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The Endlessness

Release notes

What's New

The Endlessness gets better all the time. Here is everything we have added and improved, newest first. Bug the DM less, adventure more.

Now playing v1.3.5Play free
v1.3.5

28 Aug 2026

A hundred small mercies

The DM cleared their throat, and it turns out they have a lovely reading voice. Press Listen and your story is read aloud, each word lighting up as it is spoken, with a menu of narrators to choose from and a preview of each. Or go further: switch on voice mode and the table runs itself like a radio drama, paragraphs spoken as they arrive, dice rolling themselves the moment the story goes quiet, and your turn taken by simply saying it out loud. If you prefer reading in silence, the dice will still roll themselves for you; that is its own setting now, no voice required.

We also hired a Fixer. A small wrench now sits beside Send, and when something looks wrong, a companion marked dead who is standing right there, a dice card that never arrived, numbers that refuse to add up, you tell the Fixer and it reads the actual records, mends what is genuinely broken, and tells you what it did. It works on its own daily credits, so asking for help never costs you story messages. Neither do dice anymore: rolls stopped counting against your day entirely. And beneath all that ride the hundred small mercies of the title: victories paying their full experience, smites finally spending the bonus action they always owed, magic armor counting all the way, rests that rest the whole party, death saves for companions who fall, and a feat shelf brought fully in line with the 2024 rules.

New
  • Listen: the DM's narration read aloud, with the words highlighted as they are spoken and a menu of narrators to choose from.
  • Voice mode: hands-free play. Paragraphs are spoken as they arrive, dice roll themselves when the story settles, and you can speak your turn instead of typing it.
  • Auto-roll as its own gameplay setting: cards roll themselves once the story is quiet, voice not required.
  • The Fixer: a wrench button beside Send that repairs broken game state from the real records, on its own daily fix credits.
  • Dice rolls no longer count against your daily messages; only story messages do.
Improved
  • Dice cards arrive the moment the narration settles, ready to press, and a volley of rolls is narrated once at the end instead of die by die.
  • The feat catalog got its 2024 pass: every General feat grants its ability increase, Great Weapon Master adds proficiency to Heavy weapon damage, Shield Master can knock a target prone as part of your attack, Grappler grapples off an unarmed hit with advantage while you hold on, and Ritual Caster learns a real ritual list with a once-a-day Quick Ritual.
Fixed
  • Defeating monsters paid roughly half the experience it should; level-ups now come at an honest pace.
  • Striking a paralyzed or unconscious enemy up close is the automatic critical hit the rules promise.
  • Divine Smite, Searing Smite and Ensnaring Strike spend your bonus action; magic armor like Studded Leather +1 grants its true armor class; resting rests the whole party, companions included.
  • Companions who drop to zero now fall unconscious and roll death saves instead of dying outright, a revived companion rejoins the party instead of haunting the roster, a stabilised friend no longer reads as dead, and a beast companion gets a beast's stat block instead of a sword and a day job.
  • Corrections the DM made could be silently lost to bad timing, and long turns could die quietly on slow connections; edits stick and a failed turn refunds your message with a working retry.
  • Upgrading your subscription upgrades it in place, prorated, instead of charging a second full plan alongside the first.
v1.3.4

28 Aug 2026

Tooth and claw

The druids have been circling the tower for weeks, and we finally let them in. Wild Shape is now the real transformation: take a beast's form and its armor, strength, speed and actual attacks take over, temporary hit points included, while your gear folds safely into the shape and returns when you do. A new Wild Shape tab on your sheet lists the forms you know, with a filter so you can find something that bites without scrolling past every frog in the forest, and Circle of the Land arrives whole: Circle Spells, Natural Recovery, Nature's Ward, and the level 20 capstones for druids who have outlived several parties.

The martial classes refused to be shown up by people who turn into badgers. All ten Fighting Styles now work through your actual hands, including Two-Weapon, Thrown Weapon and Unarmed Fighting, which until now were purely decorative. High level Rangers get Relentless Hunter, Precise Hunter and Foe Slayer as written, and the spells that promise advantage or resistance, Faerie Fire, Blur, Heroism, Protection from Poison, now move your actual dice instead of merely setting the mood.

New
  • Full Wild Shape: transform into a beast with its real stats and attacks, temporary hit points, and gear that folds away and returns when you revert.
  • A Wild Shape tab on the Druid sheet with your known forms, the rules while shifted, and a CR filter; new Druids start knowing a sensible set of forms.
  • Circle of the Land in full: Circle Spells, Natural Recovery, Nature's Ward, and the Archdruid capstones. Elemental Fury deals its damage with a chosen element, and Conjure Minor Elementals adds its bonus to your strikes.
  • High level Ranger features: Relentless Hunter, Precise Hunter, and Foe Slayer.
Improved
  • All ten Fighting Styles work through what you are actually wielding, including Two-Weapon, Thrown Weapon and Unarmed Fighting.
  • Advantage, disadvantage, resistance and immunity granted by spells and abilities now change your real rolls: Faerie Fire, Blur, Heroism, Protection from Poison, Darkvision and friends.
v1.3.3

28 Aug 2026

Dressed to adventure

The quartermaster finally got shelves. Your equipment now lives on a paper doll of body slots, so the game knows which hand holds your sword, whether your shield is actually raised, and what that ring is doing on your finger. You can equip and unequip gear yourself, instantly, without spending a turn asking the DM to help you get dressed, and your coins sit in their own tidy row above the pack instead of rattling around between the torches. The art got a polish too: clean item illustrations, names colored by rarity, and your attack bonus and damage shown right under whatever you are holding.

