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Tabletop Simulator News

Update v14.2 - Updated Steam P2P Networking & Engine Update

[p]Update v14.2 continues our networking overhaul as highlighted in the Tabletop Simulator 2.0 roadmap, bringing you more stable, secure and reliable networking and connectivity in addition to an engine upgrade to Unity 6.3 LTS.[/p][hr][/hr][h2]New Steam Networking (Full Migration)[/h2][p]We've retired the legacy Steam P2P system and fully migrated to the new Steam Networking APIs across all multiplayer code paths.[/p][p]What this means for you:[/p]
  • [p]More reliable connections and fewer weird edge-case disconnects[/p]
  • [p]Improved NAT traversal for smoother hosting/joining[/p]
  • [p]More consistent latency behavior without changing how multiplayer fundamentally works[/p]
  • [p]Better privacy & security: Connections are routed through Steam relays (no direct IP exposure) and all traffic is now encrypted[/p]
[h2]Engine Update to Unity 6.3.10 LTS[/h2][p]We recently upgraded to Unity 6.0 LTS, with this update bringing Tabletop Simulator to the latest and most modern Unity version release. This is preparation for the upcoming UX overhaul, UI Toolkit in 3D world space and all the latest features and performance improvements that Unity has to offer.[/p][p]This update changes the minimum requirement for MacOS users to version 12 or higher.[/p][hr][/hr][h2]Behind-the-Scenes[/h2][h3]Project & Infrastructure Cleanup[/h3][p]This update also includes a large internal cleanup pass:[/p]
  • [p]Codebase cleanup & reorganization[/p]
  • [p]Infrastructure upgrades, including our Perforce server[/p]
[p]While you won’t see these changes directly in-game, they will speed up development and help us move through the roadmap quicker and more efficiently.[/p][hr][/hr][h2]Scripting[/h2][h3]MoonSharp Update[/h3]
  • [p]MoonSharp has been updated to a newer version with many miscellaneous fixes. It addresses [c]json.encode\\decode[/c] issues with negative numbers and other bugs. \[#968][/p]
  • [p]We've added stack traces! When Lua errors occur you should see detailed information on the functions that were in progress when the error happened.[/p]
[h3]Utility[/h3]
  • [p]The [c]lua[/c] console command now prints results, no more endless [c]lua log(...)[/c] when testing![/p]
[hr][/hr][h2]Hotseat Overhaul[/h2][p]Revamped the Hotseat mode so it should function the same as online players by using a new virtual network player system. This should fix all the misc hotseat bugs and issues, giving you a more reliable way to test your mods or play locally, and now remembers last tool selected for each hotseat player.[/p][hr][/hr][h2]Rolling Improvements[/h2]
  • [p]Added a minimum spin amount when rolling dice and coins via Randomize[/p]
  • [p]Fixed frame-dependent spin variance when rolling dice and coins with Randomize[/p]
[hr][/hr][h2]Fixes[/h2]
  • [p]Fixed a networking issue where packets that were exactly a multiple of 1 MB could break in transit[/p]
  • [p]Fixed objects not returning to an Infinite Bag after changing states \[#1176][/p]
  • [p]Fixed an issue where clients could not start looping/triggered effects \[#2948][/p]
  • [p]\[Linux] Fixed issues with uppercase file extensions for PDF/Text/Audio \[#2459][/p]
  • [p]\[Linux / Wayland] File browser no longer causes a segfault in some cases \[#1451][/p]
  • [p]File browser falls back to the built-in one if the OS browser fails to load[/p]
  • [p]Fixed objects teleport and falling over and over again for clients on a table flip.[/p]
  • [p]Fixed hidden zones not being editable for people with permissions to change them. \[#2941][/p]

