We’ve got a brand new DLC by Jelly Bean Games that’s a great game for the whole family. Scuttle! is a card game for 1-5 valiant pirates, suitable for players as young as 6. In this fast-playing card game, players scheme, battle and steal to be the first to collect 21 doubloons.
We’re also excited that we’ve got some great new tools and improvements with the Gizmo Tool and Hidden Zones! You can now modify zones and objects to a whole new level - even inputting exact values that you want.
We have also updated the Chest (now Components) menu to match the rest of the UI and it’s setup very similar to the Games menu.
New DLC - Scuttle!
Scuttle! is a pirate themed card game for ages 6 and up and created by Jelly Bean Games.
Today's update focuses on improvements galore! We’ve improved some of the UI based on feedback, improved loading quite a bit and even VR got some love! We also made some additions and improvements to scripting.
And our DLC, Scythe, got an update, to not just make it more user friendly and pretty, but to add in the expansion, Invaders from Afar for free! You will see some great improvements and additions to Scythe and we hope you like the changes.
DLC - Scythe Expansion: Invaders from Afar
This is a free update for the base DLC game, Scythe, by Stonemaier Games.
Scythe has been updated to be more user friendly and is our first DLC to include scripting.
Invaders from Afar adds two new factions, Albion and Togawa.
The Invaders from Afar rules are incorporated into the existing two rule books.
Automa cards have been updated to incorporate the new Factions.
The table is restructured to accommodate the two new factions, turning it from a 5 max to a 7 max player game.
The Tablets have been removed from the retail box and the links to the PDF's have been added to the Notebook.
The bulk of the factions elements now start the game off the table.
Each player has an animated button in front of them with a scripted control that only they can press. This will spawn all their standard faction components as well as one new addition for each player.
Each player is now given a two button box that controls the hidden zone over the player’s Power Dial, which only they can manipulate.
These buttons allow the player to raise and lower this Hidden zone at will during the combat phase and completely replaces the old method of combat power revelation.
To play Scythe properly in Single Player mode, the player must take the Black (game master) color to enable full control over all faction specific buttons on the table.
All assets overhauled with brand new materials and shaders.
Note: Old Scythe saves will not work. Please update to the latest version.
Added text to the main Top Menu for ease of use.
Added date to delay tooltip for Games menu - Workshop and saves
Added tooltips to main menu selections.
Cleaned up various areas of the UI so they are all matching.
Games menu can now sort by the last "Loaded".
Auto save can now be deleted and expanded like other save files.
Improved spacing of tooltip when adding a delay tooltip like description.
Renamed Custom Tile type ‘Mat’ to ‘Rounded’.
Renamed Saves/Chest folder to Saves/Saved Objects and moved all files over.
Greatly cleaned up overall code base for faster iteration times in the future.
Clicking copied to guid to clipboard closes the contextual menu.
print() goes in all chat tabs now.
Optimized an empty global script from being executed
Fixed some bugs with auto play scripts
All past tense events made present tense (ie, onPickedUp() renamed to onPickUp()) deprecated old calls
Happy 2017! Here’s to another great year of gaming! To celebrate the new year, we’re having a giveaway for Tabletop Simulator and its DLCs, so be sure to check that out here.
This update focuses a lot on cleaning up the UI and existing functions as we really want TTS to look nice and clean. If you come across any funny looking bugs be sure to post them on our forums here.
Have suggestions for new features you’d like to see? Then post them either on our official forums or in the latest pinned thread on our sub-reddit.
New Camera Mode - Top Down
You can now use the new Orthographic camera.
This keeps the camera locked in top down 2D view.
This is great for games that require more of a top down view or for placing down and aligning objects perfectly.
Press P to toggle between the camera modes or right click on a non-object to bring up the Global Contextual Menu.
ALT Zoom Revamp
Orthographic camera so everything is perfectly flat and readable at any angle.
Improved object clipping prevention.
You can now see objects as they are supposed to be.
It will use the entire screen if it’s supposed to.
This now works on animated objects and the 3D UI.
Added Spotlight section on the Main Menu for any relevant news, updates & community spotlights.
Updated the Main Menu and Multiplayer sections to fit with new UI.
Improved sharpness of sprites throughout the UI.
There are a still a lot more updates that need to be done.
setPositionSmooth() / setRotationSmooth() works on locked objects and they stay locked
Added getLock() and setLock(bool)
Added highlightOn(table color, float duration (Optional)) and highlightOff()
Fixed issue with cards in new decks not being given a unique GUID.
Fixed scripting exploit to spawn objects when they are destroyed.
Fixed not cleaning up Lua coroutines properly.
Sorting & Saving Improvements
Sorting in the Games menu will now save between sessions.