Combat learned to show its work. The tracker now displays temporary hit points on the health bars and your action, bonus action, movement and reaction at a glance, quick action buttons moved in right under the message box and now compose your turn instead of firing it early, and dice results spell out their sums with advantage rolls showing both dice. Elsewhere, your side panels remember what they loaded, so opening a sheet mid-fight is instant rather than a small loading ritual, and tapping any hero in your roster opens their full sheet, with a snapshot button for keeping a favorite exactly as they are.

New
  • Equipment slots: a paper doll of body slots that knows what you are wielding and wearing, with instant equip and unequip that costs no turn.
  • Coins in their own currency row above the inventory, and item art with rarity-colored names plus your attack bonus, damage and AC under what you hold.
  • A read-only sheet for any hero in your Character Roster, and snapshots to save a campaign hero's current state.
  • Short and Long Rest buttons with a hit dice picker.
Improved
  • The combat tracker shows temporary hit points and your remaining action, bonus action, movement and reaction; quick action buttons sit under the message box and compose your turn for review before sending.
  • Dice results show their working: sums joined plainly, to-hit and damage on their own lines, both advantage dice with the kept one highlighted.
  • Side panels remember what they loaded, so the character sheet and party panel open instantly, especially in combat.
v1.3.2

28 Aug 2026

Blood on the sand

You wake face down on warm sand with no memory of arriving, which the management insists is normal. Farthreshold Arena is a brand new campaign: a gladiator pit in a city built between worlds, where you fight your way up the card, take work from four factions who all assure you the other three are lying, and slowly find out who is really running the show. There are rivals, patrons, fixers and monsters of the pit to meet, a city of broken portals to wander between bouts, and a win-loss record the arena keeps for you, since gladiators are famously honest about their statistics.

The pit also keeps its matches interesting: signature rivals scale to your party, so the champion who nearly took your head at level three is still worth fearing at level nine. And any companion you recruit along the way now arrives properly armed and armored, with the right number of attacks for their class, instead of showing up to a knife fight holding a strong opinion.

New
  • Farthreshold Arena, a new campaign: a gladiator pit in a city between worlds, with four rival factions, their quests and people, a bestiary of arena opponents, and new cover art.
  • Your arena win-loss record is tracked for you.
Improved
  • Signature rivals scale to your party's level, so a rematch is never a pushover.
Fixed
  • Recruited companions arrive with their class's starting armor, shield and weapon, and the right number of attacks, no repair click required.
v1.3.1

28 Aug 2026

The quest log

Somewhere around the third tavern, most parties lose track of what they promised the first one. Your quests now have a home: a Quests section in the side panel lists everything you are on, each under a proper title with its latest lead, and you can tap one to read the story so far. Old campaigns tidy their own records, duplicates stopped breeding, and anything finished or abandoned can be archived, though the innkeeper you stiffed remembers regardless.

New
  • A Quests panel showing every quest with its current lead; tap one for the full story so far.
  • Archive finished or abandoned quests, and bring them back any time.
Improved
  • Quests wear real titles instead of machine labels, and older campaigns tidy themselves automatically.
Fixed
  • The DM can no longer create a duplicate copy of a quest it meant to update.
v1.3.0

15 Aug 2026

Deeper rooms, fairer dice

The masons have been through, and the cellars go down further than they used to. The DM can now raise a whole dungeon on the spot: room after room, easy trouble near the door building to something genuinely deadly at the bottom, creatures that belong to the place, and a named villain waiting in the final chamber instead of a vague sense of menace. The map holds, too: where you are, what you have cleared, and which door you have been pointedly avoiding all stay remembered. The Shattered Crown already puts this to work with two new sites, the Bramble Hollow Den, a first honest errand for Eldon and Mira, and a rebuilt Shattered Keep, where Krag the Foul is holding Isla Ash and would rather keep her.

The dice took an honesty oath while the dust settled. A called-for roll now always reaches you as a card, the card stays put while you use it, and your bonus damage rolls where you can see it, Rage and Sneak Attack and Smite on the same card as the weapon dice, with every resistance and feat named beside the number it changed. Bless and Bane move rolls instead of merely describing them. Your companions grew up as well: level-ups finally stick, one hero levelled the same companion seventeen times before it took, stragglers catch up to your level, and tapping their card opens a full sheet, so the person holding your torch is no longer a polite stranger.

