Tabletop Simulator is the only simulator where you can let your aggression out by flipping the table! There are no rules to follow: just you, a physics sandbox, and your friends. Make your own games and play how YOU want! Unlimited gaming possibilities!
Reseñas recientes:
Muy positivas (79) - El 93 % de las 79 reseñas de los usuarios en los últimos 30 días son positivas.
Reseñas generales:
Muy positivas (10,715) - El 94 % de las 10,715 reseñas de los usuarios sobre este juego son positivas.
Fecha de lanzamiento:
5 JUN 2015
Desarrollador:
Editor:

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Contenido para este juegoVer todos (37)

 

Actualizaciones recientes Ver todos (156)

16 agosto

Update v12.1 Music Player, PDF support, and tons of other great improvements!

Hey everyone, we got another great update for you today! We have added 2 very long requested features a Music Player and PDF support! There are also a ton of great additions and improvements listed below in the patch notes.



Music Player
  • The music player let's you play audio files (.mp3, .wav, .ogg, ogv) which are synced for all players.
  • Great for room music or so your DnD campaign has the right mood!
  • Supports playlists with ordering, shuffling, and looping.

Custom PDF
  • New object Custom PDF, that allows you import a PDF onto a tile.
  • This converts the PDF into a series of images, to make it easy to import your rule books!
  • Supports multiple pages: swap between them with the contextual menu, next/previous state hotkeys, or the buttons on the left and right side.
  • Can popout the PDF to the screen by hitting the hidden UI button on the top left of the PDF object.
  • You can joint this to any objects to add any visual flair you would like to match the game.

Cloud Manager Folders
  • Cloud manager now supports folders just like Saved Games/Objects.
  • When you import all loaded assets into cloud it puts them in a folder defaulting to the Game name.
  • Can now name files that are uploaded to the Cloud instead of just using the file name on disk.

Sound Improvements
  • Custom Objects that are set to dice or coin will now get that correct sounds for their selected material type.
  • Improved sounds for objects interacting with locked objects.
  • Added glass material type for Custom AssetBundle and Custom Model.

Alpha Transparency Support
  • Added alpha support to the color picker.
  • Can now draw with semi tranparency.
  • Can color tint objects to have alpha transparency, which goes nicely with the new glass material type.
  • Objects with alpha transparency will not cast shadows.

Magnify Revamp
  • Magnify (hotkey m) overhauled to be round.
  • Scroll up or down to control the zoom level of the magnify.
  • Fixed visual issues with previous magnify.

General Improvements
  • Added loading percent next to the player names on the top right.
  • For the top bar in-game the Scripting, Workshop Upload, and Cloud Manager menus have been moved under "Modding".
  • Improved auto-raise to work better with overhangs.
  • Added a workshop indicator next to the chat window that you can hover over and get info about how far along the workshop subscription check is at.
  • Moved physics mode (semi-lock, locked, etc) from Configuration to Server Options.
  • Greatly improved compatibility with old AssetBundles shaders. This will fix a lot of broken DLCs.
  • Improved Fog of War performance.
  • File Browser now remembers the last opened path.
  • Updated Voice Chat plugin.
  • Voice chat is now using a higher quality setting.
  • Added hidden zone opacity sliders to Misc settings.