Public Beta Update v14.2 - Updated Steam P2P Networking & Engine Update

[p]This beta continues our networking overhaul as highlighted in the Tabletop Simulator 2.0 roadmap, bringing you the same TTS multiplayer but more stable, secure and reliable.[/p][p][/p][h2]Public Beta (Steam)[/h2][p]As this is a substantial networking and engine update we are rolling it out as a public beta first to shake out any remaining issues before it goes live for everyone.[/p][h3]How to opt into the public beta on Steam[/h3]
  1. [p]Open your Steam Library[/p]
  2. [p]Right-click Tabletop SimulatorProperties…[/p]
  3. [p]Go to the Betas tab[/p]
  4. [p]Select the public_beta branch from the dropdown[/p]
  5. [p]Close the window and let Steam download the update[/p]
[p]You can switch back to the live version at any time by setting the beta dropdown back to “None”.[/p][p][/p][h3]Give feedback[/h3][p]Please report bugs and suggestions on our Feedback Board: https://feedback.tabletopsimulator.com/[/p][p]Include your OS, GPU, and logs (see Troubleshooting & Logs below) when reporting issues. It helps a lot.[/p][p]Please use the "Public Beta" tag for feedback to do with this patch.
[/p][hr][/hr][h2]Highlights[/h2][h3]New Steam Networking (Full Migration)[/h3][p]We've retired the legacy Steam P2P system and fully migrated to the new Steam Networking APIs across all multiplayer code paths.[/p][p]What this means for you:[/p]
  • [p]More reliable connections and fewer weird edge-case disconnects[/p]
  • [p]Improved NAT traversal for smoother hosting/joining[/p]
  • [p]More consistent latency behavior without changing how multiplayer fundamentally works[/p]
  • [p]Better privacy & security: Connections are routed through Steam relays (no direct IP exposure) and all traffic is now encrypted[/p]
[h3]Engine Update to Unity 6.3.10 LTS[/h3][p]We recently upgraded to Unity 6.0 LTS, with this update bringing Tabletop Simulator to the latest and most modern Unity version release. This is preparation for the upcoming UX overhaul, UI Toolkit in 3D world space and all the latest features and performance improvements that Unity has to offer.[/p][hr][/hr][h2]Behind-the-Scenes[/h2][h3]Project & Infrastructure Cleanup[/h3][p]This update also includes a large internal cleanup pass:[/p]
  • [p]Codebase cleanup & reorganization[/p]
  • [p]Infrastructure upgrades, including our Perforce server[/p]
[p]While you won’t see these changes directly in-game, they will speed up development and help us move through the roadmap quicker and more efficiently.[/p][hr][/hr][h2]Scripting[/h2][h3]MoonSharp Update[/h3]
  • [p]MoonSharp has been updated to a newer version with many miscellaneous fixes. It addresses [c]json.encode\\decode[/c] issues with negative numbers and other bugs. \[#968][/p]
  • [p]We've added stack traces! When Lua errors occur you should see detailed information on the functions that were in progress when the error happened.[/p]
[h3]Utility[/h3]
  • [p]The [c]lua[/c] console command now prints results, no more endless [c]lua log(...)[/c] when testing![/p]
[hr][/hr][h2]Hotseat Overhaul[/h2][p]Revamped the Hotseat mode so it should function the same as online players by using a new virtual network player system. This should fix all the misc hotseat bugs and issues, giving you a more reliable way to test your mods or play locally, and now remembers last tool selected for each hotseat player.[/p][hr][/hr][h2]Rolling Improvements[/h2]
  • [p]Added a minimum spin amount when rolling dice and coins via Randomize[/p]
  • [p]Fixed frame-dependent spin variance when rolling dice and coins with Randomize[/p]
[hr][/hr][h2]Fixes[/h2]
  • [p]Fixed a networking issue where packets that were exactly a multiple of 1 MB could break in transit[/p]
  • [p]Fixed objects not returning to an Infinite Bag after changing states \[#1176][/p]
  • [p]Fixed an issue where clients could not start looping/triggered effects \[#2948][/p]
  • [p]\[Linux] Fixed issues with uppercase file extensions for PDF/Text/Audio \[#2459][/p]
  • [p]\[Linux / Wayland] File browser no longer causes a segfault in some cases \[#1451][/p]
  • [p]File browser falls back to the built-in one if the OS browser fails to load[/p]
  • [p]Fixed objects teleport and falling over and over again for clients on a table flip.[/p]
  • [p]Fixed hidden zones not being editable for people with permissions to change them. \[#2941][/p]

🎲 Board Game Fest Sale - 50% Off Tabletop Simulator & DLC

[h3]🎲 Tabletop Simulator & All DLC is on a 50% discount throughout the duration of the Steam Board Game Fest[/h3][p][/p][p]The Board Game Fest will be active from January 26th through to February 2nd.[/p][p]Check out the Board Game Fest sale here:[/p][p][dynamiclink][/dynamiclink][/p]

