As an update to the existing Superfight DLC, we have added in two new decks for free, The Walking Dead and Anime! The physical Anime deck premiered at Anime Expo on July 2, 2015 and the physical Walking Dead deck premieres at San Diego Comic Con on July 9, 2015!
The Walking Dead Deck is an expansion to Superfight that adds 100 cards inspired by Robert Kirkman’s hit comic book series. All of your favorite survivors and villains are here, along with the darkest set of attributes yet. DO NOT SHUFFLE, DEAD INSIDE.
The Anime Deck is an expansion to Superfight that adds 100 cards inspired by your favorite anime. From Pocket Monsters, to Titans, to Sailor Scouts, this deck is ready to raise your fights to a new level of insanity, the kind you can only find in Japan.
If you’re at Comic Con, stop by the Skybound booth #2729 and the Superfight booth #2800 to say hello and check out all they have to offer!
Superfight DLC:
Two new decks added; Anime and The Walking Dead!
The Superfight card boxes now function identically to bags allowing you to store objects inside of them.
Added a button to the Superfight box that will open a link to sign up for Skybound’s Insider program for extra perks.
Engine Upgrade:
Updated to Unity 4.6.7 the latest 4.x version of the engine.
Unity 5 is currently not an upgrade path due to the physics limitation with concave colliders.
If you run into any new bugs let us know as it could be due to this upgrade.
Improvements:
Moving objects around has been smoothed out and is less stuttery.
Added a timeout period when the connection to a host slows down to a crawl.
The d-pad on the controller has now been mapped to panning the camera around (WASD).
All keybinds have been reset to default due to this change.
Fixes:
Fixed tinted custom dice losing their tint.
Fixed potential custom dice collision issue.
Custom objects will no longer delete if you close the import menu with an already created object.
Stay up to date on development by following us on Twitter and Facebook!
As an update to the existing Superfight DLC, we have added in two new decks for free, The Walking Dead and Anime! The physical Anime deck premiered at Anime Expo on July 2, 2015 and the physical Walking Dead deck premieres at San Diego Comic Con on July 9, 2015!
The Walking Dead Deck is an expansion to Superfight that adds 100 cards inspired by Robert Kirkman’s hit comic book series. All of your favorite survivors and villains are here, along with the darkest set of attributes yet. DO NOT SHUFFLE, DEAD INSIDE.
The Anime Deck is an expansion to Superfight that adds 100 cards inspired by your favorite anime. From Pocket Monsters, to Titans, to Sailor Scouts, this deck is ready to raise your fights to a new level of insanity, the kind you can only find in Japan.
If you’re at Comic Con, stop by the Skybound booth #2729 and the Superfight booth #2800 to say hello and check out all they have to offer!
Superfight DLC:
Two new decks added; Anime and The Walking Dead!
The Superfight card boxes now function identically to bags allowing you to store objects inside of them.
Added a button to the Superfight box that will open a link to sign up for Skybound’s Insider program for extra perks.
Engine Upgrade:
Updated to Unity 4.6.7 the latest 4.x version of the engine.
Unity 5 is currently not an upgrade path due to the physics limitation with concave colliders.
If you run into any new bugs let us know as it could be due to this upgrade.
Improvements:
Moving objects around has been smoothed out and is less stuttery.
Added a timeout period when the connection to a host slows down to a crawl.
The d-pad on the controller has now been mapped to panning the camera around (WASD).
All keybinds have been reset to default due to this change.
Fixes:
Fixed tinted custom dice losing their tint.
Fixed potential custom dice collision issue.
Custom objects will no longer delete if you close the import menu with an already created object.
Stay up to date on development by following us on Twitter and Facebook!
We have a fabulous update for you this week! A lot of great improvements we think you’ll love plus some fun new features as well.
First up though we wanted to announce that we’re currently hiring a Unity3D Programmer! You can find details about this position on our website.
Secondly, we launched a Developer & Publisher’s page opening up the door to established developers and publishers to work with us to bring their physical board, card, and tabletop games into Tabletop Simulator as paid DLC. If there is a game you’d love to see permanently in Tabletop Simulator, let those publishers know!
