Tabletop Simulator - Kimiko
This is our first update in 2018 and while this patch may not seem too exciting, it’s because we spent a lot time cleaning up underlining code to facilitate better updates for the future. We hope you do like any of the changes and updates that have been added thus far.

Our next DLC, Pillars of Eternity: Lords of the Eastern Reach, is a 1-4 player card game based on Obsidian Entertainment's best-selling Pillars of Eternity computer role-playing game.

And a big thing we’ve added to TTS is Discord integration, so you can see what game your friends are playing, what they are hosting and the number of seats available, and much more. Hope you enjoy!

DLC - Pillars of Eternity: Lords of the Eastern Reach

Discord Integration
  • You can now click on a user in Discord and see what game they are playing within TTS.
  • You can see when players are hosting a game, the number of seats available and their color.
  • You can also see how long that particular session has been going as well as if they are in singleplayer or multiplayer.

DLC Battle For Souls Update
  • Fixed bouncing rulebook when changing states.
  • Added info to the Notebook.
  • Made background objects non-interactable.

Scripting Improvements
  • Added custom deck setCustomObject() and getCustomObject() support.
  • Fixed takeObject() collision issue with concave colliders.
  • Fixed sync input fields on late joining people.
  • Fixed null reference with Player.getSelectedObjects().

  • getCustomObject() will return a list of these keys because it could be multiple decks combined:
  • string face, bool unique_back, string back, int width, int height, int number, bool sideways, bool back_is_hidden

Chat Improvements
  • Added a ‘System’ tab console (icon is a tilde ~).
  • This gives better user experience with errors and reports for players.
  • Color of chat window will be different to differentiate between this tab and the others.

Hotkey Improvements
  • Added hotkeys to toggle UI elements on and off:
    ctrl-f1: Tools
    ctrl-f2: Top Menu
    ctrl-f3: Players
    ctrl-f4: Notepad
    ctrl-f5: Chat

  • You can now modify custom decks with by reopening the custom menu.
  • Enter key now works in password dialog.
  • Duplicate errors logged to any chat tab now collate, rather than spamming the chat box.

  • Fixed issue with Text editor text invisible when it has too many characters.
  • Fixed bug with 3d pointer sometimes not showing up onscreen hands.
  • Fixed DLC custom assetbundle textures not getting converted correctly by making the secondary bundle load first.
  • Fix chat settings and host server UI overlap.
  • Fixed chat yellow indicator disappearing for all tabs when changing tabs.
  • Fixed global chat history being lost when exiting to main menu.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator

The granddaddy of all space-empire sims, Twilight Imperium retails for over $100 and is delivered to your house in a cardboard coffin. It is huge, meticulous, stocked to the gills with itty bitty rules, and it takes a solid eight hours to finish a single game. Twilight Imperium sessions begin when you invite your friends over for breakfast, and end when you've ordered pizza for the second time. Nothing in the tabletop games industry is more unreasonable, and nothing is more fun. If you think board games are boring, you've never watched in horror as a former mate gleefully goes back on their word then conquers and colonizes your home planet. This happens in hour number six, and you react by swearing vengeance til the day you die.

Shattered Ascension was originally a set of house rules invented by a Twilight Imperium fan named PsiComa. He loved the game, but identified some nagging imbalances in the design, and started work on a remix. Soon enough, PsiComa's pet project emerged as a full-time hobby: he Photoshopped new cards, theorycrafted new mechanics, and dreamed up a brand new rulebook. His variant (originally called Ascendency) proved popular, and he found a small contingency of adherents who were similarly disillusioned with the base game. Together they continued to work out the kinks of PsiComa's design, and by 2011 they had a fully working module.

The problem with Shattered Ascension is that it was difficult to play. Sure, it used a ton of the components packed in with the Twilight Imperium box, but as a homebrew variant you also had to print out reams of PsiComa's updated components on cardstock. Tabletop Simulator was a godsend. The moddable board game physics sandbox meant that the Shattered Ascension playset could be available to anyone with a PC.