Update v14.1 - Network Security Overhaul

[p]It's been a week since we announced the Tabletop Simulator 2.0 Roadmap and we're hitting the ground running with with Part 1 of our Network Security Overhaul.[/p][p][/p][p]We know there have been questions and concerns raised by the community following the roadmap announcement. Please know that we are listening and have more information to address your feedback in a more direct manner coming soon.[/p][p][/p][p]For now our primary focus is action and getting tangible changes rolled out. This release centers on network hardening — a major re-write of our internal networking implementation to patch critical exploits and prevent malicious users from tampering with the game.[/p][p][/p][p]While this update stabilizes our current infrastructure we are working on Part 2 of the overhaul - Migrating the game to use the new Steam Networking API.[/p][p][/p][p]Alongside the security hardening we have made sure to issue game bans the users who were abusing the exploits by attacking servers and the server browser.[/p][p][/p][p]Thank you to everyone who participated in the Public Betas to help us test these critical infrastructure changes![/p][p][/p][h2]Network Hardening & Security[/h2]
  • [p]Major Network Stack Rewrite: Overhauled the networking system to greatly improve security and stability.[/p]
  • [p]Exploit Fixes: Patched multiple exploits, including potential "while loop" crashes caused by malicious packets.[/p]
  • [p]RPC & Sync Validation: Added new validation checks to block malicious users (who are not registered correctly) from sending invalid Remote Procedure Calls (RPCs) or Syncs.[/p]
  • [p]Packet Routing: Fixed issues where packets were still being routed to clients even if the call was invalid.[/p]
  • [p]Traffic Limiting: Network calls are now strictly limited to specific destinations (Server or Client) to prevent unauthorized cross-communication.[/p]
  • [p]P2P Logging: Added system logging messages when connecting via P2P. This will now display the Steam ID of users you connect to, allowing for easier reporting or blocking of malicious users.[/p]
  • [p]Cross-Platform ID: Internal network IDs are now more robust, reducing connection issues between different platforms.[/p]
[h2]Search Revamp[/h2]
  • [p]System Overhaul: The Search system has been revamped to work much better and with the improved network security standards.[/p]
  • [p]Hotseat Fix: Fixed an issue where Search was not working correctly in Hotseat mode.[/p]
  • [p]Order Alerts: Added a chat notification when a player changes the order of a deck or bag in the search menu.[/p]
[h2]General Fixes & Improvements[/h2]
  • [p]Pastebin: Fixed the Pastebin URL converter to correctly handle both [c]http[/c] and [c]https[/c] links.[/p]
  • [p]Host Migration: Updated host migration to provide clearer notifications to players about what is happening during the process.[/p]
[h2]Public Beta Fixes[/h2]
  • [p]Music Player: Fixed a network issue regarding the "ready check" when clients first connect to a game with active music.[/p]
  • [p]Player Colors:[/p]
    • [p]Fixed "player color change" messages not working correctly for clients.[/p]
    • [p]Fixed an issue where choosing the color 'Grey' was not notifying the chat.[/p]
  • [p]Physics Settings: Fixed an issue where physics settings were not editable by non-admins.[/p]
  • [p]RPC Duplication: Fixed an issue where clients were doubling up on RPCs, causing duplications in actions (e.g., measuring movement).[/p]
  • [p]Chat Blocking: Fixed an issue where chat messages were not being correctly blocked by Lua on client-side scripts.[/p]
[h2]Hotfixes[/h2][p][/p][p]v14.1.5 Hotfix 1[/p]
  • [p]Fixed search not working for old decks with GUIDs that weren't unique for each card.[/p]
  • [p]Fixed the orientation of objects in search menu when there is a custom alt zoom rotation set on them.[/p]
  • [p]Fixed issues in hotseat with draw, search, etc not working if not player 1.[/p]
  • [p]Fixed peek indicator not being removed when clients stop peeking an object.[/p]
  • [p]Fixed peek indicator issues when sharing your hand with other players.[/p]
[p]v14.1.5 Hotfix 2[/p]
  • [p]Made initial network connection process slightly more reliable.[/p]
  • [p]Small network optimization by reducing network traffic by 1 packet per second per client.[/p]
  • [p]Fixed search not working in hotseat for everyone but player 1. (FOR REAL)[/p]
  • [p]Fixed search not working for old bags with GUIDs that collided by checking for collisions and fixing them on the object.[/p]
[p]Hotfix v14.1.6[/p]
  • [p]Fixed issue with Combined objects not displaying correctly for clients when they are children of children.[/p]
  • [p]No longer do we force unique guids on decks or bags for search, because it can cause issues with mods expecting old behavior.[/p]
[p]Hotfix v14.1.7 [/p]
  • [p]Bag is now searchable like decks with only searching the first few number of objects contained.[/p]
  • [p]Better network security for old Lua UI.[/p]
  • [p]Fixed legacy Lua Input not syncing correctly for the host.[/p]
  • [p]Fixed notepad not syncing for clients.[/p]
  • [p]Fixed issue with combined objects glitching out when cloning them.[/p]
  • [p]Fixed issue with player.showOptionsDialog() not syncing correctly.[/p]
[p]Hotfix v14.1.8 [/p]
  • [p]Fix major networking issue causing players to be kicked from a server when the number of players increased.[/p]
  • [p]Fixed search reorder message always happening on decks and bags with cloned objects contained in them.[/p]
  • [p]Fixed issue with legacy Lua input not sending select false events.[/p]
[p]v14.1.8 Hotfix 1 [/p]
  • [p]Fixed broken table flip![/p]
  • [p]Improved error reporting when a blocked player connects to a host.[/p]
  • [p]Blocked, banned, or not friend players will no longer notify for a game invite.[/p]
  • [p]Now reports the SteamID of the player that is inviting you.[/p]
[hr][/hr][p]We want to extend a huge thank you to our community for your continued support and feedback. All ofWe want to extend a huge thank you to our community for your continued support and feedback. All of us at Berserk Games are incredibly excited to tackle the challenges ahead and bring the rest of the roadmap to life![/p]

Tabletop Simulator announces a free 2.0 update that includes a UI overhaul and a marketplace for paid mods




Tabletop Simulator developer Berserk Games has announced big changes coming this year, with "a series of major updates that we will be releasing for free with the goal of modernizing Tabletop Simulator and setting up the platform for success over the coming decade and beyond."..
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