New
  • The DM can build multi-room dungeons on the spot, with a difficulty curve from easy rooms to a deadly finale, creatures matched to the theme, and a named villain in the last room. It keeps track of where you are and what you have explored.
  • Two new Shattered Crown dungeons built this way: the Bramble Hollow Den, a first task from Eldon and Mira, and a rebuilt Shattered Keep with Krag the Foul and a captive Isla Ash.
  • Tap a companion's card for a full sheet: HP, AC, ability scores, attacks, spell slots and gear.
  • Every SRD weapon and armor has its own illustration, and +1 and +2 armor glows with runes that match its actual bonus.
Improved
  • Rage, Frenzy, Sneak Attack and Smite style bonus damage rolls on the same card as your weapon dice instead of being applied out of sight.
  • Attack cards name their target, damage cards show the roll behind the total, and saving throws say what they are against.
  • Resistance, vulnerability, immunity and feats like Heavy Armor Master are named next to the result, opportunity attacks are labelled, and ally and enemy names are colour coded to match the tracker.
  • Species traits show the option you picked and can be tapped for details, and status badges like Rage explain themselves.
Fixed
  • The DM can no longer call for a roll, or for initiative, without the dice card arriving. The missing card is spotted and issued, so the turn is not lost.
  • Dice cards no longer vanish while you are using them, which is what caused repeated replies and fights restarting on a fresh initiative roll.
  • Bless, Bane, Guidance and Resistance genuinely modify rolls now instead of only being narrated.
  • Rage grants its damage resistance, in and out of combat. The extra damage always worked; the protection did not.
  • Sneak Attack triggers once per turn, as written, and Giant Ancestry is spent when you choose, like Divine Smite, instead of firing on every hit.
  • Versatile weapons held in both hands use the bigger die with the right fighting styles, and imported characters' fighting styles actually apply in combat.
  • Piercer only rerolls a genuinely low die, and prepared spell counts are correct at higher levels.
  • Companion level-ups stick, under-levelled companions catch up to your level, and their XP bar tells the truth.
  • Levelling a companion no longer gets stuck on an empty spell choice, companions spend hit dice on a short rest, and a benched companion stays out of the initiative order.
  • Companions are built from the right template, add their own Strength or Dexterity to weapon damage, wear real armor, and get the second attack they are owed.
  • Healing potions roll on your own card instead of a DM side one.
v1.2.11

7 Aug 2026

Know your class

You would hire a cleric and receive a soldier with a holy symbol and no particular opinions about healing. Companions now play the class they were recruited as, built on the official Sidekick rules: warriors get Second Wind and extra attacks, experts get Cunning Action and Evasion, and spellcasters arrive with a real spell list and the slots to cast from it. Recruit a healer and healing occurs. Recruit a scout and things get scouted.

The rules lawyer took a few smaller cases and won them all: Sneak Attack now also triggers off an ally within five feet of your target, rogues are offered the weapon mastery picks they were always owed, and masteries like Graze, Vex and Slow genuinely do things in a fight. The quartermaster, meanwhile, took up watercolours. Many weapons and armors now carry a painted illustration on their card, and your spellbook has sorted itself by level, which it maintains it always meant to do.

New
  • Companions play their class, using the official Sidekick rules: Warriors get Second Wind and extra attacks, Experts get Cunning Action and Evasion, and Spellcasters get a proper spell list and spell slots for their role.
  • Weapon Mastery properties work in combat: Graze deals damage on a miss, Vex hands you advantage on your next attack against the same target, and Slow cuts a hit target's speed.
  • The Piercer feat works: reroll a damage die on a piercing hit, and add a die on a piercing critical.
  • Watercolour illustrations for many weapons and armors, painted into the item card.
Improved
  • Sneak Attack also triggers when an ally is within 5 feet of your target, not only on advantage.
  • Features and Spellbook entries each sit in their own card, and the spellbook is grouped by spell level.
  • Spell slots also show on the Resources tab, equipped rings, cloaks and amulets appear on the Equipment card, and your inventory grouping and sort choices stick, with a new Latest sort.
Fixed
  • Rogues get their Weapon Mastery picks at every level they are owed one, and a feat you already took is not offered again at your next ability score increase.
v1.2.10

1 Aug 2026

Nothing up our sleeves

For a while the monsters rolled their dice under the table, and you were expected to take the wound on faith. No longer. Every attack, save and check a creature makes now appears as its own compact line, right where it happened in the story, coloured from your side of the table, their hit in red, their miss in green, and you can tap a line closed once you have read it. Advantage and disadvantage also stopped being a stirring description and became an actual second die, and your AC shows its math when you tap it: armor, shield and buffs, with Shield of Faith and its friends genuinely moving the number and keeping it moved.

The rest is a stack of your reports, honoured one by one. Sentinel Shield grants the initiative advantage it kept promising, Searing Smite goes on burning by itself, a +1 scimitar counts however you spell it, and a dozen small snags, from a button that did nothing on an attuned item to your NPC notes wrestling the phone keyboard, have been shown the door.

