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Digital TableTops Player News

Update 2-20-2026

Fixed some minor UI bugs (you can now click "esc" to cancel drawing shapes and some other things)

Bigger changes are:

There is a setting to toggle token counters on/off. It applies to the the player screen only, as presumably the DM would always want to see this info. This was a frequent complaint that should be resolved. Gear icon in top-right corner during a session.

NPC tokens can now have different colored borders, to more easily group them. Players are going stay blue though. I didn't want to increase the size of the right-click menu too much, especially as I have a few more stats I plan on adding. This is not working on the mobile/web version quite yet but should be soon.

Next up I'll be adding an export/import feature to more easily move map/token libraries between installations.

As always, let me know if you encounter any bugs. Check the dedicated thread first here to make sure it hasn't already been addressed: bug thread

And, as usual, if you haven't left a review please do so at your earliest convenience. I am very close to the magical number of 50 where it goes from just "positive" to "very positive" :)

Update Notes 2-18-2026

Fixed a few minor bugs. The bigger news is we have a new featured artist!

Zindanlar has provided 24 free maps (including a few animated ones) bringing the total to 464 free maps!

These are in a more 3D style, I believe they use Dungeon Alchemist.

I'd love to link to their Patreon directly, but last time I did that Steam freaked out. I don't think they want us devs pointing users outside of Steam (probably to prevent revenue loss).

Anyhow, a direct link to their as well as all the other artists' websites is built directly into the app.

All free maps can be found by going to the map library and clicking on "free maps".

Update 2-14-2026

Another minor update.

- When ctrl or shift is held, the green rectangle representing the location of the player screen is now shown. It was already showing whenever the screen was moved, but now you can see it without having to actually move the screen.

- Doors were not opening properly on web view. Should be fixed now.

- I've improved initial load time to under 1 sec, even on my very old, very low-end to begin with test rig!

Not that anyone was complaining about load times, especially as it took place silently during the calibration screen. But now it loads even faster. It will probably help me more than anyone as I am constantly having to fire it up and navigate to the part I am working on.

If you haven't already, I implore you to leave a positive review. I am 17 away from being consider just "positive" to "very positive". I know it's shallow, but that little extra push really helps motive me :)

Update 2-12-2026

I fixed a big bug that was causing web/mobile player views to show the map slightly off-center. The last update fixed a lot of problems with BIG maps, but introduced a new bug for SMALL maps. Both should be working fine now.

I've changed how certain textures are used, increasing the total download size but decreasing load times. Figured it was worth the trad-off as the program is still pretty small, relatively speaking. This paves the way for the next update, which should significantly decrease initial load time.

No one was really complaining, as there is that calibration screen to keep you busy for a few seconds. But it not being optimized was bothering me so I re-wrote a lot of the loading procedure.

There is still a big where doors/windows do not open properly on the web/mobile view. That will get fixed ASAP, likely tomorrow night. The Android build is also lagging behind by a few days.

Lastly, I am very close to adding an export/import feature for the map library. That was you can easily transfer maps between different computers. With everything running locally (no cloud) it is tricky to sync things. That should make things much easier. Won't be all that robust at first, but should come in handy.

As usual, please report any bugs in the dedicated Steam Community Page discussion. Thanks!

Update January 31, 2026

Pretty big update to the web/mobile version.

A user was kind enough to let me know about a map not loading for them. Turns out it had over 2,200 walls. This caused the browser to sort of freak out when receiving that much data without any buffering.

So I fixed that, but before realizing that was the problem I thought it had to do with VRAM usage. So I completely rewrote the rendering system on the web/mobile view!

Now resource usage no longer scales with map size - it is pretty much a constant. This means for very large maps you could easily cut resources by a factor of 4x-10x. This should make the web/mobile version run much better.

Also, the Android open beta is now live on the Google store. I can't link to it from here, Steam will freak out. But there is a button for it on the mobile website, right under the join button.

I HIGHLY RECOMMEND USING THE ANDROID BUILD IF POSSIBLE! It runs much, much smoother than the browser version. But both should be working pretty well.

Lastly, I added a TURN server. When using the web/mobile build, it attempts to connect the main program and players directly. If it can't (because of e.g. a firewall) it used to just give up. Not anymore! Now it will relay the data using my server. All for free :)

As always, let me know if you encounter any bugs or have suggestions. There are dedicated threads on the community forums.