"How cool would it to be play the game seamlessly with friends, and perhaps more importantly with the online community that had discussed and theorycrafted the game for so many years?" PsiComa says over Discord. "How cool would it be to have a definitive, fully updated digital version anybody could play, without spending dozens of hours cutting and gluing new replacement Shattered Ascension components?"

Shattered Ascension has its own unique look to go with its updated rules, which PsioComa believes distinguishes his product as its own unique entity.

PsiComa and the rest of the Shattered Ascension community had to import literally hundreds of assets into the Tabletop Simulator infrastructure. Some of that was fairly straightforward—he already had high-quality jpegs of the custom cards, which scanned into the game with ease—but the other stuff, like the plastic miniature ships, required a defter touch. That didn't matter, because PsiComa was dedicated. He learned the 3D modeling application Blender, and spent endless weekends prototyping his spaceships. The results were beautiful. He managed to render a suite of miniatures that were even crisper than what you find in the physical game. 

PsiComa ran into a similar issue with the planetary tiles that make up the Twilight Imperium board. Originally, he planned on importing them with a high-quality scanner, but he couldn't quite get it to work without annoying pixel interference patterns. So PsiComa resolved to build his own tiles from scratch. Decisions like that are what he thrives on: rather than recreating the art from the base game faithfully, he took inspiration from the flavor text associated with each of the planets and created in his own take on the existing fiction.

"I wanted to make each of the planets unique and distinct, with enough details to capture the concept described on each planet card," says PsiComa. "The redux tile project felt like a task with no end to it—working night after night making a few more tiles, and looking back at it now, I can hardly believe I managed to find the time and energy to pull it off."

This also helps with any potential questions of copyright infringement. Shattered Ascension has its own unique look to go with its updated rules, which PsiComa believes distinguishes his product as its own unique entity. 

Shattered Ascension will always be PsiComa's baby, but there have been plenty of quality-of-life improvements thanks to the community at large. One of the programmers, who calls himself Cyrusa, tells me that the project comes equipped with 1,100 lines of custom code, including DNA for automatic dice rollers, pre-set map generators, and a specialized script that cuts through Twilight Imperium's set-up phase with ease. 

"The hardest part about developing the scripts, besides the technical aspects, is that due to the way it is designed, Tabletop Simulator itself knows essentially nothing about what happens from the point of view of the game," he explains. "For example, it knows that object number 123456 was moved to position one, two, or three, while what really happened is that the Sol player activated his Home System. This makes it challenging to design scripts to assist the players."

Any worthwhile aspect of fourth edition will be considered and potentially incorporated into Shattered Ascension in some way, shape or form


One of the key perks to playing Shattered Ascension on a PC is the fact that you don't have to dedicate an entire day to playing a single game. Tabletop Simulator allows players to effectively freeze their board states in carbonite, which means you and a group of friends could play for two hours a night over the course of a month without being forced to leave the game unpacked on some kitchen table. 

Honestly, even the most dedicated Twilight Imperium fans usually only get in one or two plays a year, because it's difficult to conquer a galaxy while remaining gainfully employed. That's different now. The Shattered Ascension Discord is home to multiple sessions every week, with newcomers stopping by all the time. In 2018, you can play the world's heaviest board game casually, and that's a genuine revolution for this hobby.

You can learn more about Twilight Imperium by watching SU&SD's great documentary on it.

"This mod has definitely given legs to the community by attracting newcomers to the scene and allowing members to play the game with old and new contenders with no hassle to it." says PsiComa. "It made the game easy and accessible. Because of this it has indeed made the Twilight Imperium scene flourish, and we hope for it to become even bigger in time."  

Last year, Fantasy Flight released the fourth edition of Twilight Imperium, which introduced some smart refinements to their 20-year-old design. PsiComa tells me that right now, the community doesn't have any plans to adapt the company's new concepts to Tabletop Simulator, though he won't rule it out. "Any worthwhile aspect of fourth edition will be considered and potentially incorporated into Shattered Ascension in some way, shape or form," he says.

After all, the work is never finished. Shattered Ascension was amorphous and modular back in 2007 when it was a series of verbose PDFs on a lonely homespun website, and as a mod it's evolving faster than ever thanks to the steady pulse of the Discord channel. The obsession necessary to get knee-deep in a homemade rule-set for a classic board game is being rewarded by technology, and the creation of a cult of print 'n play fanatics has found a second life.