New
  • Monster rolls are visible: every attack, save and check a creature makes shows as a compact line in the story, coloured from your point of view, and collapsible once read.
  • Tap your AC to see what adds up to it, and buffs like Shield of Faith, Haste, Barkskin and Mage Armor move the number and stay correct for the whole fight.
Improved
  • Great Weapon Fighting and Savage Attacker show both the die you rolled and the one you kept.
Fixed
  • Advantage and disadvantage really roll two dice and keep the right one.
  • Sentinel Shield grants its advantage on initiative.
  • Searing Smite and Ensnaring Strike roll their follow-up damage each round on their own, and Radiant Strikes adds its 1d8 on every qualifying hit.
  • Magic weapons, armor and shields keep their bonus however the item is named.
  • A dozen smaller snags from your reports, including "the party rests" resting only you, hidden weapon mastery picks in Guided creation, and NPC notes fighting the keyboard on a phone.
v1.2.9

27 Jul 2026

By the book, properly

The rules lawyer came back, and this time brought the errata. Your level 1 paladin had spells prepared and nothing to cast them with. Your monk's fists were the one weapon in the game that magic flatly refused to improve. A hard climb asked about as much of you as a firm handshake. All of it now runs by the current rulebook: the slots are there, a punch counts as a real attack, and difficulty sits where the book puts it. Which does mean your campaign will feel a step tougher than it did last week. Sorry.

The app took a warmer look while it was at it. Paper is what you open into now, unless you already chose otherwise, in which case nothing moved. Building a hero is clearer, every weapon can be mastered rather than the twenty one someone happened to type in, and if you write a line of narration and then tap a spell, the two arrive together instead of your sentence being quietly thrown away.

New
  • Items the DM hands you carry a note about where they came from and what they are for.
Improved
  • Difficulty follows the rulebook: a medium task is 15 and a hard one is 20. Expect a tougher campaign.
  • Bards, sorcerers and warlocks can change their prepared spells, and any caster holding a ritual spell can cast it as one.
  • Weapon Mastery and the Weapon Master feat offer all 38 weapons instead of 21.
  • Paper is the default look for new players, without a flicker on the way in. A look you already chose is untouched.
  • Spell choices are grouped by level with a filter when you build a hero.
  • Write narration, then tap a spell or ability, and the two are joined instead of your writing being discarded.
Fixed
  • Level 1 paladins and rangers have their two first level spell slots, and existing heroes are repaired next time you open them.
  • Savage Attacker and magic item damage now apply to unarmed strikes, and the DM tells you when they do.
  • Second Wind comes back once on a short rest and fully on a long one.
  • Grapple is a saving throw, being surprised costs you position in the order, and exhaustion weighs on every roll and on your speed.
  • Long notes scroll properly on a phone, and tapping a text box in a custom background no longer closes the window.
  • A companion who died in a fight that ended in a retreat or a truce no longer sits in your party marked Down.
v1.2.8

24 Jul 2026

A fuller table

Every table collects people. The trouble was that yours collected them in a heap: the companion who joined you at the crossroads turned up with stats that meant nothing, the codex introduced you to strangers as though you were old friends, and your notes lived wherever you last wrote them down, which was nowhere. Companions now arrive scaled to your level, and their feelings about you are stated in one honest word. The codex remembers only the people you have actually met, and you can keep notes on each of them.

Your campaigns are tidier too. Sort them, rename them where they sit, and see at a glance who you are playing. There is a real notebook now, four pages of it, with a Save button that admits out loud whether it saved. And if a reply never arrives, the day's message comes back to you, because you should only pay for turns you get to read.

New
  • Companions who join you arrive with real stats scaled to your level, and their attitude toward you reads as one clear word.
  • The codex lists only the people you have actually met, and you can keep your own notes on each one.
  • A campaign notebook with four pages, NPCs, Quests, World and Misc, and a Save button that tells you it saved.
Improved
  • Sort your campaigns, rename them from the list, and see each hero's name, race, level and class at a glance.
  • Initiative cards are colored by side, so allies, enemies and neutrals are easy to tell apart in a crowded fight.
Fixed
  • A reply that fails, times out, or never arrives gives you your daily message back.
  • Your inventory sort order is remembered instead of quietly resetting.
v1.2.7

23 Jul 2026

Travelling light

Adventurers have always played on the road: in queues, on buses, in the ten minutes before something else starts. The app had not entirely noticed. On a phone the story would haul itself down to the end of a paragraph exactly as you started reading it, the character and combat panels planted themselves on screen and refused every invitation to leave, and turning the phone sideways summoned a layout that clearly expected a desk. The panels are proper drawers now. Swipe them open, swipe them shut, tap the story to dismiss them, or just press back like a reasonable person.

A few other things had been quietly broken down there. Damage rolls ran off the edge of the card, so the one number you cared about was the one you could not see. The death screen kept its second door somewhere below the floor. Back closed the whole app instead of returning to your campaigns. All mended, along with a good deal of speed and battery that the scenery had been helping itself to.

New
  • The game works properly in landscape, and on folding phones.
Improved
  • Your character sheet and the combat tracker open as drawers you can swipe open, swipe shut, or dismiss by tapping the story.
  • Faster, easier on the battery, and no more blank white wait while the app starts.
  • Sign in with the password your phone already saved for you.
Fixed
  • The opening paragraph of a reply now starts at the top like every other one, instead of scrolling straight past itself.
  • Damage and dice results stay inside the card instead of running off the edge on a narrow screen.
  • Both choices on the death screen stay reachable, whichever way you are holding the phone.
  • The back button returns to your campaigns instead of closing the app, and leaving a half built hero now asks first.
  • Upgrading opens the checkout page properly on a phone.
  • Delete a campaign or a character from its menu on a phone again.
v1.2.6

22 Jul 2026

By the book

The rules lawyer at the table had a point, and worse, receipts. Your fighting style was written plainly on your sheet and just as plainly ignored by the dice: Archery, Dueling, Great Weapon Fighting, all of it purely decorative. It counts now. Savage Attacker rolls your damage twice and keeps the better result, a Champion's edge finds a critical on a 19, and Hunter's Mark and Hex have stopped being polite suggestions. Their damage lands every single time you hit the marked target, without anyone at the table having to remember it.

