9 Sep 2026
Roll for Initiative, All of You
You have been the only one at this table for a long time, and the empty chairs were starting to take it personally. Multiplayer is here. Host a table for up to seven, invite friends by share link or by the email they sign in with (nothing lands in their inbox, the invite simply appears in their app), and everyone brings their own hero to the same story with the same DM running it. Play it live in one sitting or a message a day, whichever your friends can actually manage. A Table panel shows who is with you, what they are playing, how much health they have left and exactly how much trouble they are in, and when the spotlight lands on you the game says so out loud, even if you wandered off to make tea two hours ago.
The world also stopped being yours alone. In a Living World every campaign in that adventure shares one map, one calendar and one clock that runs at the same speed yours does, so the bridge another player burned is still down when you get to it, and the arena's reigning champion is a real person who really won the fight. Your own absence counts too: close the tab for a night and, if your party was somewhere safe, they sleep, so you come back with your hit points and spell slots restored instead of yesterday's leftovers. Underneath all of it sits the largest rules pass we have ever shipped, roughly sixty class features that were only ever text now rolling real dice, temporary hit points that finally exist, and a wolf called Wolf 3 worth exactly as much experience as a wolf called Wolf.
- Multiplayer: host a table for up to seven players, invite by share link or by the email a friend signs in with, so the invite appears in their app, and everyone plays their own hero in one story with one DM.
- A Table panel showing every seat: the player, their hero, class and level, health, armour and conditions, with whoever holds the spotlight outlined and a read-only sheet on tap.
- Play live or at your own pace, and the game tells you when the table is waiting on you, in combat or out of it.
- Living Worlds: an optional mode where every campaign in an adventure shares one world, one calendar and a clock that runs at real time, so what other players did is there when you arrive.
- Time away is time your character lived. In a Living World, enough hours away and the rest simply happens, with your hit points, spell slots and abilities back.
- Keep more than one character in the same Living World. Each is its own campaign and takes a campaign slot; they hear about each other the way they hear about any other adventurer, and can even challenge each other in the arena.
- The Shattered Crown rebuilt as a three-tier campaign. Tier one is complete, with 8 locations, 3 hand-drawn dungeons, 8 quests, 5 factions and 17 people to meet.
- Put to sea. Coastal, open water and uncharted crossings with their own distances, navigation checks and daily encounters, and a reckoning you can genuinely fail.
- Temporary hit points exist at last, granted by eight different sources and lost before your real ones.
- Rogues can spend Sneak Attack dice on something other than damage: poison, trip, daze, withdraw, knock out and more.
- An Evocation Wizard can burn themselves out for maximum damage, and rolls the backlash die themselves.
- Mirror Image and Surprise are real mechanics now, instead of things everyone had to remember.
- Draw a weapon mid-scene without spending your turn on it.
- A countdown beside every daily allowance, saying exactly when it comes back.
- Around sixty class and subclass features across every class now roll real dice instead of sitting on your sheet as text.
- Difficulty numbers stop landing on 15 every single time, so levels 1 to 4 stop feeling like a wall.
- Old Armis rebuilt around the voyage, and its people stop reciting lore they have no business knowing.
- Farthreshold Arena reworked: fourteen houses with a real split between who you belong to and who you owe, written terms, and a purse table you can compare offers on.
- People you meet now carry which house they belong to and where they are from, and new faces get names that fit their own world.
- The app fits on a phone again: the typing box, the combat panel, the purse and the top bar.
- Turns land faster.
- Playing solo was quietly halving your experience for every companion travelling with you. Awards now pay in full.
- A long rest gives back all of your Hit Dice, and a numbered enemy pays the same experience as an unnumbered one.
- Scorching Ray and Eldritch Blast hand you every roll, and only spells that actually need concentration can break the one you are holding.
- Striking a paralyzed or unconscious enemy counts the roll: a natural 1 still misses, and a real hit becomes the critical it should be.
- The DM stopped handing you your own companions' turns, and stopped skipping them entirely.
- A dropped connection no longer costs you the turn. You reconnect into the same reply, a retry picks it back up, and a turn that truly failed is refunded.
- Nine spells were still behaving by the old rulebook, and short spells now end when the fight does instead of three scenes later.
- Dragging an item to reorder your inventory works again, and a named story item stops dissolving into the plain pile it resembles.
- Wild Shape stopped dropping attacks it could not read, including Rat and Spider, which every Druid starts with.
- Easy fights at low level are easy again, several allies added to a fight at once all arrive, and familiars stopped banking experience they cannot use.
- Small fixes: a frozen screen recovers itself, importing your own adventure no longer spoils its quest log on turn one, the plans screen always opens, and character sheets stopped crashing on an unusual entry.