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Multiverse Designer News

July Beta Update is now available!

Hi everyone! Today, we’re releasing a new update that includes some new features of certain importance, fixes for reported bugs, and some quality-of-life improvements. The most relevant of these new features is the inclusion of auto-saving – we know firsthand how maddening it is to lose your work due to a power outage or computer crash (oh gosh, how much we wish we didn’t), and that’s something we don’t want you to experience, so this was something we wanted to implement as soon as possible.

We’re also including some new shortcuts (check the patch notes below for more details), new maps that use objects from the Enterable collections (that is, the interactive buildings), and tags for lots of objects and assets. Again, please check the patch notes for all the details – we really recommend you read them carefully so you don’t miss anything.

This new version also implements the first parts of Criteria, the scripting language that Multiverse Designer will use to create and automatize rules for your tabletop rpgs. Now you can create character sheets and tables, as well as import and export tables to any spreadsheet editor. Mind you, this is still in alpha version. That means that it’s not just rough around the edges: there might be issues and unexpected problems, and data filled now might get lost, or just not be compatible with future versions of Criteria. Use with caution! If you want to give it a go, you can find tutorials about Criteria on our Youtube channel, and you can always drop by our Discord server to ask questions.

Having said that, here are the full patch notes for this update. We hope you enjoy it!

[h3]New features/content[/h3]

  • This is the first version of MD containing a part of the Criteria language. You can create character sheets and tables. You can import and export tables to any spreadsheet editor. THIS IS AN ALPHA VERSION. Data filled in this version may be lost or not compatible with future versions
  • Alt + M now also hides the red warning messages;
  • Inclusion of the Alt + W shortcut to hide only the red warning messages while keeping the screen icons
  • The object that loads textures comes by default listing only .png files;
  • New user preferences menu on the main screen (for now only for the Autosave options)
  • Autosave (with the possibility of customizing the saving frequency and the number of history files, values ​​filled in the new user preferences menu)
  • Weather effects are now applied to the trees, grasses and plants of the Jungle level (the weather effects for the landscape itself still need to be included, it will be done in a future version)
  • Specific tag included for the horse saddle object
  • Specific tag included for the spline wall object
  • Rampart tag included for all walls
  • Tags included to identify Kitbash3D sets (Valhalla, Iron Forge, Medieval Siege, Outpost, Neo SanFrancisco, Secret Lab, Dark Fantasy, Medieval Market, Art Nouveau, Victorian, Ancients and Future Warfare)
  • Added a new button on the object properties screen that shows its general information (unique identifier number, size and linked tags)
  • New messages for the map loading screen (thanks for all the suggestions!)
  • Added new maps that use objects from the Enterables collection (Eastern, Mesoamerica, Jungle, Wild West and Old Desert New)
  • The cutscene spline can now be selected by clicking on the yellow spline path
  • New objects placed on the map will always appear over the landscape


[h3]Fixed bugs[/h3]

  • Fixed a bug in the spline wall object that caused the height of one of the sides of the spline to not be saved
  • Correction in the arch with floor object
  • Correction in the gothic cathedral object (floating boards)
  • Fixed a bug that caused cube objects placed on a map overlapping other objects to lose the scale changes made when loading the map
  • Modification to not allow the scale in all directions gizmo to be used on objects that cannot be scaled in all directions
  • Fixed a bug that closed the game when saving a map with an object using the landscape blend texture on a level with landscape (for example, the Jungle) and trying to open it in the Dungeon level
  • Alternative to minimize the impact of a bug that sometimes leaves the object preview thumbnail always open - now, if it occurs, when clicking on any of the object menu buttons, the thumbnail should disappear
  • Fixed a bug that left some stones "blue" when they were close to or below the grid line
  • Correction in the textures of some tent and cloth objects so they can be seen from both sides
  • Correction of the “grass disabler” object so that it works in the Forest, Castle and Jungle
  • Fixed a bug that could cause a map to fail to load in some situations
  • Fixed a bug that could cause copied objects to be created under the landscape
  • Fixed a bug that could cause water/lava objects to have a distorted texture or even disappear when scaled
  • Correction in some object pivots (trash can, wall and water)
  • Correction in some door objects
  • Merged Tags "Walls" into "Wall"
  • Correction in the appearance of some trees in the Castle level

Help us choose our next priorities!