And finally, this update focused a lot on making things more seamless and comfortable for everyone in general. The new auto raise feature will make moving objects around much easier without bumping into things. The new snap points is great for those who want to customize snaps on specific boards and objects. And just like you can import custom decks you can now import custom dice in TTS as well!
There’s a lot more great improvements and features we have in mind and we’d still love to hear any ideas you may have, so be sure to post them on our official forums to get our attention.
Raise Improvements:
Auto raise now implemented so objects will lift themselves above any collisions.
Auto raise ensures that you can easily stack objects to avoid collisions.
Lift height now controls how far off the surface they will be held.
At zero lift height objects will perfectly slide along the surface.
Default lift height is now half as high due to auto raise not requiring it to be so high.
Flipping objects now auto raise so that they will clear any objects.
Held objects no longer collide with objects on the table unless you lower <T> them.
Lower improved by not shoving objects so hard against the surface.
Raise <R> now works even if your lift height is set to 0.
Fixed card flicker when dropped at default heights.
Physics Improvements:
Greatly improved the responsiveness of moving objects.
Reduced drop force so objects will no longer bounce all over the place when dropped on other objects.
Shuffling objects will no longer accidently trigger from colliding objects.
Improved moving around objects connected with joints (less flopping around).
Improved object snapping when attached with joints to other objects.
Custom Dice and Improvements:
Custom dice have been added making it very easy to import your own dice.
Templates for all dice (d4, d6, d8, d10, d12, d20) are now in the modding folder.
When you rotate a dice using the number keys it will now face your camera.
Snap Points:
New "Snap" pointer mode allows the host to place custom snap points that don't rely on the grid.
Clicking on a location will place a snap point there and clicking on existing snap point will delete it.
If you place a snap point on a locked object it will be attached to that object.
Snap points added to Chinese Checkers, Pachisi, Backgammon, CardBots, and the Poker Table.
Grid setting in the contextual menu for objects has been renamed to "Snap".
Fixed being able to scale any of the boards with snap points and it no longer working.
Fixed certain boards being locked to a grid.
Fixed backgammon collider problems.
New Game Mode 'Tools':
Tools replaces the existing tablet game mode.
Tool contains the Tablet, Clock, Bag, and Notecard objects.
General Improvements:
Increased the size of the zoom camera.
You can now hold <ALT> while box selecting to select locked objects.
Improved the default camera distance so your hand isn't cutoff.
Added support for -novid launch cmd to skip the intro logo video.
Optimizations to reduce stutter causing issues.
Physics general collision optimization.
Fixes:
Fixed the server browser not loading for certain players.
Fixed grouping objects that are attached with a joint to another object.
Fixed issue removing an object from someone that is already holding it.
Stay up to date on development by following us on Twitter and Facebook!
We have a fabulous update for you this week! A lot of great improvements we think you’ll love plus some fun new features as well.
First up though we wanted to announce that we’re currently hiring a Unity3D Programmer! You can find details about this position on our website.
Secondly, we launched a Developer & Publisher’s page opening up the door to established developers and publishers to work with us to bring their physical board, card, and tabletop games into Tabletop Simulator as paid DLC. If there is a game you’d love to see permanently in Tabletop Simulator, let those publishers know!
And finally, this update focused a lot on making things more seamless and comfortable for everyone in general. The new auto raise feature will make moving objects around much easier without bumping into things. The new snap points is great for those who want to customize snaps on specific boards and objects. And just like you can import custom decks you can now import custom dice in TTS as well!
There’s a lot more great improvements and features we have in mind and we’d still love to hear any ideas you may have, so be sure to post them on our official forums to get our attention.
Raise Improvements:
Auto raise now implemented so objects will lift themselves above any collisions.
Auto raise ensures that you can easily stack objects to avoid collisions.
Lift height now controls how far off the surface they will be held.
At zero lift height objects will perfectly slide along the surface.
Default lift height is now half as high due to auto raise not requiring it to be so high.
Flipping objects now auto raise so that they will clear any objects.
Held objects no longer collide with objects on the table unless you lower <T> them.