New
  • Name an ability when you cast Hex and your target struggles with it, rolling those checks at a disadvantage.
Fixed
  • Fighting styles such as Archery, Dueling, and Great Weapon Fighting add their bonus to the right attacks and damage.
  • Savage Attacker rolls your weapon damage twice and keeps the better result.
  • A Champion lands a critical hit on a 19 as well as a 20.
  • Hunter's Mark and Hex add their extra damage every time you hit the marked target, and you are reminded to move the mark when it falls.
v1.2.5

21 Jul 2026

Know your character

Your character sheet had been keeping things from you. It knew every skill you were trained in, every saving throw you were good at, every weapon you had been taught to hold properly, and it mentioned none of it. It talks now. All eighteen skills and every saving throw are listed with your proficiency and expertise marked, and a new section spells out your armor and weapon training, your masteries, your tools, and the languages you speak.

Building a hero got considerably less like guesswork, too. The choices your class actually owes you at level 1, a Cleric's Divine Order, a Warlock's first invocation, a Fighter's style, now arrive when they should, with the rules text sitting right there so you are not guessing what a pick does. Feats that ask a question finally ask it. And a dozen subclasses that used to shrug and say there was nothing to choose at level-up were, it turns out, holding out on you.

New
  • Your character sheet lists all 18 skills and every saving throw, with proficiency and expertise marked.
  • A Proficiencies section shows your armor and weapon training, weapon masteries, tools, and languages.
  • Fighting Styles, a Cleric's Divine Order, a Druid's Primal Order, and a Warlock's first invocation are all offered when you build your hero, each with its rules explained.
  • Elemental Adept, Ritual Caster, and Weapon Master ask for their specifics when you take them, instead of deciding for you.
  • Barbarians, Paladins, and Rangers are asked about their starting Weapon Mastery, and Rogues about their Expertise.
Improved
  • Jump straight back to any creation step you have already filled in, and skip the bonus magic items if you would rather not.
  • Bonus magic items show a full description panel, effects and cost included, instead of a tiny tooltip.
Fixed
  • Level-up no longer claims there is nothing to choose when your subclass has a feature waiting.
  • Garbled item and monster descriptions cleaned up, and magic items that come in several versions, like Ioun Stones, each have their own entry.
v1.2.4

19 Jul 2026

Turning the page

The scribe had developed an unfortunate habit of turning the page a moment before you finished reading it. Tapping to reveal the next paragraph now leaves you at the top of the new text rather than the bottom, which is broadly where reading works best. While we had the ink out: Parchment stopped casting vine shadows across your own words, the illuminated first letter stopped bullying the opening line on a phone, and your message box was given room to breathe.

Improved
  • More room in your message box, and long messages scroll inside it instead of breaking the layout.
Fixed
  • Tapping to read on lands you at the start of the new paragraph, not past it.
  • Parchment's vine art no longer shadows your text, and the aged-page blotches keep clear of it.
  • The illuminated first letter no longer cramps the opening line on a small screen.
  • A custom item like a Signet Ring no longer opens the details for something else entirely.
v1.2.3

17 Jul 2026

Fists hit true

A monk walked into the tavern and filed a complaint, which is unusual, because monks usually file them into tables. For a while, a punch thrown by a trained fighter was being scored like someone swinging a bar stool: gamely, but without credit. That is over. Unarmed strikes now land as the trained attacks they are, with your full proficiency behind them, and a Monk's Martial Arts does everything the brochure promised, scaling die, quick hands, the lot.

Fixed
  • Unarmed strikes now count as trained attacks and apply your proficiency bonus, for every class.
  • Monk Martial Arts works in full: the scaling damage die and the option to lead with Dexterity.
v1.2.2

17 Jul 2026

Fairer rules

Somewhere in the fine print, a few rules were quietly shortchanging your hero, and the party's rules lawyer has finally won a case. Feats like Resilient and Fey Touched promise a +1 to an ability of your choice; that +1 now actually arrives, and you are asked which ability gets it, whether you pick the feat rolling a new hero or at level-up. Humans, long handed their destiny pre-folded, now choose their Origin feat at creation like everyone always assumed they could.

New
  • Human heroes choose their Origin feat during creation, including the skill and spell picks that come with it.
Fixed
  • Half-feats such as Resilient, Athlete, and Fey Touched now grant their +1 to an ability of your choice, and both the creation and level-up pickers ask which.
v1.2.1

17 Jul 2026

Seasoned heroes

Begin your story already a few chapters in. A hero who starts at level eight has, presumably, been busy for seven levels, and their purse now agrees: heroes created above level 1 arrive with the wealth and gear the rules intend instead of a stick and a dream. When your starting kit includes something magical, you choose it yourself, and for gear defined by its shine rather than its shape, a +1 weapon, say, you pick the exact form it takes. A rapier for the duelist, a maul for the diplomat.

