Roadmap
What is being worked on, and roughly in what order. There are no dates here, and none are implied โ this is a small project built carefully, and the sequence matters more than the schedule.
For per-feature detail, see the features list.
Now
Running a session end to end. Rooms, membership and roles; characters that live in the engine; the event log; real-time play over a websocket connection; dice that can be toggled per room or replaced entirely by physical rolls.
The combat model beneath all of it. Re-rooting combat so a creature is one kind of combatant among several. That unlocks crewed vehicles, resource tracks other than hit points, shared table-level pools, and zone-based distance โ each of which is ordinary in some genre and impossible to fake cleanly without it.
Next
Campaign books. Ingesting published adventures into a structured form the engine can actually run: scenes, encounters, read-aloud text, GM-only secrets, loot tables, and the conditional logic that makes a book branch.
More systems. Pathfinder and GURPS on the same foundation as D&D 5e, with per-system and per-edition licensing handled properly.
Later
A marketplace for creators. Authors publish campaigns, keep their rights, and get paid โ both per sale and by how much their work is actually played. This opens only once the free tier works without payment and ingestion is solid.
A GM assistant. Optional help with monster tactics, scene narration, and eventually per-creature motivation, so a dragon and a pack of goblins behave differently in the same room.
Every suggestion it makes passes through the GM, who accepts, rejects or rewrites it. Only what the GM accepts is recorded; rejected suggestions are discarded rather than kept. It is designed so that it can be switched off entirely, and so that a slow or unavailable model never delays play.
Things that will not change
- The GM is always in the seat.
- The game stays fully playable with optional subsystems turned off.
- Running a game costs nothing.