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Fablecraft’s future updated one last time for 2024 🔮

Greetings, Mages! 🧙‍♂️

The end of 2024 is nearly upon us, and now we set our sights on the future. Today, we’re ready to reveal the most recent changes to our living – we’ll talk more about that in a second – Fablecraft development roadmap. Keep in mind this development roadmap represents the next 6-ish months, and it isn’t inclusive of all our plans.

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Let’s begin.

[h2]Quickly, what do we mean by a ‘living’ roadmap?[/h2]

Our roadmap is living because we’re an Early Access game made by a small team with an active community. Most of the changes to the roadmap we’re sharing today come from requests and discussions with our community members, so we try to be upfront about exactly how much we intend for our roadmap to change.

It will likely change again, too! We have to continuously shift our focus to meet the needs of our players while also completing the vision we have set for Fablecraft. We appreciate your help and understanding in this process.

So, thank you!

Here’s the updated Tales of Fablecraft Development Roadmap




[h2]What’s new?[/h2]

In the weeks and months ahead, we’ll share as much as we can about each of the entries on our roadmap here on our dev blogs and on our Discord. For instance, next week, we’ll discuss the Nice Dice campaign settings toggle and our homebrew battlemaps.

For now, we’ll share the items that we’ve added.
  • Nice Dice campaign settings toggle
  • Multiplayer matchmaking parts 1 & 2 – Yep, we’re splitting this feature up.
  • Text-only session improvements – We know lots of folks only want to use text to chat, so we’re working on improvements to that experience.
  • Daily single-player content
  • Subscription support – We are working on a subscription system to give GMs and players good stuff while offsetting server costs and getting more support to make Fablecraft the best it can be.
  • Single-player rewards


[h2]What did we remove or split up?[/h2]

So, what was pulled or changed up? Only two things, essentially.

[h3]GM Heroes in the sidetray, which was a stopgap[/h3]

When Fablecraft launched this past summer, we immediately heard that players wanted us to prioritize homebrew NPCs. Our initial thought was to let GMs create their own Mages and then add them to campaigns as NPCs.

This was always a half-step move that we planned to patch out with better homebrew, and that better homebrew is closer than we thought it would be. With NPC Copy & Customize dropping later this month (!), we don’t need the GM Heroes in the sidetray functionality. The NPC Copy & Customize feature is much better suited to what GMs want.

[h3]Android mobile and tablet are now independent of iOS development[/h3]

Getting Fablecraft up and running on the iPad with cross-play between PCs and Macs was challenging, but it’s now live! You could probably guess this, but it’s much easier for our team to continue down the iOS development path from iPad to iPhone than switching to a different platform entirely.

So, we’ve decided to finish our iOS port work and get Fablecraft on iPhones before shifting over to Android tablets and, later, Android phones. This decision, while delaying the Android launches, will speed up our overall development process significantly.



That’s it for this week’s update and the roadmap reveal!

Looking for your next adventure? Join our Discord. We’ll see you there!