Tabletop Simulator - Kimiko

Steam's Winter Sale is here and Tabletop Simulator is 50% off!
You can get both the individual and the 4-pack at this discounted price.

Additionally, all our DLCs are on sale for 20-60% off!

Here's wishing everyone a very Merry Christmas and Happy New Year!

Sale ends January 4th at 10am PST.
Tabletop Simulator - Kimiko

It’s hard to believe how fast this year zoomed by and we want to wish everyone a very Merry Christmas and Happy New Year. Holidays are a special time to be with loved ones and friends and we are happy to have you all as part of our community.

It’s been awhile since we’ve had a new DLC, so this time around we have Tiny Epic Quest by Gamelyn Games! This one is exciting, because it includes the ITEMeeples where you can attach and detach weapons. We hope you like our rendition of the game!

If you haven’t seen it yet, our latest tutorial video is now available. This tutorial goes over how to create a custom game from start to finish. Check it out and let us know what you think. We hope it helps you get started on creating your own custom games!

DLC - Tiny Epic Quest

Scripting Improvements
    External Editor:
  • ASCII to UTF8, atom will work with all languages now.
  • Save file path added sent to external editor.
  • Added sendExternalMessage(Table) and event onExternalMessage(Table).
  • Added remote script execution from external editor.

  • Added Playercolor.getHoverObject()
  • Added static WebRequest class
  • Global script now has self, which is just the same thing as Global.
  • takeObject() now default smooth moves objects unless you supply smooth = false
  • Added sound property to spawnObject() to disable spawn sound.

    Global Class WebRequest:
  • Get(string url, Object owner, string function)
  • Post(string url, Table form, Object owner, string function)
  • Put(string url, string data, Object owner, string function)

  • Callback function has property with keys string url, bool is_done, float download_progress, float upload_progress, bool is_error, string error, string text.

  • Spawn dropdown added to spawn an object in its exact saved spot.
  • This is great when trying to spawn a compound object.
  • Fixed issue with one of the colliders in the Indonesia DLC.

  • Fixed custom assetbundles not loading in cloud manager.
  • Fixed issue with custom objects starting with 2 dummy objects.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator

Unlike movies so bad they’re good such as The Room or Trolls 2, you have to interact with a bad game. We can look away from Tommy Wiseau's bare ass or a particularly corny sex scene and the movies keeps trucking along, ready for us when we are. A bad game laughs at you while you struggle with its controls or wade through slow, tedious design. You have to push it along and bear the full weight of its flaws, rarely leaving enough energy left to laugh back. But a few games manage to stay just playable enough, or revel in their badness so much, that they’re still possible to appreciate. 

If you’re the type that can see beyond hideous graphics or nonsensical dialogue and still find something to love in a messy game, then we have a few suggestions for your playlist. 

Earth Defense Force 4.1: The Shadow of New Despair 

EDF thrives on badness. This dead simple game is about blowing up as many alien bugs as you can with comically overpowered weapons, and it's full-tilt ridiculous at all times. But the great part is that its story pretends to take itself seriously, with melodramatic voiceover and dialogue playing out over every mission while you blast giant ants with a rocket launcher. Ugly, simplistic graphics are its most noticeable quality, but those graphics allow EDF to pack hundreds of enemies on screen. That scale is pivotal to how fun and frantic the sandbox combat ends up being.

The bad English VO is really what does it for me, though. It's either delightfully cliche or brilliantly self-aware, but either way, I love love love the clunky voice command system that lets players sing, line-by-line, the EDF anthem. What a game. —Wes Fenlon

Layers of Fear 

Some people will tell you Layers of Fear is a horror masterpiece. I’d guess those people don’t watch much horror. If you don’t know, it’s a first person haunted house game where you play as a tortured artist slowly losing their mind. If anything, I’m less scared of having a psychological breakdown now because I know what to expect: animated baby dolls, hallways that change when you look away, and plenty of messages left on the wall in something that looks like blood. But through its parade of horror cliches, Layers of Fear transcends. 

