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 v1.2.7Begin Quest
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.