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Fablecraft News

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‘‹

Fablecraft v0.22 Patch Notes - Location pinging, Fablecraft Plus, & more

Greetings, Mages! 👋🧙‍♂️

The latest version of Fablecraft, v0.22, is live, and it delivers online play features to improve the Fablecraft experience, more Homebrew Battlemap tools, and the introduction of Fablecraft Plus.

We'll cover the big items before diving into the complete patch notes below. Let’s begin.

[h2]Fablecraft Plus: What’s included?[/h2]

We’re officially rolling out Fablecraft Plus, the subscription tier of Fablecraft that’s perfect for GMs looking to homebrew up a storm in our platform.

The base game will, of course, remain free. Fablecraft Plus unlocks more Homebrew potential and lets our most dedicated players support Fablecraft and gain access to a growing list of features. Here’s the current list of features available in the free version of Fablecraft Basic alongside what players get with Fablecraft Plus.



As a Plus member, you’ll unlock 2GB of cloud storage space alongside unlimited Heroes, Hosted Campaigns, and Custom Characters.

Fablecraft Plus will cost $3.99 per month, and we intend to grow its offerings over time. Only the GM needs to subscribe to take advantage of these offerings; Fablecraft Basic is all your players need to join your games.

[h2]Homebrew Battlemaps Version 2[/h2]

We introduced Homebrew Battlemaps to Fablecraft at the end of 2024, but they arrived with the promise of rapid improvement. With v0.22.0, we’re supporting two of the most common requests for custom battlemaps: Non-walkable Squares and importing from external map makers.

[h3]Draw non-walkable terrain and walls[/h3]

Designating walls and terrain that can be walked on is exceptionally easy in Fablecraft. Use the Homebrew Battlemap’s terrain tools to make quick work of traversable definitions, as seen in the screenshot below.



Here’s a tip: while using the Non-walkable Squares, Walls, or Eraser tool, hold down the space bar to toggle map movement. This makes drawing and map panning much easier.

[h3]Importing from third-party applications[/h3]

Let’s say you use tools like Dungeon Scrawl or Dungeon Alchemist to build your maps and want to bring those top-down wonders into Fablecraft. In the video below, our own David Hohusen demonstrates how importing map data from third-party applications works.

[previewyoutube][/previewyoutube]

The tl;dw? If your map maker can spit out a flat image and a .json file with floor data, you should be able to import it directly into Fablecraft. That import should automatically inherit any wall or floor data you created in the third-party tool

We know some folks use tools that create .vtt data, and we’re looking into that for a future release. If it’s standardized enough, we might be able to make it work! Stay tuned.

[h2]React with emoji[/h2]

What about when you want to react to something happening in-game, but your camera’s turned off or it’s on but your facial expression isn’t enough?

You can now react with a set of in-game emoji. It’s fast, it’s easy, and it’s effective.

Here are the emoji included.



[h2]Location Pinging is here[/h2]

Folks have wanted to ping locations in scenes to call the attentions of players and GMs since Fablecraft launched into closed beta, and we’re ready to deliver our solution.

Want to point something out? Hit the emote button, select ping mode, select your emoji and start calling attention. Like so…





Let’s get into the patch notes.

The Complete Tales of Fablecraft v0.22.0 Patch Notes

[h3]Features[/h3]
  • Fablecraft Plus launches for $3.99 per month. This subscription service unlocks unlimited heroes, unlimited campaigns, unlimited custom characters, and 2GB of cloud storage.
  • If your subscription lapses, you’ll be able to choose which uploaded and created assets you keep and which become inaccessible. We’ll freeze those inaccessible assets, though; they’ll be waiting for you if you ever return.
  • Homebrew Battlemaps version two arrives, too. GMs can now draw Non-walkable Squares, designate walls, and import battlemaps from third-party map-making tools.
  • Let the emoji do the reacting for you with our new in-game emote system. Showcase your surprise or utter panic, regardless of your mic or camera, as your fellow adventurers make another poor decision.
  • We’ve also introduced location pinging to Fablecraft. You can ping with the emoji we’ve added, too, lending a little extra spice to pointing things out to your friends.
  • We added a nighttime variant to the Tipsy Pearl’s Back and Front Deck Battlemap, me mateys.
  • The Brawler and Storyteller Collections are now available on Steam.

[h3]Bug Fixes[/h3]
  • We’ve made improvements to the voice chat volume issues some users encountered during play.
  • We fixed a bug that caused some custom environments to save improperly.
  • We fixed a bug that caused GMs’ cursors to stick as arrows after right-clicking on NPCs in the Characters Tray.

[h3]Known Issues[/h3]
  • Pings on the left side and when the right side tray is open might sometimes be hidden or look funny.
  • In 3-6-person campaigns with normal video, the bottom players might not see their emotes (or displays) when their panel is open, but their location pings will still show up!
  • If the Game Master (GM) leaves the battlemap mid-game, everyone else might get a one-way ticket back to the Story Scene.
  • AOE splash damage and NPCs moving with their AOE damage can currently phase through walls like ghosts.
  • Walking toward walls sometimes makes your character take a strange scenic route thanks to some odd pathing.
  • Ability tooltips and descriptions won’t show in combat if it’s not your turn or if the ability is on cooldown.
  • The Crystalize visual effect (VFX) now appears on both the hero casting it and their target. Twice the sparkle.
  • Some consumables only work in the Combat Scene. Using them in the Story Scene? Not so much—unless the GM gives the thumbs up!
  • Updating your Hero Portrait inside a campaign doesn’t always sync across all player views.
  • Linux users (who we don't officially support quite yet) might need to turn off all animations to see static scenes and backdrops.
  • 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.
  • Players may experience squished video feeds when they use external cameras.

Coming soon to Fablecraft: Import Homebrew Battlemaps 🧪🗺️

Well, hello there, Mages! 🧙‍♂️ This week's edition of Fablecraft Friday features more news concerning our next major update.

The core focus? Version two of our homebrew battlemaps functionality.

We'll have a summary of the news below, but check out the video version of Fablecraft Friday this week as David Hohusen, Riftweaver's Co-founder and CEO, demos the new features.

A quick note: The inspiring map used in the video and screenshot in this post comes from Eightfold Paper.

[previewyoutube][/previewyoutube]

We'll start with the big news surrounding maps.

[h2]Homebrew battlemaps getting several key upgrades[/h2]

Currently, you can upload custom artwork (both animated and static) for use as a homebrew battlemap. You can also designate your custom battlemap's tile count, too.

We've already announced that the next version of homebrew battlemap functionality in Fablecraft will give players the tools to draw walls and designate untraversable tiles.

Now, we can share that Fablecraft will support importing homebrew battlemaps from third-party applications such as Dungeon Alchemist, Dungeon Scrawl, and Inkarnate. You can see that process in action with David's demo in the video above.



So, with the next major update to Fablecraft, homebrew battlemap makers will be able to:

âś… Upload static and animated files for battlemaps
âś… Designate untraversable terrain
âś… Draw walls
âś… Import battlemaps from third-party sources
âś… ...and include the associated .json files that will help define specific map data

[h2]When's this release coming?[/h2]

We haven't locked down the exact release date quite yet, but we're aiming to launch the next version of Fablecraft before the end of January.

That means *checks calendar* you should have access to these fresh homebrew features, the previously announced in-game emoji, and pinging system, by the end of next week.

Maybe! Probably! That's the goal!

Until then, join our Discord and say hello. See you soon, Mages.

đź‘‹