Once you realize everything can be predicted and that the scares are lined up one after another, each subsequent attempt comes closer to feeling like you’re watching a hooded teen showing you the scary magic they learned online. You’ve seen these tricks hundreds of times over, but the earnesty and enthusiasm with which they’re thrown at you is endearing enough to hang around. Sometimes it will be hard not to laugh (especially when one of the baby dolls sprints down the hall and bonks their head on a dresser), but don’t feel bad. It’s effective horror, just not in the way it was meant to be. —James Davenport

Deadly Premonition 

I’ll start by saying I don’t think Deadly Premonition is bad by any measure, but I’m in the minority. Many are resistant to its sparse, janky-looking PS2-era open world, not to mention the stiffness of its characters. But I love these things: they contribute to the uncanny, edge-of-reality atmosphere this game is so adept at conveying. The sleepy town of Greenvale, Washington is as dream-like and unreliable as its bumbling, goofy characters, and the way protagonist York brushes through these oddities with the calm, authoritative smarts of Twin Peaks’ Agent Cooper (a very obvious inspiration) is hilarious but also, offputting. 

Everything is offputting about Deadly Premonition: the weird repetition of its enemies’ groans, the way they’re too high in the audio mix, make this game feel like outsider art more than a piece of designed mass market entertainment. It’s the closest a game has come to capturing the mood of, yes, Twin Peaks, but also a Franz Kafka novel. It’s a masterpiece the way it is, should never ever be fixed, and if you advocate for the latter then please stay away from this very bad but also perfect video game.  —Shaun Prescott

Tabletop Simulator  

Try hopping into an open D&D server in Tabletop Simulator. It's hilarious, and you will definitely never play D&D. First, the DM will struggle to help everyone manage the custom, editable character sheets. How do you edit your class field? Click on it, which pops a Go piece into existence, then right click on the piece and edit its description in a tiny field that you can't see if you clicked it too near the bottom of the screen. Do that for all the fields. Now find your feature and spell cards in a stack that takes ages to load, but as you're doing that, accidentally drop your character sheet into one of 10 nearby bags and boxes. As the host looks for your sheet, watch their ping skyrocket as they get DDOSed and everyone disconnects. It's D&D, baby!

But Tabletop Simulator is great. For all its many flaws, get a group of friends into a room and you really can play D&D (I doubt it'd be fun to play with strangers anyway). Or you can play any other tabletop game you can think of, so long as you take the effort to make the custom boards, cards, or pieces you need. It's one of the best multiplayer 'sandbox' games on Steam, and it's infinitely customizable. Just be prepared for when someone picks up an unlocked bowl full of dice and it decides to eject all of them like popcorn for some reason.  —Tyler Wilde

Amazing Frog?

Amazing Frog knows what kind of game it’s trying to be—some wacky, unpredictable physics playground for ragdoll frog puppets—but the menus and interactions are so difficult to decrypt that it even fails to be a goofy toy in the way of Goat Simulator. But Amazing Frog somehow works despite itself. Play long enough and you'll eventually get lost in the menus or layers deep into the exploration of its many massive landscapes. Soon, it starts to feel like you’re playing one of the games you see depicted on shitty criminal investigation series. 

Amazing Frog is a videogame that looks and plays like the perfect psychic replica of what my dad things videogames might look and play like. It’s a squeaky toy that weighs 1000 pounds and actively hates you. It’s a jungle gym designed only to be observed. It's an lucid dream at the supermarket. It’s pretty bad, and I like it.  —James Davenport 

Goat Simulator 

Goat Simulator's viral popularity ruined it for a lot of people—it got a reputation as just another dumb game for loud men to be loud at on YouTube. And it is a dumb game, but it's a profoundly, wonderfully dumb game. It takes the part of open-world games people actually like—mindless destruction—and makes that the whole thing. No characters, no cutscenes, no driving to the place where the mission intro happens so you can drive from there to the place where the mission actually starts. Goat Simulator is Grand Theft Auto minus the time-wasting guff. Let's go one better: Goat Simulator is Grand Theft Auto, only with a likeable protagonist.

