HomeGamesUpdatesPricingMethodology
Steam News9 March 20265mo ago

Update 3-8-2026

Pretty minor update. You can now add what I call "static lights" when importing a map. They are already getting imported if stored in the file.

Full notes

Full Digital TableTops VTT update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions0 changes0 removals
  • Maps
  • Gameplay
addedPretty minor update. You can now add what I call "static lights" when importing a map.
addedAnd you could already add them during a session.
addedBut now you can also add them while in the editor during import.
addedBasically, just right-click to add a light. During import there is no actual lighting being rendered, so you will just see the light's radius when it is selected. But rest assured, they will be blocked by walls/doors properly during a session.
addedI think the next big project will be adding "tile" support. Basically images that aren't tokens but behave somewhat similar. For traps, spell effects, roofs, etc.

Digital TableTops VTT changes

addedPretty minor update. You can now add what I call "static lights" when importing a map.
addedAnd you could already add them during a session.
addedBut now you can also add them while in the editor during import.
addedBasically, just right-click to add a light. During import there is no actual lighting being rendered, so you will just see the light's radius when it is selected. But rest assured, they will be blocked by walls/doors properly during a session.
addedI think the next big project will be adding "tile" support. Basically images that aren't tokens but behave somewhat similar. For traps, spell effects, roofs, etc.

Pretty minor update. You can now add what I call "static lights" when importing a map.

They are already getting imported if stored in the file. Such as uvtt files from Dungeon Alchemist, dd2vtt files from DungeonDraft, or Foundry modules.

And you could already add them during a session.

But now you can also add them while in the editor during import.

For a description of how static lights work, see this tutorial from the forums: https://steamcommunity.com/app/3073720/discussions/0/756178376553825310/

Basically, just right-click to add a light. During import there is no actual lighting being rendered, so you will just see the light's radius when it is selected. But rest assured, they will be blocked by walls/doors properly during a session.

There have also been a great many fixes to the web/mobile version.

I think the next big project will be adding "tile" support. Basically images that aren't tokens but behave somewhat similar. For traps, spell effects, roofs, etc.

As usual, if you haven't already left a review, please do so. I am only a few away from the magic threshold of 50 to be considered "very positive" overall :)

Source

Steam News / 9 March 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.