Lower improved by not shoving objects so hard against the surface.
Raise <R> now works even if your lift height is set to 0.
Fixed card flicker when dropped at default heights.
Physics Improvements:
Greatly improved the responsiveness of moving objects.
Reduced drop force so objects will no longer bounce all over the place when dropped on other objects.
Shuffling objects will no longer accidently trigger from colliding objects.
Improved moving around objects connected with joints (less flopping around).
Improved object snapping when attached with joints to other objects.
Custom Dice and Improvements:
Custom dice have been added making it very easy to import your own dice.
Templates for all dice (d4, d6, d8, d10, d12, d20) are now in the modding folder.
When you rotate a dice using the number keys it will now face your camera.
Snap Points:
New "Snap" pointer mode allows the host to place custom snap points that don't rely on the grid.
Clicking on a location will place a snap point there and clicking on existing snap point will delete it.
If you place a snap point on a locked object it will be attached to that object.
Snap points added to Chinese Checkers, Pachisi, Backgammon, CardBots, and the Poker Table.
Grid setting in the contextual menu for objects has been renamed to "Snap".
Fixed being able to scale any of the boards with snap points and it no longer working.
Fixed certain boards being locked to a grid.
Fixed backgammon collider problems.
New Game Mode 'Tools':
Tools replaces the existing tablet game mode.
Tool contains the Tablet, Clock, Bag, and Notecard objects.
General Improvements:
Increased the size of the zoom camera.
You can now hold <ALT> while box selecting to select locked objects.
Improved the default camera distance so your hand isn't cutoff.
Added support for -novid launch cmd to skip the intro logo video.
Optimizations to reduce stutter causing issues.
Physics general collision optimization.
Fixes:
Fixed the server browser not loading for certain players.
Fixed grouping objects that are attached with a joint to another object.
Fixed issue removing an object from someone that is already holding it.
Stay up to date on development by following us on Twitter and Facebook!
Since we released our first DLC, there has been a lot of great comments on how to improve our current system. Based on your feedback, we have changed a couple things in regards to the new Superfight DLC. While you can still purchase Superfight for $4.99 (regular price) individually, you can now also purchase an “Unlimited” version for $19.99. "Unlimited" allows any number of players to play the DLC with you for free when hosting. This is a great way for regular groups of friends who play together or when you host a public game, anyone can join and try out Superfight for free when hosting.
If you already purchased Superfight , there is also an “Upgrade to Unlimited” option so you can just pay the difference to get the Unlimited version.
Thank you for showing your great passion for Tabletop Simulator. We value our community’s opinion and this has been a great learning experience for us all as we break ground in this new territory.
This minor update also included a couple fixes as well.
Added support for new Superfight (Unlimited) DLC
Fixed issues of using hover commands on layered cards messing up collision.
Fixed grid settings being lost when stacking cards together.
Fixed physics material settings not saving on piecepack objects.
Stay up to date on development by following us on Twitter and Facebook!
Since we released our first DLC, there has been a lot of great comments on how to improve our current system. Based on your feedback, we have changed a couple things in regards to the new Superfight DLC. While you can still purchase Superfight for $4.99 (regular price) individually, you can now also purchase an “Unlimited” version for $19.99. "Unlimited" allows any number of players to play the DLC with you for free when hosting. This is a great way for regular groups of friends who play together or when you host a public game, anyone can join and try out Superfight for free when hosting.
If you already purchased Superfight , there is also an “Upgrade to Unlimited” option so you can just pay the difference to get the Unlimited version.
Thank you for showing your great passion for Tabletop Simulator. We value our community’s opinion and this has been a great learning experience for us all as we break ground in this new territory.
This minor update also included a couple fixes as well.
Added support for new Superfight (Unlimited) DLC
Fixed issues of using hover commands on layered cards messing up collision.
Fixed grid settings being lost when stacking cards together.
Fixed physics material settings not saving on piecepack objects.
Stay up to date on development by following us on Twitter and Facebook!