The thing that made Goat Simulator go viral, the performative aspect of it, is significant too. You don't have to be a streamer to realize it's fun to watch. Get a friend who hasn't played it, sit them down with Goat Simulator, and you'll be laughing together in no time. It's a bit sad that simple pleasure is alien to good games and instead has to come to us via this deliberately bad one made as a joke.  —Jody Macgregor

Resident Evil 6 

I should arguably save this one for a 'games that are so bad they're actually bad' list, but I do have genuine affection for Resident Evil 6. Of its four bloated campaigns, about one-and-a-half are good, and the rest is punctuated by noisy action that doesn't always see the series at its best—the Chris campaign is a particular low point. With some careful editing, Capcom could've had a more refined, balanced action/horror game that cut between the different characters and only kept the best set pieces.

Indeed, the controls in Resident Evil 6 allow for a lot more self-expression and mastery for the player than any previous games. You can slide around, crawl on your back, use deadly melee moves (while keeping a stamina meter in check), perform quick counter shots. It's bad, but it's also good, then. If you've got it in your Steam library, consider giving it a second chance and checking out the Mercenaries mode.  —Samuel Roberts


Most people don’t even know Ricochet, Valve’s failed multiplayer experiment, exists. A first person disc-thrower set on a series of platforms suspended in an infinite void, Ricochet looks like baby’s first Quake, but with colored jumpsuits and much less variation. At the edge of each platform are a few arrows that shunt you to the next one, or pinball you up to the second level. There’s little room to maneuver on each, which means to take your opponents out you either need to knock them out of the air or ping them off their platform with a disc or two. 

But because Ricochet is so simple, nearly anyone can jump in and start affecting the match. The small play space almost ensures chaos, which is always amusing to watch. Layered over with some lo-fi sound work (and the best death cry in any game ever, maybe), Ricochet may not be much fun to play as a purely competitive FPS, but it sure is entertaining to be a part of, like a loose bolt among a dozen others in a cheap pinball machine.  —James Davenport 

Tabletop Simulator

D&D and other tabletop games are best played sprawled across a dining room table, but I wondered how close we could get to that in-person roleplaying experience without spending 10 grand flying PC Gamer's remote staff to my house. I didn't want to just find the most efficient way to play D&D online (see our guide to services like and Fantasy Grounds for that), but to really emulate a tabletop session. So I gathered a few PC Gamer editors from around the US, Canada, and Australia for a little experiment: D&D 5e in Tabletop Simulator. And it worked! Surprisingly well, even. 

Tabletop Simulator is just what it sounds like, a virtual table where game boards, playing cards, dice, figurines, and other objects can be picked up, dealt, rolled, and chucked around. There are built-in rulesets for common games, but everything down to the lighting and individual object physics can be customized. It's powerful—and frustratingly janky, which is why I worried the whole thing might be a bust. If you instinctively hit Ctrl-Z to undo a line you drew, for example, the whole table reloads, and dropping items near boxes sucks them in nearly instantaneously, making all containers dangerous black holes. My players also had atrocious pings, especially our poor indie editor, Jody, who was connecting to me from Australia.

Players will never have to go searching for a D12, because you can copy and paste 50 of them into a pile if you want.

Yet despite a couple disconnects, the session went at about the pace of any in-person D&D session I've played. Tabletop Simulator has some advantages over a real table, too. Players will never have to go searching for a D12, because you can copy and paste 50 of them into a pile if you want. You can quickly upload prepared battle maps, and cover the table with character sheets, DM cheat sheets (which can be hidden from players), and even 'tablets' open to Google Docs or D&D Beyond if you need to look up a spell or monster stats or pass notes to the players.

Above: I quickly made this battle map with Dungeon Painter Studio and Photoshop, along with Tabletop Simulator's hex grid overlay.

Our biggest issue didn't have much to do with Tabletop Simulator itself: it was getting over the awkwardness of roleplaying over voice chat. As our heroes began their journey—each of them out of gold, stranded on a dirt road near a remote inn with a storm approaching—they hesitated to speak first to introduce themselves and make a plan. I quickly moved on to a few perception checks followed by a surprise attack to get everyone rolling and making decisions, and after that, the party met a mysterious dwarf and started to loosen up. If we'd gone for a couple more hours, I think the issue may have resolved itself.