Scripting Improvements
  • New global class Vector:
Constructors: Vector(num, num, num) --> return a vector with specified (x, y, z) components Vector(table) --> return a vector with x/y/z or 1/2/3 conponents from source table (x/y/z first) Vector.new(...) --> same as Vector(...) Vector.max(vec1, vec2) --> return a vector with max components between vec1 and vec2 Vector.min(vec1, vec2) --> return a vector with min components between vec1 and vec2 Vector.between(vec1, vec2) --> return a vector pointing from vec1 to vec2 vec:copy() --> copy self into a new vector and retur it Component access: vec.x, vec.y, vec.z --> read/write component v[1], v[2], v[3] --> read/write component vec:get() => num, num, num --> returns x, y, z components of self Methods modifying self and returning self: vec:setAt(key, num) --> same as "vec[key] = num" vec:set(num, num, num) --> set x, y, z components to passed values vec:add(otherVec) --> adds components of otherVec to self vec:sub(otherVec) --> subtracts components of otherVec from self vec:scale(otherVec) --> multiplies self components by corresponding compnents from otherVec vec:scale(num) --> multiplies self components by a numeric factor vec:clamp(num) --> if self magnitude is higher than provided limit, scale self down to match it vec:normalize() --> scale self to magnitude of 1 vec:project(otherVec) --> make self into projection on another vector vec:reflect(otherVec) --> reflect self over a plane defined through a normal vector arg vec:inverse() --> multiply self components by -1 vec:moveTowards(otherVec, num) --> move self towards another vector, but only up to a provided distance limit vec:rotateTowards(otherVec, num) --> rotate self towards another vector, but only up to a provided angle limit vec:projectOnPlane(otherVec) --> project self on a plane defined through a normal vector arg Methods not modifying self: vec:dot(otherVec) --> return a dot product of self with otherVec vec:magnitude() --> return self magnitude (length) vec:sqrMagnitude() --> return self magnitude (length) squared vec:distance(otherVec) --> returns distance between self and otherVec vec:sqrDistance(otherVec) --> returns squared distance between self and otherVec vec:equals(otherVec, num) --> returns true if otherVec same as self (optional numeric tolerance param), false otherwise vec:string(str) --> return string describing self, optional string prefix vec:angle(otherVec) --> return an angle between self and otherVec, in degrees [0, 180] vec:cross(otherVec) --> return a cross-product vector of self and otherVec vec:lerp(otherVec, num) --> return a vector some part of the way between self and otherVec, numeric arg [0, 1] is the fraction vec:normalized() --> return a new vector that is normalized (length 1) version of self vec:orthoNormalize() --> return three normalized vectors perpendicular to each other, first one being in the same dir as self vec:orthoNormalize(otherVec) --> same as vec:orthoNormalize(), but second vector is guranteed to be on a self-otherVec plane Operators: vecOne + vecTwo --> return a new vector with added components of vecOne and vecTwo vecOne - vecTwo --> return a new vector with subtracted components of vecTwo from vecOne vecOne * vecTwo --> return a new vector with multiplied components of vecOne and vecTwo, NOT a dot product (!) vec * number --> return a new vector with all components from vec scaled by a numeric factor number * vec --> same as "vec * number" vecOne == vecTwo --> return true if both vectors identical or within a small margin of each other, false otherwise tostring(vec) --> return a string description of a vector
  • New global class Color:

Constructors: Color(num, num, num) --> return a color with specified (r, g, b) components Color(num, num, num, num) --> return a color with specified (r, g, b, a) components Color(table) --> return a color with r/g/b/a or 1/2/3/4 components from source table (letter keys prioritized) Color.new(...) --> same as Color(...) Color.fromString(colorStr) --> return a color from a color string ('Red', 'Green' etc), capitalization ignored Color.fromHex(hexStr) --> return a color from a hex representation string (e.g. '#ff112233'), hash sign and alpha are optional col:copy() --> copy self into a new color and return it Color.Purple [etc] --> shorthand for Color.fromString('Purple'), works for all player and added colors, capitalization ignored Component access: col.r, col.g, col.b, col.a --> read/write component col[1], col[2], col[3], col[4] --> read/write component col:get() => num, num, num, num --> returns r, g, b, a components of self col:toHex(includeAlpha) --> returns a hex string for self, boolean parameter col:toString(num) --> returns a color string if matching this instance, nil otherwise, optional numeric tolerance param Methods modifying self and returning self: col:setAt(key, num) --> same as "col[key] = num" col:set(num, num, num, num) --> set r, g, b, a components to passed values Methods not modifying self: col:equals(otherCol, num) --> returns true if otherCol same as self, false otherwise, optional numeric tolerance param col:lerp(otherCol, num) --> return a color some part of the way between self and otherCol, numeric arg [0, 1] is the fraction Operators: colOne == colTwo --> return true if both colors identical or within a small margin of each other, false otherwise tostring(col) --> return a string description of a color Other: Color.list --> table of all color strings Color.Add(name, yourColor) --> add your own color definition to the class (string name, Color instance yourColor)
  • Added an overload to UI.setXml() and UI.setXmlTable() to take a CustomAssets as the last param.
  • Music Player exposed to Lua.
  • Added logString function, which returns a string representation of a lua object (the same representation the log function uses)
  • Fixed cleanup issue with Xml custom assets UI from lua for clients.
  • Fixed turns not network syncing for Lua.