Hi folks! It’s been one week since we released the Multiverse Designer beta to all our backers, and we have to say the release went as well as it could possibly go. Of course there’s been some bugs and issues (that’s what betas are for!), but nothing too serious or that would significantly delay our development. We sent our best paladin to track and metaphorically slay them with his antibugs +1 long sword (that would be Paulo). Rest assured, they’ll be squashed very soon; stay tuned for some hotfixes in the coming days.

While he’s busy smiting those nasty bugs, we are already planning our next steps and would love to hear your thoughts about it. The first question is about landscapes. Soon, we will implement a new landscape (a terrain for you to put your creations on, basically). Which one, from this pack here, would you prefer us to implement first?

The second is a question explicitly addressed to backers who have already checked the beta: have you noticed a speed/fps improvement in this last version? If you have, or haven’t, how important is that for you? We want to know if you prefer us to focus on implementing more assets as soon as possible or increasing the frames-per-second rate. Eventually we’ll get to both, of course, but we must set priorities, we can’t cover all the bases at the same time.

Please let us know what you think in the comments; we’re taking a vote between here, Kickstarter, and our Discord server. We’ll update you as soon as we reach an agreement. Have a nice day!

Multiverse Designer beta is now available to all our GM backers!

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Multiverse Designer beta is now available to all our GM backers! That means that you can download Multiverse Designer and unleash your creativity creating your own maps and cutscene with our powerful tool. We are sending the emails right now; in the next few hours you should get yours. If you're a backer, please keep an eye on your Spam folder, and if you still can't see it by tomorrow, reach out to us so we can send your key manually.

This beta includes the Map Creator and the Cutscene Editor: with it, you can create scenarios in all kinds of settings – fantasy, sci-fi, western, and even some historical cultures, to name a few – choosing between more than 6,300 3D assets, carefully optimized and implemented for the best performance possible.

It’s important to highlight that this beta is not the final version of Multiverse Designer. We will start working now on Criteria and the gaming module, which will allow you to play your TTRPG sessions within Multiverse Designer.

We invite you to join our Discord server, where you will be able to chat with us, ask questions, vote on future features, and do many other things. You’ll also be joining a wonderful community of like-minded creative people!

You can also follow us on Twitter and Instagram; and we kindly ask you to Follow us on Steam to stay up to date about the development of Multiverse Designer.

That’s all for now; we wish you a happy multiversing!

Multiverse Designer beta is coming to all backers next week!

Today’s a very exciting day for everyone at Toopan Games: we’re very happy to announce that the Multiverse Designer beta will be available to all backers next Tuesday. Warm up your imagination and creativity: in just a few days, you’ll have the best tool to make your adventures and stories a reality!

All our backers will have access to the current Multiverse Designer version, which includes the Map Creator and the Cutscene Editor. Take into consideration that, although we have worked very hard (with the appreciated help of our dedicated beta testers) to fix all the bugs we have encountered, it is still in beta. If you find any issue, please let us know!

We also want to make clear to all our backers that this beta is not the final version of Multiverse Designer -- we will start working now on Criteria and the gaming module, which will allow you to play your TTRPG sessions all within Multiverse Designer. Stay tuned for more news about our future development roadmap!

Today our beta testers will get a last update before this release: a collection of buildings you can enter, explore, and interact with (we talked about these assets here). Of course, these interactive buildings will be available to all backers too on next Tuesday’s release. We are looking forward to putting Multiverse Designer in all our backers’ hands, and seeing what you create with it – we are already amazed at the quality of the creations of our beta testers!