Much of the fault for our hesitant start rests on my inexperience as a DM, but the weirdness of the players being disembodied didn't help. In a typical D&D session, they'd be able to make eye contact with the DM before asking questions, or with each other to indicate they're about to speak. We also jumped right into the game without the socializing and feet dragging that typically precedes an in-person game. Next time, I may mix in video chat—it doesn't totally solve the problem, but could help—and make time for chit-chat as I set up the table, so that the players can discuss their characters and get into the right mindset. And rather than the cold open I attempted, I'd have them metagame a little and introduce their characters to each other as players, so that they can more comfortably assume their roles.

Above: While it looks mostly illegible from here, you can zoom in super close to imported images to read them.

The pros and cons of using Tabletop Simulator is the cheaper, more practical solution for remote D&D. is the cheaper, more practical solution for remote D&D: a clean mapping interface, easy access to official reference material, built-in video chat, and quick dice rolls. More serious players will probably prefer it, and Tabletop Simulator leaves much to be desired despite its frequent patches. Though the Steam Workshop provides a bounty, I'm surprised by how few high-quality fantasy figurines, backgrounds, and table styles are included by default. Clicking links in the tablets sometimes stops working, and the browser is just about featureless: no tabs, no history, no bookmarks. It's also terrible at handling editable text.

So why use Tabletop Simulator? Primarily, to approximate the feeling of being around a real table, with all the goofing off that goes with it: players ignoring the DM and stacking dice, flicking downed monsters off the table, arguing about whether a dice roll was really a roll. And secondarily, because you love spending hours creatively setting up your play space, which I do.

Above: I made this board using the Divinity: Original Sin 2 mod tools. Because you can't quite get a perfect topdown view, it didn't really work, but it was a fun experiment.

The best thing about Tabletop Simulator is that only the host has to have any Workshop or custom assets used in the game—it's all uploaded to the Steam Cloud and shared with the other players. At the moment, I'm building a multi-layered battle map using hovering boards and a 3D ladder model I imported, and recently, I had some players take on a trio of half-orcs in a game of 'harky,' making them roll d20s to pass and shoot a 'puck' I made by resizing a checkers piece. I'm arguably making it harder for myself by using 3D models and not just a digital pencil, a 2D grid, and a bit of imagination, but the 'physical' space of Tabletop Simulator has only encouraged my creativity, not hampered it. I'm not always going to use maps, but they're useful for keeping track of my more complicated ideas.

As part of the experiment, I also wanted to have as much of my reference material as possible in the game (you can't alt-tab out of a dining room table, and that was the experience I was trying to replicate). So rather than having a physical DM screen cheat sheet awkwardly balanced behind my monitor, or the Monster Manual open in my lap, I put everything I thought I'd need into my Tabletop Simulator setup, including a tablet open to my campaign notes. If you use high-res PNGs as the custom art on in-game 'tiles,' and hold Alt to view them as flat images, or zoom way in, they're perfectly legible. I recently bought the D&D 5e Humble RPG Book Bundle, for instance, created PNGs out of four pages pages of the Kobold Press Book of Lairs, and then created custom tiles in Tabletop Simulator for myself to reference.

Above: Be sure to grab the mod that's just a framed photo of Nicolas Cage.

It worked just fine, though I wouldn't do it exactly the same way again, as it's much easier to just have a browser window open with my notes. A second monitor (or lots of notes on real paper) is definitely the best friend a Tabletop Simulator DM can have, as running it in a small window or alt-tabbing constantly starts to defeat the purpose, barely differentiating it from easier-to-use browser-based solutions. 

If the simpler route sounds more appealing to you, do try out, as accounts there are free, while Tabletop Simulator is $20 on Steam. But if you've made your decision and you've got a DM and some willing but geographically-restricted players, below is a quick guide to getting started playing remote D&D in Tabletop Simulator, as well as links to some of the tools I've used.

Starting a game of D&D 5e in Tabletop Simulator 

1. Have your players make characters with D&D Beyond's step-by-step character creator. If they don't own the digital Player's Handbook, their options will be restricted as they level up, but it's a good way for newcomers to get started. If they're experienced, they can make their characters manually and send you the details.