VR
  • Improved movement - added movement inertia. Can be calibrated or disabled in VR settings.
  • Grid overlay now renders in VR.
  • Fog of War now renders in VR.
  • Added VR documentation to api website: https://api.tabletopsimulator.com/vr/

Spectator Mode
  • Spectator window may now display the view grey players have (for example, cards in your hand will be hidden). Enable with +spectator_restrict_view
  • Spectator window now renders the grid. May be turned off with -spectator_show_grid

System Console

  • Added documentation for system console to tabletop api website: https://api.tabletopsimulator.com/systemconsole/
  • Inline variable evaluation changed to use { and } (instead of < and >). See above page for details.
  • You may now use alias to run commands when a toggle variable's value is changed.
  • skip now allows for various comparisons, and fuzzy equality check.
  • Added ui_anchor, ui_label and ui_toggle commands (to accompany ui_button), allowing you more options for easily running commands / changing setting during play.

New commands: (for more info see above page, or use help <command>)

  • append - Adds text, or the last entered command, to a text variable.
  • camera_reset_on_load - Whether the camera resets its position when you do a Save & Play in Atom.
  • chat_input - Activates chat input box.
  • component_examine - Sets game component currently being examined.
  • component_move, component_rotate, component_position, component_rotation - Apply movements to components.
  • eval - Evaluates an expression and stores it in a variable.
  • examine_position, examine_rotation - Return information on the currently examined component.
  • hidden_zone_showing_opacity, hidden_zone_hiding_opacity - Set visual opacity of hidden zones.
  • lua - Execute a lua statement.
  • music_add, music_mute, music_next, music_pause, music_play, music_prev, music_repeat, music_shuffle, music_timecode - Commands to control new music player.
  • spectator_restrict_view - Whether the spectator window shows your view, or that of a grey player.
  • spectator_show_grid - Whether the grid is rendered in the spectator window.
  • team - Stores / sets team you are currently on.
  • ui_anchor - Sets position UI elements are made relative to (default is 0,0 - the center of the screen)
  • ui_label - Add static text UI element.
  • ui_toggle - Add checkbox UI element.
  • vector_x, vector_y, vector_z - Return an individual axis from a vector variable.
  • vr_move_with_inertia - Whether you have inertia in VR.
  • vr_move_friction - When you have inertia, how quickly you slow down.
  • vr_scale_rotate_rate - How much smoothing is applied during scaling/rotating.

Fixes
  • Fixed scroll wheel being inverted for Linux.
  • Fixed Components menu chess Wood White King being missing.
  • Fixed search and expand for Games menu.
  • Fixed misc issues with spectator camera.
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25 junio

Grand Prix Steam Sale - Tabletop Simulator and DLC up to 50% off!



Tabletop Simulator is on sale now for 50% off!
You can buy the individual game, or the 4-pack at the discounted price.

https://store.steampowered.com/app/286160/Tabletop_Simulator/

Additionally, almost all DLC are on sale for up to 50% off.