New
  • Heroes created above level 1 start with level-appropriate wealth: gold to spend in the equipment shop plus a bonus gold roll.
  • Higher-level heroes pick their starting magic items, with a variant picker for flexible items like a +1 weapon or armor.
v1.2.0

17 Jul 2026

Custom backgrounds

Every tavern has that one stranger whose past does not fit any of the usual songs. Now you can write it yourself. Craft your own background while rolling a new hero, its skills, its ability boosts, its one strange talent, and save it to reuse whenever you roll someone new. Pick your extra proficiency from a proper list instead of typing and hoping, and edit or retire your creations whenever the past needs revising. Your backgrounds are yours alone, kept private to your account.

New
  • Write your own backgrounds during hero creation, then reuse, edit, or delete them from the same screen.
  • Background proficiencies are chosen from a canonical list of skills, tools, and instruments.
v1.1.1

17 Jul 2026

Clearer builds

Building a hero involves six numbers, and until now they played hide and seek while you scrolled. The Ability Scores step now pins all six to the top of the page, big and readable, in the order the gods intended: Strength through Charisma. Choose the optimized path and they fill in at once; roll or assign by hand and you watch them land one by one, like a very small, very consequential game of bingo.

Improved
  • The Ability Scores step shows all six scores pinned at the top, filling in live as you assign them.
v1.1.0

15 Jul 2026

Paper and ink

The tavern hired a bookbinder. The whole story now reads like a proper book: your adventure flows down a reading column in a serif hand, each session opens on an illuminated capital, new scenes settle in from a soft blur, and older paragraphs recede gently, the way memory does. Two new looks join the classic one, warm aged Paper and deep ornamented Parchment, and you can switch between them in Settings whenever the mood strikes.

Sharp-eyed adventurers will notice the version number vaulted clean over 1.0, like a rogue over a tripwire. The game stopped feeling like a work in progress some releases ago; the number has finally caught up.

New
  • Two new themes, Paper and Parchment, switchable from Settings alongside the classic look.
  • The story reads like a book page: a serif reading column with an illuminated capital opening each session.
Improved
  • New scenes settle in from a soft blur into focus, and older paragraphs gently recede as the tale moves on.
  • A collapsible character sidebar and slim index tabs keep your sheet a tap away without crowding the page.
v0.9.0

10 Jul 2026

Bring your own world

Somewhere on your shelf there is a campaign you always meant to run, a fat PDF, a battered book, or a folder of notes you scribbled at two in the morning and never found a table for. Now you can hand it over. Upload your campaign, and we read every page and build a private, playable world from what we find, its towns and dungeons, the people who live there, the factions scheming in the corners, and the quests already waiting to go wrong. Then you pick a hero and step inside, the same as any of the worlds we built ourselves.

It works with the campaigns you bought, the ones you downloaded, and the ones you wrote yourself. Bringing your own world is part of the Adventurer and Legend plans. While that was cooking, rolling a new hero got smoother, the Dungeon Master's words now arrive line by line the way a story should, and a fistful of combat and inventory gremlins were shown the door.

New
  • Import Campaign: upload your own campaign as a PDF, DOCX, or almost any document, and we build it into a private, playable world with its own places, characters, factions, and quests. An Adventurer and Legend feature.
  • Imported worlds sit alongside the built-in worlds on your world screen, ready to start a campaign or be removed whenever you like.
Improved
  • The Dungeon Master's narration now arrives paragraph by paragraph as the scene unfolds, instead of all at once.
  • Rolling a new hero is smoother, with a clearer adventure step and a richer hero picker.
Fixed
  • Combat no longer lands damage before it should, thrown and stacked weapons track their quantities, dropped items go where they belong, and NPC stats stay intact.
v0.8.1

2 Jul 2026

Living towns

The towns filled up with people who want things. Merchants now keep real, priced stock, and the Dungeon Master handles buying and selling right there in the story, limited by what a shop actually carries and what is in your purse. The folk you meet act on their own beliefs, desires, and goals now, so a recurring rival stays a rival and a loyal friend keeps their nerve, instead of quietly changing personality between scenes.

Rolling a hero got prettier. Choose-a-Hero lets you pick your world, your adventure, and your character from illustrated pastel-watercolour cards, whether you take a ready-made hero with a painted portrait or build and describe your own. Level-up got its explanations too, showing the full text of each ability and spell right where you decide, and spelling out the features you simply gain along the way.

New
  • Choose-a-Hero: pick your world, adventure, and character from illustrated cards, with ready-made heroes and class portraits, or a build-your-own path.
  • Merchants now stock real, priced goods, and the DM runs buying and selling in the story, limited by the shop's stock and your coin.
  • Named and recurring NPCs act on consistent beliefs, desires, and goals, so characters stay true to themselves.
  • An expanded cast of named characters across Brightvale.
Improved
  • Spell previews are no longer truncated, and every class and subclass feature is now explained in the app.
  • Level-up explains each choice as you make it, and auto-lists the features you gain on levels with nothing to pick.
  • A polished character sheet, with features grouped by where they come from.
v0.8.0

18 Jun 2026

A smoother start

We timed it, and rolling up a hero the slow way was taking about one geological age. So Express creation now builds a solid character in a handful of choices, while Full mode, still here and now the default, gives you the fiddly control and gathers all your spell picks into one tidy step at the end. The Review screen finally tells the truth too, showing your real spell loadout and the level you are actually starting at.