2. Both the DM and the players will need to reference the character sheets while playing, and there's lots of ways to make this possible. You can upload a PDF of the sheet to Google Drive, share it publicly for anyone with the link, and then open it in an in-game tablet. You can convert the PDFs to PNGs and create custom 'tiles,' then use Tabletop Simulator's counter tools to keep track of gold pieces, HP, and spell slots. You can transfer the information to these editable character sheets from the Steam Workshop. Or you can just print them out, or open them in another window or monitor.

3. Customize your board in a singleplayer session, making sure to check the option to upload any custom images to the Steam Cloud so that all players will see them (unless they're only for you, the DM). I recommend trying out some the pre-made D&D 5e tables from the Steam Workshop and starting there (I used ffrogman's), as the default tables are too small, and many mods already have a hidden DM area set up with tools like a calculator, dice trays, initiative tracker, and note cards. Note that if you click the vertical '...' in the upper right corner of a Workshop mod, you can 'Expand' it to pull the elements you want into your game rather than loading the whole thing.

4. Save your custom table as a 'game' and load it up when you start your multiplayer session. Make sure to password protect your server, as there's apparently been a wave of DDOSing going around. (On that note, I don't recommend trying to play D&D with strangers in a public server. I tried and it went very poorly.) Be sure to save the board state when you're done, so that everything is preserved for the next session. Make lots of backups and save often while you work, too—it is painfully easy to accidentally load a mod instead of expanding it, losing whatever progress you made.

5. Tips for starting your session:

  • Give your players a little time to just hang out and chat. It can take a minute to get into the right mindset.
  • Consider letting your players introduce their characters out-of-character. It may help break the ice—which is a little harder to break when disembodied—if they're allowed to set expectations about who they're roleplaying as.
  • Set clear rules about what constitutes a dice roll (chucking it on the table, right-clicking and selecting 'roll,' placing it in a dice tower). I have players call their roll before they do it, because otherwise I might interpret a die being dropped on the table as a roll.
  • If you're using figurines, name your players' figures (either their name, or the name of their character). Otherwise you'll all have to constantly zoom in to figure out who's who.

Above: If your players can flip the table, they'll flip the table.

Useful tools

Dungeon Painter: Not the best interface, but useful for quickly designing maps that you can export as PNGs and import into Tabletop Simulator. I used the Steam version, plus Photoshop, to make some of my maps.

Inkarnate: A fantastic, free way to quickly create a world map—just sign up for the beta. I imported my world map onto a tile, locked it, and then used the Gizmo tool to prop it up in a corner. Drop a token labled 'You Are Here' on it if you want.

Donjon's fantasy generators: Part of being a DM is thinking on your feet, but when your players really catch you off guard, a little creative assistance can be needed. Donjon offers a great selection of random fantasy and D&D generators. I'll probably get a lot of use out of its random inn generator especially.

RPG Tinker's NPC generator: Need to quickly create an NPC for your players to meet, or generate stats for one you didn't think they were going to fight? RPG Tinker can instantly generate stats and attack abilities for an opponent or ally of any challenge rating.

Tabletop Simulator - Kimiko
This tiny update was mainly to get VR and Touch working again after the slight downtime with v10.0. Thanks for your patience!

General Improvements
  • VR is now working.
  • Touch is now working.
  • Doubled the max size of the packets so you can search and save larger things.
  • Improved sorting for server browser.
  • Servers that have a friend in it now have green text.
  • Added an invite icon on the top right, so you can easily invite your friends once all the slots are full, then it disappears.
  • Ping is more accurate and less jumpy.
  • Fixed issue with 50 value poker chip not showing properly for clients.

Tabletop Simulator - Kimiko

Steam's Autumn Sale is here and with that, Tabletop Simulator is 50% off!
You can get both the individual and the 4-pack at this discounted price.

Additionally, all our DLCs are on sale for 30-50% off!

Here's wishing everyone a very Happy Thanksgiving, no matter where you live!