We did it! We’ve come so far in just a little over a year and now we’ve completed Early Access and are officially released! Thank you to everyone who supported us along the way from the Kickstarter days to now. Without your support, we wouldn’t be where we are today. We’ve proven that Early Access does work and it really pushed us to make Tabletop Simulator better than ever. The fun doesn’t stop here however, we’ve got a lot more in store for you and we’ll be continuing the development to ensure Tabletop Simulator is top notch!
This also marks the exciting release of our first DLC with Skybound’s Superfight, a hilarious card game in which players use cards to create ridiculous characters, and then argue about who would win in a fight! You can check out the store page for Superfight here.
Thank you to everyone who participated in our trailer contest! We received a lot of great entries even though it was short notice, so we appreciate you taking the time to do so. The lucky winner was Michael Clark and you can now see his winning trailer on our Steam store page and our YouTube channel
We did it! We’ve come so far in just a little over a year and now we’ve completed Early Access and are officially released! Thank you to everyone who supported us along the way from the Kickstarter days to now. Without your support, we wouldn’t be where we are today. We’ve proven that Early Access does work and it really pushed us to make Tabletop Simulator better than ever. The fun doesn’t stop here however, we’ve got a lot more in store for you and we’ll be continuing the development to ensure Tabletop Simulator is top notch!
This also marks the exciting release of our first DLC with Skybound’s Superfight, a hilarious card game in which players use cards to create ridiculous characters, and then argue about who would win in a fight! You can check out the store page for Superfight here.
Thank you to everyone who participated in our trailer contest! We received a lot of great entries even though it was short notice, so we appreciate you taking the time to do so. The lucky winner was Michael Clark and you can now see his winning trailer on our Steam store page and our YouTube channel
We’ve got an awesome update for you this week as we added transparency support! That character cutout you couldn’t make before? Well, now you can! You can now privately message people in game and you can also sort your Workshop and Save files which will make finding mods and saves much easier.
As announced earlier this week, Tabletop Simulator will be leaving Early Access on June 5th and with our launch, this will also bring in DLC, starting with Superfight.
Thanks for all your suggestions in our Reddit thread so far. Feel free to keep them coming! You can also continue to post your suggestions on our official forums for after release as well.
We also have a contest just announced yesterday to help us create our release trailer, so if you are interested, you can read all about it here.
And finally, The Humble Store chose Tabletop Simulator to be a part of their Spring Encore Sale, so Tabletop Simulator is now 40% off until May 25th at 10am PST. Get it at this great discount before the price goes up to $19.99 at release.
Whisper and New Chat Commands Added:
You now have the ability to whisper people using chat command '/<color> <message>' (ex. /red Hello World!).
We decided to use color instead of names due to some people having alt codes or strange characters in their names.
Added in '/resetallsaved' chat command which reset all settings (General, Controls, UI, etc).
If you prefer to use chat commands you can now use '/team <message>' to chat with your team.
Clients can now also use '/help' to see available chat commands like the host.
PNG & Transparency Supported:
PNG image textures now properly supported and saved to cache.
PNG transparency will also now work on the Custom Figurine and Custom Model.
Cutout transparency is supported meaning no semi-transparency (100% or 0% transparency).
PNG uses up more RAM than JPG, so use them only if needed.
Custom Object Improvements:
You can now modify an existing custom object by right clicking it and select 'Custom'.
Optimized the performance of custom models not using normal maps.
Improved some of the tooltips and descriptions on the custom model import window.
Fixed normal maps saving as green scale and improperly working.
Fixed custom model physics properties not persisting through save and loading.
Fixed multiple selections on the radio type and material.
Mod Caching Improvements:
Greatly reduced the cache size of images to match the same size they are from the host.
This will help speed up mod loading from cached images.
Slightly improved the image quality of images saved to the cache (no more extra compression).
Workshop and Save UI Improvements:
You can now sort your workshop or save files using the drop down menu (Number, Name, Date, etc.).
Text is now aligned left and now clips off very long text so it doesn't shrink to unreadable levels.
Mousing over a save file will give you a tooltip of the entire name of the file.
Input Field Improvements:
Selecting an input field will no longer highlight all the text, but place the caret at the position of click.
No more accidently deleting the entire text field due to highlighting.
Fixed the URL input fields for the custom model cutting off URLs.
