1. Fablecraft
  2. News

Fablecraft News

Tales of Fablecraft v0.22.4 - Hotfix Patch Notes

Hello, Mages! 🧙‍♂️

We've just deployed a minor hotfix to address recent DLC redemption issues.

[h2]Bug Fixes[/h2]
  • We fixed a bug that temporarily broke DLC purchases when made through Steam.

Tales of Fablecraft v0.22.3 - Hotfix Patch Notes

Hello, Mages! 🧙‍♂️

We've just deployed a hotfix to squash a game-breaking bug discovered in the Hero Demo after our release on Thursday. This brings Fablecraft up to v0.22.3.

[h2]Bug Fixes[/h2]
  • We fixed a bug that made it impossible to cast Fireball on the Rocksquitos during the Hero Demo that new players encounter when they boot the game. This bug is gone, and the demo works just like it used to. Sorry about that!
  • We fixed a bug that prevented some players from entering some of their campaigns.

A hotfix delivered and soundtrack now streaming

What ho, Mages! 🧙‍♂️

Welcome to Fablecraft Friday, your weekly drop for all things Riftweaver and Fablecraft. This week’s update features a smattering of news from the launch of Fablecraft’s soundtrack on streaming services to yesterday’s hotfix and an upcoming partnership with Game Theory Tables.

There’s a lot to cover, so let's begin.

[previewyoutube][/previewyoutube]

[h3]Fablecraft’s soundtrack streaming now 🎶[/h3]

Looking to jam to the music of Mythas while you read, play board games, study, or work? Prepare your ears because volume one of the Tales of Fablecraft Original Soundtrack is streaming now.



The soundtrack, created by our friends Upright T-Rex, is available wherever you listen to music (Spotify, Apple Music, YouTube Music, etc.).

If you’re curious about what goes into making a song for Fablecraft, you can actually learn more about Upright T-Rex’s process in a blog post they wrote late last year.

[h3]We’ve partnered with Game Theory Tables for The Arena ♟️[/h3]

Fablecraft is an official software partner for the upcoming Arena Digital Game Table from Game Theory Tables. What does that mean?

[previewyoutube][/previewyoutube]

If their campaign succeeds, each Arena will include a copy of Fablecraft featuring an exclusive Dice and Token Skin Set. You can learn more about the upcoming campaign right here. Of course, this means our solution for local play will need to arrive before the tables launch. We’re working on it!

[h3]Yesterday’s hotfix delivered a community-request 🎉[/h3]

Some folks in our Discord (which you should totally join) asked that we raise the cap for custom hero portrait uploads up from our default at launch. That default was a paltry five custom images.

Now, players who want to get fancy with their hero portraits will have 40 slots available to them. Please let us know if and when you hit that ceiling! Though, we assume it’ll take a while. 🤔

[h3]Share your homebrew! 🍲[/h3]

Speaking of our Discord, we’ve had a lot of recent action across our community when it comes to homebrew campaigns, characters, battles, and lore. Consider this a call to arms! If you’ve been homebrewing in Fablecraft lately, we’d love to see what you’re cooking.

Join our Discord and drop us a note. The team gets a real thrill out of seeing what our players come up with. So, thank you!

Until then, we’ll see you in Mythas.

đź‘‹

Tales of Fablecraft v0.22.2 - Hotfix Patch Notes

Greetings, Mages! We’ve just deployed a hotfix for Tales of Fablecraft that brings it up to v0.22.2.

Here’s what’s changed, what’s been fixed, and the lingering known issues.

[h3]Features[/h3]
  • Boot the game within the next couple of weeks, and you’ll find a new menu screen that celebrates Valentine’s Day!
  • We’ve switched up the Emote and Ping menu to show up as a horizontal pill rather than a rectangular widget. The previous design actually covered player video panels.
  • Players can now upload and save up to 40 custom hero portraits, a big upgrade from the previous limit of five.

[h3]Bug Fixes[/h3]
  • We fixed a bug that caused pings on the right side of the screen to become obscured when the side tray was open.
  • We also fixed it so that pings display in the right location when offscreen while the side tray is open.
  • We fixed a bug that caused ability tooltips to not surface in combat.
  • We cleared up the written copy related to homebrew file requirements in-game. Welcome, clarity!
  • We fixed a bug that borked the mute button. Resume silencing yourself at your leisure.
  • We fixed a slew of bugs related to subscriptions.

[h3]Known Issues[/h3]
  • The mouse drag in the Combat Scene is clumsy at times. This will be resolved for our upcoming release!
  • If the Game Master (GM) leaves the battlemap mid-game, everyone else might get a one-way ticket back to the Story Scene. This will be resolved alongside our Heist Society release!
  • Area of Effect (AOE) splash damage and NPCs moving with their AOE damage can currently phase through walls like ghosts.
  • Updating your Hero Portrait inside a campaign doesn’t always sync across all player views.
  • Homebrew environment and battlemap videos can take up to 90 seconds to load. While you're waiting, you might see a white or black screen if you're not the GM.
  • The Game Log in older campaigns might go poof during sessions.
  • Windows users might experience a "quiet" period for the first 3-5 seconds after turning on their mic, but hang tight—it fixes itself.
  • Older campaigns with tons of activity might get an "Error Syncing Campaign" popup, making them unplayable. If this happens, don’t delete your campaign! Message our team on Discord or email us right away. You can email us at support -at- riftweaver.com.

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!

đź‘‹