Meanwhile the Dungeon Master learned to think before it speaks. It works out its plan for a scene in private now, so you get the finished scene rather than the DM thinking out loud on the way there. Brightvale and Old Armis also come in level-banded tiers now, each tuned to its own slice of the journey, and you can start typing your next move while the DM is still writing its reply.

New
  • Express creation for a fast character, alongside a redesigned Full flow (now the default) with one consolidated spell step.
  • Campaigns come in level-appropriate tiers you choose from: Brightvale spans tiers 1 to 3, Old Armis tiers 1 to 4.
  • Start typing your next move while the DM is still writing (the send button unlocks the moment the turn finishes).
Improved
  • The DM now works out its plan for a scene in private, so its step-by-step reasoning never lands in the narration.
  • The Review screen shows your real spell loadout and correct starting level.
Fixed
  • Higher-level casters now get the right spells across every spell level, instead of only level-1 spells.
  • Casting no longer consumes spells you did not cast, and the DM stops narrating once it asks you to roll, instead of rambling on past the dice.
  • Reloading no longer shows raw campaign-state text in the chat, and creating a character no longer errors before you enter a name.
  • Smoother startup when the server is briefly unreachable, instead of getting stuck on the loading screen.
v0.7.0

14 Jun 2026

You're not alone

Adventuring solo is romantic for exactly one dungeon, and then you would quite like someone to hold the other torch. So we gave you a party: travelling companions you recruit who fight at your side, draw from a shared party experience pool, and bed down with you when you rest. And there is a whole new world to drag them through, Old Armis, a complete setting with its own history, factions, cities, creatures, and quests, not a bolted-on zone.

The Dungeon Master also learned to keep the backstage door shut. The stray tool names, the bracketed system notes, and the sheepish out-of-character apologies stopped slipping into the story where they never belonged. Fights got sturdier too: no more freezing on initiative, and a battle that once got stuck, right down to a total party wipe, now resolves and closes properly instead of hanging forever.

New
  • A party and follower system: recruit companions who fight beside you, share the party XP pool, and rest with you.
  • Old Armis, a whole new world with its own history, factions, cities, creatures, and quests.
  • Create your character at a chosen starting level, so you can begin above level 1.
Improved
  • The DM no longer lets tool names, bracketed system notes, or "sorry, my mistake" asides slip into the story.
  • Your coins live in your inventory, tracked by type, and are not quietly converted behind your back.
Fixed
  • Combat no longer freezes on initiative, and stuck or wiped-out fights now resolve and close cleanly.
v0.6.0

18 May 2026

Class acts

A barbarian and a wizard really should not play the same, a thing we now hold as sacred. Six classes got their own dedicated toolkits this time, the bard, cleric, druid, monk, ranger, and warlock, so their signature tricks work like themselves rather than like a generic spellcaster in a funny hat.

A new Buffs card on your sheet keeps an honest tally of every blessing and poison ticking away on you, turn by turn. And if the ready-made worlds are not your thing, a blank campaign now opens with a 'Describe Your World' step: up to four thousand characters of your own setting, with a few inspiration prompts to shake an idea loose when you are staring at the cursor.

New
  • Dedicated class abilities for the bard, cleric, druid, monk, ranger, and warlock.
  • A Buffs card on the character sheet showing every temporary effect on you.
  • A "Describe Your World" step for custom campaigns: write up to 4,000 characters of setting, with inspiration prompts.
Improved
  • A buff and condition system that tracks blessings, poisons, and the rest turn by turn.
  • Multi-part attacks roll each damage type separately and apply the right resistance to each.
v0.5.0

1 May 2026

Combat that flows

Combat used to move at the pace of a subcommittee. Not anymore. Your attacks now resolve in one motion, the to-hit rolling straight into damage without waiting on the DM to nudge things along, and enemy hit points finally reflect reality, so a bloodied ogre stays bloodied and the lava you stood in keeps mattering.

Off the battlefield, your gear and your coin now live on your sheet with tappable details for every item, and Heroic Inspiration became a real thing you can spend, a chip you tap when you want to bend luck your way. Bringing a hero over from another table got easier too, with a guided import that reads a character sheet and lets you review the draft before it is truly yours.

New
  • Player attacks auto-resolve: your to-hit flows straight into the damage roll.
  • Import an existing character through a guided flow, with a review step before you commit.
  • Heroic Inspiration is a spendable chip you tap (and humans get it back on a long rest).
Improved
  • Your inventory, gear, and coin sit on your character sheet, each item tappable for details.
  • Character creation shows your boosted ability scores before you press Create, and holds you until you have assigned your bonuses.
Fixed
  • Enemy hit points are accurate now, and environmental damage sticks through a fight.
v0.4.0

25 Apr 2026

The full spellbook

The wizards filed a complaint, and this time it was about the fine print. So we taught every caster to play by its own rules. Sorcerers got Sorcery Points, Flexible Casting, and a spread of Metamagic; warlocks got a stack of Eldritch Invocations, a Pact Boon, and Mystic Arcanum; paladins learned to Divine Smite; and wizards started copying new spells into a spellbook that grows as they climb. Half-casters, third-casters, and always-prepared subclass spells all landed in their right places.