Sale ends November 28th at 10am PST.
Tabletop Simulator - Kimiko
Hey everyone, v10.0 will be our largest patch ever added to the game! This update’s focus was on completely rewriting and optimizing the netcode on Tabletop Simulator to help solve a lot of the connection issues. If you helped us test on the beta, thank you very much for your input as we needed all the extra testing we could get to ensure things were cleaned up smoothly. This is a major update, so if you encounter any issues, please let us know on our forums with as much detail as possible before we head into the holidays.

We also have a free update to Viticulture by Stonemaier Games, which adds in the expansions Tuscany and Moor Visitors!

And finally, we have made a few UI improvements which we hope you like. The main menu has changed for simplicity and to match the rest of the UI, and the host options menu has been split into Game, Server and Permissions. We’ve added some additional features to these menus as well.

VR and Touch is currently not working in this update, but we plan on adding it back in very shortly.

Please be sure to post your feedback and suggestions on our forums.

Networking Overhaul
  • Networking has moved over to Steam.
  • Reduced overall networking traffic.
  • Alleviates host desync issues.
  • Reduces stutters and FPS loss when hosting.
  • Optimized cpu usage for networking.
  • Better game security against hackers.
  • People that had problems with server browser before should now work for everyone.

DLC - Viticulture Expansions: Tuscany & Moor Visitors
  • The Tuscany & Moor Visitors expansions to Viticulture has been added as a free update!
  • You can now have even more fun with these two anticipated expansions.
  • Minor update to the DLC itself and additional tables.
  • Scripting has been added for your convenience.

UI Improvements
  • Updated the main menu to match the rest of the UI and simplicity.
  • The Join button takes you directly to the server browser.
  • The Create button gives you the option for Singleplayer, Multiplayer and Hotseat.
  • The Host Options has been separated into the Game, Server and Permissions menus.
  • The Game menu let’s you change the game and gravity for that session.
  • The Server menu let’s you change the name of the server, password and max players in real time.
  • The Permissions menu leaves us options to add in more permissions.
    Separated the Tablet from Digital to be its own permission.
  • The Physics option has been moved to the Configuration menu as it is global.
  • The Server browser no longer has tabs. Use the friend check box to find servers with just your friends.

DLC - The Great Dinosaur Rush Improvements
  • Locked down the green bone tray and the token bag.
  • Fixed issue where some pieces are locked in place when starting the game.

  • Updated to Unity 5.6.4 which fixes some bugs.
  • Updated the voice chat to fix some extra bugs.

  • Fixed issue with spamming click while initial loading breaks it.
  • Fixed issue with scripting objects teleporting not syncing correctly.
  • Fixed issue with Go bowl’s pieces not going in.
  • Fixed issue with Linux typing random characters.
  • Fixed issue with Linux fullscreen not working.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko
Hey everyone, v10.0 will be our largest patch ever added to the game! We are replacing and optimizing the netcode on Tabletop Simulator to give you guys the best possible experience. Due to the vastness of these changes, we decided to have an open beta to test and make sure nothing has slipped through the cracks. Additional features and fixes will also be included in the patch’s final release.

We want as many people as possible to help us test the networking rewrite, so we can work out any kinks before it goes live. We have commenced closed beta testing and are now opening this up to everyone. We would greatly appreciate your help and feedback to ensure this is a smooth process.

To access the open beta:
  • In your Steam Library, right click on Tabletop Simulator and click on Properties.

  • Click on the BETAS tab.
  • Click the drop down arrow and choose public_beta - Public beta branch.

  • Give it time for the update to take place and then play as normal.
  • Be sure to play in multiplayer for efficient testing.
  • You can join through Steam friends or via the Server browser.

All feedback can be posted in the dedicated section on our forums, or on our official discord in the #open-beta channel.

Thanks for your help everyone!

Networking Overhaul
  • Networking has moved over to Steam.
  • Reduces the overall bandwidth to host a server.
  • Alleviates host desync issues.
  • Improves game security from hackers.
  • Reduces stutters and FPS loss when hosting.

Not ready yet
  • Hotseat
  • Touch
  • VR
  • Host Options


Search news
Jul   Jun   May   Apr   Mar   Feb  
Archives By Year
2018   2017   2016   2015   2014  
2013   2012   2011   2010   2009  
2008   2007   2006   2005   2004  
2003   2002