Visit the DLC Steam Sale Page

Sale ends 7/09/19 at 1pm EST.
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Reseñas

“Tabletop Simulator makes me so happy!”
Rock, Paper, Shotgun

“The ingenuity that went into making this [Tabletop Simulator] is pretty impressive.”
Polygon

“It’s just a really nice way to play and experiment with new board games.”
Nerd³

VR Support

Take your tabletop gaming to a whole new level in virtual reality with the HTC Vive & Oculus Rift! And what's more, both VR and non-VR players alike can play together in the same game room!

Acerca de este juego

Create your own original games, import custom assets, automate games with scripting, set up complete RPG dungeons, manipulate the physics, create hinges & joints, and of course flip the table when you are losing the game. All with an easy to use system integrated with Steam Workshop. You can do anything you want in Tabletop Simulator. The possibilities are endless!

Endless Games


Tabletop Simulator has it all. The base game includes 15 classics like Chess, Poker, Jigsaw Puzzles, Dominoes, and Mahjong. Additionally, there are thousands of community created content on the Workshop. If you’re the tabletop gaming type, we include an RPG Kit which has tilesets & furniture, as well as animated figurines that you can set up and battle with your friends, with even more options in the Chest. There’s even an option for Game Masters so they can control the table!

Create Games


If you’re into creativity and prototyping, you can easily create your own games by importing images onto custom boards & tables, create custom decks, import 3D models, create scripts, and much more. You can choose to upload your creations on the Steam Workshop or share them privately with your friends.

Fun For All Ages


Everyone can play Tabletop Simulator! Play a classic board game with grandma, have poker night with the guys, or start your epic RPG adventure with your crew. Play almost any tabletop game you can think of! Being a multiplayer-focused game, up to 10 players can play at any given time.

DLCs


Our downloadable content (DLCs) are different from other games, as we partner with developers and publishers to bring their games into Tabletop Simulator. Each DLC is custom created with high quality assets and special themes that match their games. And best of all, only the host needs to own the DLC for everyone at the table to play.



Key Features:

  • Online sandbox with unlimited games to play how you want.
  • Multiplayer physics with objects that collide and interact just how you would expect.
  • Create your own mods easily with full Steam Workshop support and 3D model importing.
  • Take games to the next level with Lua scripting support.
  • Play just like you do in real life; pick up, rotate, shake, and throw any object.
  • Up to 10 people can play together on the same table.
  • Team system with voice and text chat.
  • Save & load individual objects and complete games.
  • Hotseat allows you to play locally on the same computer with your friends.
  • Browse the internet, listen to music, and watch videos in multiplayer, in-game on a tablet.
  • Perfect for RPGs - build your very own roleplaying dungeons with our modular tileset, RPG Kit, Multiple States and Tablet (useful for character sheets).
  • Great admin tools to enable or disable player permissions and to eliminate griefing in public games.
  • 360° panoramic backgrounds that change the lighting and atmosphere.
  • Included games: Backgammon, Cards, Chess, Checkers, Chinese Checkers, Custom Board, Dice, Dominoes, Go, Jigsaw Puzzles, Mahjong, Pachisi, Piecepack, Poker, Reversi, RPG Kit, Sandbox, Solitaire, and Tablet.

Requisitos del sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimo:
    • SO: Windows 7 SP1+
    • Procesador: SSE2 instruction set support.
    • Memoria: 4 GB de RAM
    • Gráficos: Graphics card with DX10 (shader model 4.0) capabilities.
    • DirectX: Versión 10
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 3 GB de espacio disponible
    Mínimo:
    • SO: macOS 10.12+
    • Procesador: SSE2 instruction set support.
    • Memoria: 4 GB de RAM
    • Gráficos: Graphics card with shader model 4.0 capabilities.
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 3 GB de espacio disponible
    Mínimo:
    • SO: Ubuntu 16.04+
    • Procesador: SSE2 instruction set support.
    • Memoria: 4 GB de RAM
    • Gráficos: Graphics card with shader model 4.0 capabilities.
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 3 GB de espacio disponible

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