General Improvements:
You can now deal cards to a specific color or to all colors with the new expand arrow next to deal.
Greatly reduced the time it takes to open workshop or save files by caching save names.
Added new hands for Line Tool and Joint hand modes.
Added different icons for voice chat and team voice chat to make it easy to distinguish between the two.
Optimized some minor code functions.
Fixes:
Fixed semi-lock setting not saving properly.
Fixed potential issues with teleporting locked objects.
Fixed texture issue on custom figurine bleeding into the side of the card.
Fixed 'ALT' + 'Right Click' dropped objects from a deck or stack not snapping to the grid.
Fixed 'Save & Exit' on the configuration menu applying improper graphics settings if not on that tab.
Stay up to date on development by following us on Twitter and Facebook!
We’ve got an awesome update for you this week as we added transparency support! That character cutout you couldn’t make before? Well, now you can! You can now privately message people in game and you can also sort your Workshop and Save files which will make finding mods and saves much easier.
As announced earlier this week, Tabletop Simulator will be leaving Early Access on June 5th and with our launch, this will also bring in DLC, starting with Superfight.
Thanks for all your suggestions in our Reddit thread so far. Feel free to keep them coming! You can also continue to post your suggestions on our official forums for after release as well.
We also have a contest just announced yesterday to help us create our release trailer, so if you are interested, you can read all about it here.
And finally, The Humble Store chose Tabletop Simulator to be a part of their Spring Encore Sale, so Tabletop Simulator is now 40% off until May 25th at 10am PST. Get it at this great discount before the price goes up to $19.99 at release.
Whisper and New Chat Commands Added:
You now have the ability to whisper people using chat command '/<color> <message>' (ex. /red Hello World!).
We decided to use color instead of names due to some people having alt codes or strange characters in their names.
Added in '/resetallsaved' chat command which reset all settings (General, Controls, UI, etc).
If you prefer to use chat commands you can now use '/team <message>' to chat with your team.
Clients can now also use '/help' to see available chat commands like the host.
PNG & Transparency Supported:
PNG image textures now properly supported and saved to cache.
PNG transparency will also now work on the Custom Figurine and Custom Model.
Cutout transparency is supported meaning no semi-transparency (100% or 0% transparency).
PNG uses up more RAM than JPG, so use them only if needed.
Custom Object Improvements:
You can now modify an existing custom object by right clicking it and select 'Custom'.
Optimized the performance of custom models not using normal maps.
Improved some of the tooltips and descriptions on the custom model import window.
Fixed normal maps saving as green scale and improperly working.
Fixed custom model physics properties not persisting through save and loading.
Fixed multiple selections on the radio type and material.
Mod Caching Improvements:
Greatly reduced the cache size of images to match the same size they are from the host.
This will help speed up mod loading from cached images.
Slightly improved the image quality of images saved to the cache (no more extra compression).
Workshop and Save UI Improvements:
You can now sort your workshop or save files using the drop down menu (Number, Name, Date, etc.).
Text is now aligned left and now clips off very long text so it doesn't shrink to unreadable levels.
Mousing over a save file will give you a tooltip of the entire name of the file.
Input Field Improvements:
Selecting an input field will no longer highlight all the text, but place the caret at the position of click.
No more accidently deleting the entire text field due to highlighting.
Fixed the URL input fields for the custom model cutting off URLs.
General Improvements:
You can now deal cards to a specific color or to all colors with the new expand arrow next to deal.
Greatly reduced the time it takes to open workshop or save files by caching save names.
Added new hands for Line Tool and Joint hand modes.
Added different icons for voice chat and team voice chat to make it easy to distinguish between the two.
Optimized some minor code functions.
Fixes:
Fixed semi-lock setting not saving properly.
Fixed potential issues with teleporting locked objects.
Fixed texture issue on custom figurine bleeding into the side of the card.
Fixed 'ALT' + 'Right Click' dropped objects from a deck or stack not snapping to the grid.
Fixed 'Save & Exit' on the configuration menu applying improper graphics settings if not on that tab.
Stay up to date on development by following us on Twitter and Facebook!