Fablecraft’s development roadmap updated once again
Welcome, Mages, to Fablecraft Friday! 🧙♂️✨
Last week, we released v0.22.0 of Fablecraft. With that update, we delivered the second version of Homebrew Battlemaps, launched Fablecraft Plus, and offered new ways to interact with your party through Location Pinging and Emotes.
Today, we’re sharing the updated development roadmap for Fablecraft. That’s right, we’ve made some tweaks and changes, and we’ll detail the what, when, and why right here.
[previewyoutube][/previewyoutube]
Let’s begin with the complete roadmap all by its lonesome.

[h2]What’s been removed from the roadmap?[/h2]
Nothing! There, that was easy.
[h2]What’s changed on the roadmap?[/h2]
[h3]The iPhone version of Fablecraft is coming later 🤳[/h3]
We’ve moved the iPhone release of Fablecraft from Q1 2025 (which ends on March 31st) to Later in 2025. While we’re not ready to announce the precise month for this version of Fablecraft, the expectation is that Fablecraft will hit iPhones sometime this spring (according to the Northern Hemisphere).
Why the slight push? As you can imagine, translating the Fablecraft experience to the smaller mobile display requires a lot of UI and UX design work, and we’re in the throes of that process now. As we move through design and into engineering, we’ll gain a much firmer grasp on our release date. We can safely share now, though, that we won’t have it ready to our standards by the end of March.

[h3]Our heist is on hold, too (but not for long!) 🥷[/h3]
Heist Society, our next premium adventure, has also moved beyond Q1 and into Later in 2025.
We can’t share everything we have planned for this adventure, but we can share that we’re working on some new battlemap tech that’ll take some extra development time to implement. Of course, we’ll preview that new tech and what it means for Fablecraft as the adventure’s release approaches.
You can expect Heist Society, likely, around the same time as the iPhone launch.
[h2]What’s new to the roadmap[/h2]
[h3]The digital Fablecraft store 🏪[/h3]
We’re working on a web-based storefront for Fablecraft right now that will enable us to do a few things. Once it launches, you’ll be able to buy Fablecraft content on the store… of course. But we’ll be able to do things like offer special bundles and sales.
We’re also working with artists and TTRPG creators to offer ways to buy some of their creations for homebrew in Fablecraft on our web store.
Finally, we’d eventually love to get some physical merch for our biggest fans. Bubblefrog Plushy, anyone?

[h3]Flying movement for combat 🪽[/h3]
Any GMs who’ve controlled one of our massive dragons in combat knows, firsthand, that some maps make it really difficult to position the beasts thanks to obstacles or gaps in terrain.
We thought that was weird, seeing that dragons can fly and shouldn’t be restricted to “wherever there’s room.” So, we’re introducing flying movement to combat in an upcoming update. We’ll have more details on how this works as we approach its release.
[h3]Improved UI and UX animations 🌟[/h3]
Finally, we’ve added improved UI and UX animations to our upcoming roadmap. We’re working to tighten and improve the user experience with cleaner animations across the platform, whether you’re changing environments or scrolling over battlemaps.
The end result, of course, should be a snappier and more pleasing feel for Fablecraft as a whole.

That’s it for this week’s Fablecraft Friday.
As always, you can find us on our Discord where we demand pictures of your pets.
See you next week!
👋
Last week, we released v0.22.0 of Fablecraft. With that update, we delivered the second version of Homebrew Battlemaps, launched Fablecraft Plus, and offered new ways to interact with your party through Location Pinging and Emotes.
Today, we’re sharing the updated development roadmap for Fablecraft. That’s right, we’ve made some tweaks and changes, and we’ll detail the what, when, and why right here.
[previewyoutube][/previewyoutube]
Let’s begin with the complete roadmap all by its lonesome.

[h2]What’s been removed from the roadmap?[/h2]
Nothing! There, that was easy.
[h2]What’s changed on the roadmap?[/h2]
[h3]The iPhone version of Fablecraft is coming later 🤳[/h3]
We’ve moved the iPhone release of Fablecraft from Q1 2025 (which ends on March 31st) to Later in 2025. While we’re not ready to announce the precise month for this version of Fablecraft, the expectation is that Fablecraft will hit iPhones sometime this spring (according to the Northern Hemisphere).
Why the slight push? As you can imagine, translating the Fablecraft experience to the smaller mobile display requires a lot of UI and UX design work, and we’re in the throes of that process now. As we move through design and into engineering, we’ll gain a much firmer grasp on our release date. We can safely share now, though, that we won’t have it ready to our standards by the end of March.

[h3]Our heist is on hold, too (but not for long!) 🥷[/h3]
Heist Society, our next premium adventure, has also moved beyond Q1 and into Later in 2025.
We can’t share everything we have planned for this adventure, but we can share that we’re working on some new battlemap tech that’ll take some extra development time to implement. Of course, we’ll preview that new tech and what it means for Fablecraft as the adventure’s release approaches.
You can expect Heist Society, likely, around the same time as the iPhone launch.
[h2]What’s new to the roadmap[/h2]
[h3]The digital Fablecraft store 🏪[/h3]
We’re working on a web-based storefront for Fablecraft right now that will enable us to do a few things. Once it launches, you’ll be able to buy Fablecraft content on the store… of course. But we’ll be able to do things like offer special bundles and sales.
We’re also working with artists and TTRPG creators to offer ways to buy some of their creations for homebrew in Fablecraft on our web store.
Finally, we’d eventually love to get some physical merch for our biggest fans. Bubblefrog Plushy, anyone?

[h3]Flying movement for combat 🪽[/h3]
Any GMs who’ve controlled one of our massive dragons in combat knows, firsthand, that some maps make it really difficult to position the beasts thanks to obstacles or gaps in terrain.
We thought that was weird, seeing that dragons can fly and shouldn’t be restricted to “wherever there’s room.” So, we’re introducing flying movement to combat in an upcoming update. We’ll have more details on how this works as we approach its release.
[h3]Improved UI and UX animations 🌟[/h3]
Finally, we’ve added improved UI and UX animations to our upcoming roadmap. We’re working to tighten and improve the user experience with cleaner animations across the platform, whether you’re changing environments or scrolling over battlemaps.
The end result, of course, should be a snappier and more pleasing feel for Fablecraft as a whole.

That’s it for this week’s Fablecraft Friday.
As always, you can find us on our Discord where we demand pictures of your pets.
See you next week!
👋