Concentration now breaks when you take a hit or go down, as it always should have, and the spell picker grew some manners: a live preview and tooltips so you know what a spell does before you commit to it. We also gave you a per-campaign notes pad that saves itself, because 'the innkeeper was Gerald, or Gerard, or possibly Steve' is a shaky foundation for a five-session revenge arc.

New
  • Sorcerer Sorcery Points, Flexible Casting, and Metamagic.
  • Warlock Eldritch Invocations, a Pact Boon (Tome, Chain, or Blade), and Mystic Arcanum.
  • Paladin Divine Smite, wizard Arcane Recovery, and a wizard spellbook that grows on level-up.
  • Third-caster slots for Eldritch Knight and Arcane Trickster, and Bardic Inspiration that recharges on a short rest.
  • Pick your cantrips and spells during character creation.
  • Per-campaign notes with autosave: a pill on desktop, a bottom sheet on mobile.
Improved
  • The spell picker gained a live preview and tooltips, and the spellbook shows your save DC, attack bonus, and casting ability.
Fixed
  • Concentration now breaks when you take damage or are knocked out.
v0.3.0

20 Apr 2026

Plans and your account

Every tavern eventually slides you the tab, and so, gently, did we. Three plans arrived: a Free road that stays genuinely open, plus Adventurer and Legend for people who want more turns in a day, more campaigns running at once, and more slots to hoard heroes in. Nobody gets dragged to the counter.

We also handed you the keys to your own account. Signing up now confirms your email, and if you ever decide this whole heroism business is not for you, a single tap deletes your account, cancels any billing, and wipes your data on the way out. No hostage situations.

New
  • Subscription plans: Free, Adventurer, and Legend, each stepping up your daily turns, active campaigns, and character slots.
  • Email verification when you sign up.
  • One-tap account deletion that also cancels billing and erases your data.
Improved
  • A steadier, more reliable experience across the board.
v0.2.0

17 Apr 2026

Sharper steel, first realm

Four days after the doors opened, we handed you a proper place to get into trouble. Brightvale is a besieged kingdom with its own noble houses, grim factions like the Slayers, and a great deal that would like you dead, which is a meatier thing to sink into than a single room with a single door. Around it, combat and spellcasting both grew teeth as more of the 5e ruleset came online.

Leveling up stopped being a spreadsheet you dreaded and became a small guided ceremony that walks you through each new feature and spell, one choice at a time. And experience now finds its own way to you: win a fight or finish a quest and the points land on their own, without anyone having to remember to hand them over.

New
  • The Brightvale campaign: a besieged kingdom of noble houses, grim factions, and long odds to play through.
  • A guided level-up flow that walks you through each new feature and spell.
  • Earn experience automatically from won fights and completed quests.
Improved
  • Deeper combat and spellcasting as more of the D&D 5e ruleset came online.
  • A broad coat of polish across the app, plus new crossed-swords branding.
v0.1.0

13 Apr 2026

The gates open

In the beginning there was a blank character sheet, and it was good. The Endlessness opened its doors with a Dungeon Master who never cancels, never forgets a rule, and never fudges a roll to spare your feelings. Build a hero from all twelve classes and nine species, pick a background, and settle your ability scores however you like: standard array, point buy, or the honest chaos of rolled dice. Then step into one of two opening adventures, the classic dungeon crawl of The Shattered Crown or the darker survival of Brightvale, or wave both away and describe a world of your own.

Underneath the story runs a full D&D 5e table that actually enforces itself: initiative order, actions and bonus actions and reactions, conditions, concentration, resistances and immunities, death saves, and 340+ spells with real slots, rituals, and prepared lists. Your character sheet keeps track of all of it, hit points down to hit dice, and every die is rolled in the open, with natural 20s and natural 1s getting their moment. Wander off, come back next week, and the world remembers exactly what you did and who is still cross about it.

New
  • An AI Dungeon Master that runs complete D&D 5e (SRD 5.2.1) adventures in a chat, narrating the world and voicing everyone in it.
  • Guided character creation: 12 classes, 9 species, a range of backgrounds, and ability scores by standard array, point buy, or rolled dice.
  • A roster of heroes you can build, keep, and bring into your campaigns.
  • Two ready-made adventures at launch, The Shattered Crown and Brightvale, plus a blank canvas to build your own world.
  • A full combat engine: initiative, action economy, conditions, concentration, resistances, vulnerabilities, immunities, and death saves.
  • 340+ spells with spell slots, ritual casting, and prepared-spell management.
  • Short and long rests that recover hit dice and class features like Second Wind, Rage, and Ki.
  • A living character sheet: hit points, stat block, conditions, class resources, spell slots, and equipment.
  • Transparent dice: every roll shown with the right formula and modifiers, and nothing ever fudged.
  • Persistent worlds that remember your choices, your loot, and how the locals feel about you.