- Fixing the last "fix" - 1 September 2026
I made a big long post about it here: https://steamcommunity.com/app/3073720/discussions/0/581680955259117796/ Even pinned it as it is still technically not "fixed". Everyone can stop emailing me now please lol
- Bug Fixes - 31 August 2026
I fixed a few display bugs. One was a very old one that was due to a specific limitation of the game engine I use (Godot) not being "DPI aware" for multi-monitor setups. It was pretty difficult to figure out but it should be working now. That also will fix the grid missing bug some people were having. What was happening is Windows was scaling the display to below like 50 ppi. The easy fix was for a user to simply tell Windows not to do that. But people don't know to check these things so now the program finally handles it on its own.
- Minor bug fixes - 29 August 2026
Fixed a token/asset loading issue and the pixels per inch setting is now no longer synced to the cloud (since those devices likely do not share the same ppi)
- Very Big Update - 26 August 2026
First off: I have enabled cloud saves. You now have 10GB of free space thanks to Valve. It should sync maps automatically between devices, even cross-platform! But the bigger news is that I have enabled Steam Workshop support. It is incredibly easy to use: simply right-click the thumbnail for any map, token, or tile in the main menu. There is now an "Upload to Workshop" button. Click that and you are done. By default, all items are public, the description is the tags you've given them (or blank as the case may be), and the title is the filename. You can go in and change all these attributes from within the Steam Workshop. They are even tagged if they are animated (for maps and assets) or in the case of maps, if the map has wall data bundled. So you can filter results from within the workshop by those attributes. Pretty cool! You can access the workshop from Steam the usual way, or to qu…
- Dice Roller! - 28 July 2026
A few minor fixes but the bigger news is we now have a dice roller! To use it, simply click "Roll a D20" on the menu on the left. It will spin a D20 and show it on both the DM and player screens. You can pick from 3 colors in the settings from the main menu (not the settings during a session). This VTT is designed exclusively around in-person sessions on a large TV. So it is assumed that everyone is rolling their own die and using their own character sheet. But I thought it would be neat if the DM could spin a big die on the screen for everyone to see during a big climactic moment. To be clear: this VTT will likely never have any sort of integration with dice results, character sheets, things like that. There are already fully featured VTT's that handle that and also tools to fill the gaps if you are using this but don't want to use paper (we just use a spreadsheet). Please don't expect…
- Cool new line of sight setting! - 22 July 2026
After some discussions in the forums, I decided to finally add the ability to hide NPC tokens and lights behind walls. Prior to this, you needed to have both line of sight and "opaque line of sight" toggled on. With this new setting, you can hide NPC/lights regardless of the main line of sight settings. Where this will come in handy is if you are exploring a dungeon with persistent fog of war and you explore a room to reveal it, find an NPC, then the players leave the room. If you didn't have opaque line of sight enabled (because you wanted players to be able to see where they have been, even if they are not currently there) this would cause a problem because players would still be able to see NPC's light sources in the room they explored but are no longer in. This fixes that. Really, you can probably just use this (it's on by default) INSTEAD of line of sight entirely. It uses much les…
- Minor Bug Fixes - 16 July 2026
Fixed a bug introduced a while back where the light from tokens close to walls would seep through the wall. I increased the collision radius to stop that from happening. While I was in there, decided to go ahead and make the player tokens not collide with eachother at all. Can't think of a useful reason to have it other than when using a touchscreen. So they still do collide when using a touchscreen. That's it for now. Hope you all are having a good summer!
- New Lighting Option - 9 July 2026
Earlier today someone requested a new option for exploring with fog of war. It ended up being very easy to pull off, so I have it done already! You can find details in the lighting system tutorial in the community forums: https://steamcommunity.com/app/3073720/discussions/0/756178376553825310/ Basically, there is a now a toggle (in the gear icon settings, not main setting on left) to adjust how areas outside the line of sight behave. Before they would just always be completely black. But now you can have them at half brightness if they've been explored. The idea being players are moving around the map revealing areas but those areas aren't always in direct line of sight. Now you can tell which is which. Features like these are perfect because they do not clutter the main UI and didn't take a whole lot of thought. As usual, please leave a review if you haven't already. PS: a user is havi…
- Dotnet Fix - 6 July 2026
Apparently when I switched to the C# version of the game engine (Godot) it wasn't bundling the .NET runtimes correctly. It should be fixed now, but in case you comes across this problem simply manually install the .NET runtimes on your computer. Here is a direct link: https://dotnet.microsoft.com/en-us/download Also, one of my touchscreen users is reporting issues with the Mac build. If anyone happens to be using the Mac build WITH a touchscreen, please chime in if yours is working okay or not.