Games Menu will not forget search term when reloading the UI after expanding mods & saves.
Loading Screen Improvements
Fixed issue when resizing the game wouldn't update video / loading image size.
Fixed load screen for 21:9 aspect ratio.
Objects are now highlighted the player color when they do any functions - scaling, rolling, color tinting, under, locking, etc. This will allow you to see who are doing things when they aren’t supposed to.
Improved all 3D object previews.
Optimized physics sleep settings for better performance.
You can now load custom tables when expanding a mod.
You can now expand and load custom backgrounds from the Workshop.
Improved protection against corrupt player prefs.
Added safe guard for objects falling forever if colliders are lost.
Better error handling when saving long name URLs to disk.
Added mouse scrolling to the Games Menu so you can use your scroll wheel to quickly scroll through the pages, as well as on the front menu with the categories.
Moved Saved Slot number to the top left of thumbnail instead of in the name to give more space for the text.
Saved objects added to Objects menu in the top bar, so you no longer need to go to the Chest to access it.
Added confirmation button when loading a save to prevent accidental missclicks.
Added a /debug command to highlight objects red that are moving. Great for tracking down objects that are causing network and physics overhead.
Fixed UI issues with the mp3 player.
Found lost card (Solar Engineering) inside the table and added it to the Research deck for Darkrock Ventures DLC.
Fixed issue with building cards locking into place upside-down in Tiny Epic Western.
Fixed issue with the possibility of DLCs breaking when changing from one DLC to another.
Fixed having to exit to main menu when having a DLC breaking loading.
Fixed custom token not resizing correctly with more than one in save expand or bag search.
Fixed expand save / bags not working correctly on old cjc files.
Fixed issue with closing a custom model menu that hasn't loaded correctly not being properly deleted.
Fixed issue with Tooltips being behind elements.
Fixed issue where the camera spins like crazy when pressing space when at 0.
Fixed spectator error message when they try to move a piece.
Fixed issue with Ellipse ... text not wrapping correctly.
Fixed deck override sideways property on card.
Fixed locked object in deck / bag.
Fixed issue with Games Menu not refreshing correctly when you save as Promoted.
Fixed pixel paint drawing not loading between saves.
Fixed create folder and saved objects appearing behind the UI.
This is the probably the longest we’ve gone without an update, so thanks for your patience! We’re all set up in our new little studio in Austin, TX and while we’re not completely situated, we’re happy to be in one place! We’re still looking for programmers, so if you’re in the area (must live in Austin already!), then please send us your info.
Our latest DLC Tiny Epic Western by Gamelyn Games is now live! Tiny Epic Western marks the 4th game from Gamelyn Games we have released. We’re looking forward to seeing what else the future holds.
We have made some major changes to our Games menu which now houses the default “Classic” games, DLCs, Workshop mods and Saves. You can now easily find all your games in one spot along with thumbnails! We can finally get rid of those old ugly Workshop and Save/Load menus! We have also updated the Top menu and ESC menu, with more changes to come!
This will be our last update of 2016 as we go home for the holidays. We wish you all a very happy holiday and we look forward to seeing you next year. Lots more great things to come in 2017, including updates to VR and getting Oculus Touch users up and running.
New DLC - Tiny Epic Western
In Tiny Epic Western, you are the boss! And upon your boss card, you will keep track of your posse and your influence.
You guys have all been talking about it, so we thought we'd help spread the word!
Tabletop Simulator is a game, or rather a platform where you can do a multitude of things, but one of them is being able to play any kind of board, card and tabletop game you can think of. There are thousands of great mods on the Workshop along with 15 classics and 20 (with a lot more on the way) DLCs you can play.
To vote just go to our store page and choose "Nominate this game for an award". Choose "The Game Within A Game" award and voila! We'll see what happens. Nominations close on November 29th.
Thanks for your support and don't forget you can still get TTS and all our DLCs for 30-50% off!
Darkrock Ventures is a worker placement board game about deep-space asteroid mining. Each player takes control of their own Asteroid Mining operation with little more than a ship and a skeleton crew. Corporate Sponsors are assigned to give each player some resources or credits to start the game with and then it is a race to extract as much wealth from the Asteroid as you can before the game ends when the Asteroid is nearly depleted.
Our next focus will be on overhauling the weaker parts of our UI. Here’s a sneak peek of what’s to come.
This isn’t complete yet, but you’ll have a menu just like this for your Workshop Mods and Saves as well. And the game you are hovering over will stand out a bit more, like in the gif below. Let us know what you think!
It may be some time until our next update, as we are finally getting our game dev studio all situated in Austin, TX. If you’re a game developer in Austin and would like to work with us, please send your resume to email@example.com.