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Digital TableTops Player News

Update to latest version of Godot

No new features, although I have been uploading new versions to the web build and Android build over at dttvtt dot com.

The idea is to let players move their own tokens - that is al those builds do. When they get updated, there will not be an announcement here. Right now they are my primary focus.

Everything is now running in Godot 4.6. Shouldn't be anything broken due to the update, but let me know if anything acts weird.

Minor Fixes 1-21-2026

Just took care of a few small request (the same day they were asked!)

- Better visibility of counters on tokens
- added audio when animated maps are used

I also fixed some minor issues with doors opening/closing. It now automatically saves the door state between sessions! And sends it to the web/mobile version properly.

Fixed a lot bugs on the web version

[p]Fixed a lot of bugs with the web version. It should be MUCH more usable now. As always, let me know if you encounter any issues.[/p][p]There is now a hidden feature: if you log in with the name "tablet" you can control all of the tokens on the web version.[/p][p]This is a prelude to a big update with really good Android tablet support. Sorry, iOS is likely not going to happen. I understand people prefer to use iPads, but I will not pay Apple $100 per year for the privilege of releasing free software for their systems.[/p][p]Steam does something special with their Mac releases to get around Gatekeeper even when I do not sign the app. That is why I've recently released on Apple silicon such as the M1.[/p][p]Anyhow, the plan is to release an Android version (likely as a sideloaded app at first) that will basically let you pass around a single tablet at the table for your players to control their tokens. For people who do not have one of my fancy touchscreens :)[/p]

Minor Mac Fixes

The first Mac build was having a lot of issues with fullscreen and switching window locations between displays.

It's not 100% fixed and I am not sure it can be due to conflicts with how the game engine (Godot) and Apple's display manager interact. But it should be working a lot better now.

Basically, it will always put the DM screen on the main display (as defined in Mac settings) and always put the player screen on the extended display. Switching displays mid-game will likely not work properly.

You will need to set the display you want to be the DM screen as your "main display" in Mac settings before starting the program.

As a reminder, this is only working on Apple silicon, not Intel based Macs. I also only have a single piece of hardware to test on (a 2020 M1 mini).

If you are having issues on any other type of Mac than a M1 I doubt I will be able to help much unless you are familiar enough to pull some logs. In case it is not obvious, I am not experienced with Macs and it is a miracle it works as well as it does on the M1 that I have.

Now on Apple Silicon!

No new features have been added, but it should now be working on Apple Silicon.

Special thanks to Russell for helping me get this working. It ended up being very easy, but I didn't know that beforehand. Until he got it working on his own, without even having the code! Turned out there were some minor dynamic library issues but it should be taken care of now.

As usual, let me know if you encounter any bugs. Preferably through the dedicated bug report discussion thread.

There is also a thread for feature requests. Next up is showing some love to the player client web build.