- Behind the scene fixes + more free maps! - 1 July 2026
Frist off, MapleMapsDnD has been kind enough to provide a few dozen more free maps. So make sure to check those out and subscribe if you like them. This is also a good reminder that they offer Foundry VTT ready maps (which include the walls/lights) and my VTT is compatible with Foundry modules! This means for their maps, you can have versions with the walls already setup with very little effort. You simply need to be a subscriber on their appropriate tier. Which is related to another part of this update: I have managed to replace 2 extensions for the game engine I use (Godot) with native C# code. What this means is that I no longer have to bundle those libraries separately. What this means for users is not much. You won't notice a difference at all. but longer term this ensure I am in complete control of the code and do not have to rely on third parties for certain features. They did a…
- Big Update for Touchscreen Users - 19 June 2026
This update mostly deals with the touch aspect of the program. My hardware sales have really been taking off lately and I wanted to make sure I staying on top of that aspect of the software. Non-touch notes: - Fixed minor bug where maps with the grid size in pixel units within the filename would sometimes scale improperly during initial import - Fixed rendering order. It now goes: drawn shapes, tiles, light/door icons, tiles, tokens. I do not want to make the layers customizable as it would clutter the UI too much - Snap2Grid now uses half grid units instead of a full grid (this actually improves correlating touches to tokens more than you might think) Touch notes: - Added a 9-point calibration screen (VERY useful) - New collision logic to prevent overlapping - Improved the logic for assigning tokens to touch points Speaking of touch, I also released a new piece of software. It basicall…
- A new artist - Cropox Battlemaps - 19 May 2026
We welcome Cropox Battlemaps, who has generously included a new set of 25 maps. This brings the total bundled free maps to 554! Lots of cool caves and town scenes with this one. So check it out. Just click the "Free Maps" button on the main menu. As always, let me know if you have any questions and please leave a review if you haven't already.
- Tiles size update - 16 May 2026
Tiles/assets can now be less than one grid unit in one direction only. Minor fix to touchscreen auto detection. I am pretty busy with the hardware side of things right now, but let me know if anything pops up. And please leave a review if you haven't already.
- Another minor touchscreen fix - 5 May 2026
When the OS window manager is set to "landscape" mode, touch points were not getting flipped. They are now. Won't affect most people as most people are not using IR touch frames and those that are, most are not using landscape mode for the player view. But I want the touch support to be top-notch on this thing, so I give fixing touch related problems priority. Let me know if any other issues have been popping up and I will gladly take a look at them. But please check the bug report/feature requests threads first.
- Touchscreen fix - 4 May 2026
Turns out the last update broke things if snap to grid was enabled and a touchscreen is used. I reverted the change so it should be working as before now.
- Minor update 4-29-2026 - 30 April 2026
Added a toggle for the movement rings that show up when a token is selected in the initiative tracker. You can show it on DM view only, both views, or neither. Extended the rings in yellow from 30'-60' to cover dashing. Minor adjustment to touch sensitivity for IR touch frames (like the ones I sell on my website). Next up is probably rotating tiles and minor UI improvements. The web/mobile version is starting to lag behind, so getting those back in sync will come soon too.
- Minor Touchscreen Update - 29 April 2026
This update adds a new feature which has a very niche use-case: you can now lock movement for all tokens that aren't the active token during combat. "During combat" in this sense just means the initiative tracker is active. "Active token" is the one with a yellow border around it on the initiative tracker. Click the gear ion in the top-right to open the settings menu to enable this feature (it is disabled by default) Simply left-click any tile along the top initiative tracker to select the active token. If a token is not selected, it cannot be moved by the players. All tokens can always be moved by the DM at all times. It (along with a few other minor features) haven't been ported over the web/mobile client yet but it definitely will be. So what this is mainly for is infrared touch screens have a physical hardware limitation that when too many objects are close together, it loses track…
- I gave in an used a virtual display adapter to get more than 3 displays working - 24 April 2026
This has come up enough times, apparently people out there are using 3 displays while DMing. Seems overkill to me, but to each their own. I lacked the hardware necessary to test more than 2 displays on. Didn't occur to me until today that I could just install a virtual display adapter to simulate the extra display. So now on the very first screen that comes up, if you have 3 or more displays plugged in, there will be an option at the bottom to manually set the display you want the DM and player views to appear on. If you have 2 or less displays, nothing should change. I can't promise that it will remember correctly if you go swapping ports or powering off devices in between sessions. So you might have to manually adjust it each time. It also is ONLY present on the first calibration screen and ONLY if you have more than 2 displays plugged in and powered on. I haven't tested it on Mac or…
- Minor update - 18 April 2026
Normally I don't do updates over the weekend as I wouldn't want to break anyone's game. But this one is pretty minor, so we should be okay. I improved how animated tiles are handled by creating better screenshots and adding a pause button. Tiles in general have a better interface. Should be pretty self-explanatory. You can toggle their visibility, delete them, move, and resize them. Same as before, it just works easier I think.
- Animated Tiles! New app name! - 16 April 2026
This has been a pretty big requested feature: you can now import animated tiles to the map and use them during your session. Pretty cool! It should accept just about any format, but webm is HIGHLY recommended. It modern, efficient, and allows for transparency. Keep in mind this is going to cause your system to lag on particularly weak hardware. My test rig is an ancient low-end machine and it can handle maybe half a dozen before it starts to chug along too slow. Nothing I can do about that really. The other big news is that we are now "Digital TableTops VTT". I've been wanting to rebrand this way for a while but needed to reach a certain number of reviews before asking Steam nicely to let me change it. Which they agreed promptly so we are all set there. Now when you search for "VTT" we are right there below Fantasy Grounds when sorted by relevance and in the #1 spot when sorted by revie…