If you have any questions, or just want to discuss what you can do with Multiverse Designer and the state of the beta, join our Discord server or reach out to us on social media (Twitter and Instagram). See you next Tuesday!

EDIT: We want to clarify that the current beta will be avalaible to all backers with GM tiers. This beta includes only the Map Creator and Cutscene Editor, and the Hero and Adventurer tiers only have a Player license (which allows to join a game without filling a seat), so these backers won't receive keys to the beta yet. Once the gaming module (which allows to play tabletop roleplaying games within Multiverse Designer) is available to all backers, Hero and Adventurer tiers will be able to join games created by other backers. We want to apologize in the case of any misunderstandings.

Beta version 1.0 just released!

Hi everyone! We've great news: we're very excited to announce that a new version of the Multiverse Designer beta is now available to all our beta testers. This build includes the Map Creator and Cutscene Editor, and we consider it to be our version 1.0 – which means that, if we don't find any critical bugs that require major overhauls (something that hasn't happened so far), we will make it available to all backers very soon!

We will need some time after our beta testers put their hands on this new build to decide on a release date, so stay tuned to our social media channels (Instagram and Twitter) and Discord server. Hopefully within a few days we will be able to announce the specific release date to all our backers of the Map Creator and Cutscene Editor. While that happens, not to hype you up or anything, but here’s a list of all the new content and fixes implemented in this new build…

[h3]New features/content[/h3]

  • New Kitbash3D assets included (from the Iron Forge, Ancients, Valhalla, Cyber District, Neo San Francisco and Medieval Siege collections)
  • New way to texture objects to blend in with the Landscape (new environment called @Landscape Blend)
  • Creation of base assets for structures already integrated with the merge with Landscape (new environment called @Landscape Blend)
  • Two new levels with 64km2 included - Desert and Rocky Hills
  • New Dystopic Desert map (saved in the Desert level)
  • New tags for assets (used in the search bar)
  • Inclusion of the new Evil Watcher character
  • Use of the special character $ at the beginning of the name of Toopan maps (so, from now on, it will not be possible to save maps with the name starting with the $ character)
  • Added some "indoors" to many assets of "building" categories (Houses, buildings, etc) making them no longer transparent while looking from inside them
  • Character Forge asset moved to the Tools category in the assets menu
  • Included "jump" action to all controllable characters




[h3]Performance optimization[/h3]

  • Optimization of lights on the map with automatic enabling and disabling according to distance
  • Optimization of video memory usage
  • Texture optimization and possibility of using assets with up to 4 million triangles, benefiting users with video cards with less memory
  • LOD adjustments in several objects to improve performance
  • Separation of all objects into opaque and transparent in order to use the full potential of Nanite.
  • Jungle level performance tweaks and optimization
  • Optimization for loading large maps, and addition of progress bar
  • Performance optimization of assets that have lights (torches, candles, chandeliers, etc.)
  • Performance optimization and progress bar creation for the dungeon generator


[h3]Fixed bugs [/h3]

Thanks to all our beta testers for reporting these bugs!

  • Fixed a bug where when you selected the "parent" assets in a group, you couldn't select the others
  • Fixed a bug where some doors didn't disappear when their layer wasn't visible
  • Fixed a bug where some books were misaligned
  • Fixed a bug where the game crashed due to the lack of keyframes while making a cutscene
  • Fixed an interaction with layers and groups where some of them were working in an unexpected way
  • Fix with the shadow of certain assets in situations of intense light ("glitching" shadows)
  • Fixed a problem when opening the save/load maps window (it was possible to open the window again even though it was still open)
  • Correction of rotation and pivots of several assets
  • Bug fix where when loading a map, it could have the weather effects that were applied to the map that was previously loaded
  • Bug fix where the message "###HoveringMuro != nullptr in ADungeonPawn::DPawnMouseMove" could appear when loading a map while another is already loaded
  • Fixed an issue where an error could occur when trying to load a very large map with another very large map already loaded
  • Fixed the colision with stairs, that now, allow characters to use them correctly