
- Portraits keep their full resolution.
- Fixed a crash when adding a portrait during character creation.
- The GM Library can now carry a whole character build. Load your own species, classes and backgrounds into it and the creation flow will use them, so a table can run on your material rather than ours.
- The Aerie Courts content pack is in, ready to install onto any game.
- Creating a species that has lineages now asks you which one, rather than quietly leaving it blank.
- A level up will not let you skip the subclass that level just earned you.
- Fixed the initiative bar buttons being unclickable once combat started.
- Fixed installing a content pack, and two more problems on the Packs screen, all three found by running the real thing rather than the tests.
- Portraits keep their full resolution.
- A Packs browser, so you can install a whole set of prepared opponents into a game in one go.
- Enemies carry a loaded round. Pick the ammunition a weapon is firing and the roll accounts for it.
- Enemy and NPC cards rebuilt, with every stat on them wired to the dice.
- A batch of fixes to attachments, ammunition, cyberdecks, humanity, weapon quality and the Luck pool.
- Adding an opponent out of the library into a game no longer fails.
- Battle map backgrounds and portraits keep their full resolution.
- A Wound roll now shows up for everyone at the table as it happens, instead of only the person who rolled it.
- A mortal wound that tells you to roll now actually rolls one.
- The call bar no longer sits on top of the button you need to press to roll a wound.
- Portraits keep their full resolution.
- Images are never quietly shrunk. If a file is too big we say so and let you pick another, rather than downscaling it behind your back and handing you back something softer than what you had.
- PNG and WebP uploads are accepted everywhere, not just JPEG, and the format you upload is the format we keep.
- Portraits now work on far more than characters. NPCs, opponents, factions, fronts, lore pages, quests, locations and journal entries all take art.
- Tightened access on every table's library so nothing in it is reachable without signing in.
- The six oldest guides were rewritten to answer the questions people actually search for, rather than the ones we assumed they would.
โ Ammunition, Vitals, and First-Party Rules
2026-08-16
A round of fixes across four tables, including ammunition that counts down in a firefight and a quick reference that finally matches what the engine actually rolls.
- The account menu no longer hides behind the battle map.
- House rules are a proper document now. Write them out longhand, and fold each one away until somebody argues about it.
- Gear stats corrected across the whole catalogue.
- Ammunition counts down during a firefight instead of being something you remember to track yourself.
- All rules content is first-party now. Original tables, original skills, ours to ship.
- The quick reference describes the Vitals Check the engine actually rolls, rather than the one it used to.
- The Captain's own initiative changes show up on the Captain's screen straight away. They were reaching everyone else first.
- Hitting a plan limit now explains itself instead of showing a raw database error.
โ Six Tabletops, One Front Door
2026-08-16
Every table you run or sit at now lives on a single page, and four more tables moved into alpha and beta.
- A new hub at play.shawnsvtts.com lists all six tabletops, the games you own, the ones you were invited to, and whether you are running each table or sitting at it.
- The table you played last is pinned to the top, so you land one click from where you left off.
- Your remaining capacity is shown plainly, including the fact that archiving a game gives the slot straight back at no cost.
- Now in alpha. Containers have their own grids, and a player can hand an item to somebody else at the table.
- Coin lives in pockets and pouches rather than floating in the pack, and a dropped coin lands on something.
- House rules are a markdown document you can fold into collapsible sections.
- Kicking a player now takes their character off the table with them.
- Now in beta.
- Now in beta.
- Now in alpha, and free for everyone.
- Search engines get a real robots file instead of the app shell, on every tabletop.
- A changelog page, which is the one you are reading.