A completely database-driven, custom Virtual Table Top Role Playing Game ENGINE. This is NOT just a place to PLAY games. It's a place to BUILD them as a GM: from a one-click campaign you can run tonight, all the way up to a deep, branching, story-driven game with the kind of visuals you'd expect from a video game.
It was built for storytellers. The whole idea is Game idea → built → at the table, as fast and as easily as possible. It's open to test: register an account on the front page and jump in.
Most virtual tabletops are great at playing a map someone already made. This engine is built the other way round: the GM tools come first. Every tool below was designed around one question: how few clicks can it take a storyteller to get their idea onto the table?
Pick an adventure, a length and a size. Get 3–4 linked maps, a quest giver, a named villain, goals, a journal entry, a story board and one invite link. Press ▶ Play now.
Drag out rooms, connect hallways, drop doors. Name a room "barracks" and it furnishes itself. ✔ Done and the walls block movement and sight for real.
Turn any of 4,000+ icons, a free image, your own drawing or an emoji into a matching, styled token set: bone, blood, ectoplasm, candlelight and more.
Plan with cards (locations, scenes, NPCs, quests, encounters, loot). Every card has a 🔨 Build button that puts it on the map.
Rain, snow, lightning, mist, embers. Torches, flickering bulbs, searchlights, fireflies. Fire that spreads across oil and lightning that runs through water.
Conversations with choices, skill checks and story flags. Linked maps and sub-maps. Win goals, ways to lose, hidden objectives.
This is the "we're playing in ten minutes" button. In GM mode, open 🗺️ Map → 🎲 One-click campaign and choose:
A few seconds later you have:
▶ Play now copies that link and starts the 📞 voice/video call. Send the link, and you're running a game.
Inspired by the feel of a hand-inked dungeon map. You draw rooms, not loose squares:
Pick a look (inked walls, hatched or rocky borders, parchment or dark, or tiled floors) and press ✔ Done. The plan becomes a playable map: walls block movement and sight, doors become door tokens, water becomes a real water surface, and braziers give off light. The plan is kept, so you can come back and change it.


Prefer to paint? The 🧱 Tile Painter lets you brush floors, walls, doors, water and trees straight onto the grid, and walls appear around floors by themselves. Then redraw the whole map in a new look with one click: stone dungeon, cave, forest, town, wasteland or space station. GMs can design and share their own tile looks too.
Have a map already? Drop any picture or video onto the board (or paste it with Ctrl+V), click two corners of one square to line up the grid, and you're done. Maps from Dungeondraft, Dungeon Alchemist and DungeonFog import with their walls, doors and lights.
A great table looks consistent. The forges exist so a GM can build a whole matching set of tokens without leaving the game or opening another app.
😀 The Emoji Forge does the same for emoji. Every emoji token on the map is listed: click 🕷️, forge it into a carved-looking spider glyph, then press 🔁 Use for every 🕷️ on this map, and every spider at the table changes at once. Or skip forging and set an emoji style for the whole map (Bone, Blood, Ectoplasm, Moonlit, Candle, Rust or Ink), which turns cheerful cartoon emoji into moody single-colour silhouettes, live for everyone.
📦 The Asset Library is a point-and-click shelf of 129 ready-made things in 11 groups: creatures, people, furniture, nature, traps, doors, lights and more. Click it, click the map, keep clicking to place more, or 🎲 Scatter copies across open squares. Any asset can have a picture, stats, damage, a size, an attached light, and an on-touch behaviour such as a trap that springs, a door to another map, a clue, or a character who talks. Save your own creatures to 🐉 My Monsters, import 5e stat blocks, and share packs with other GMs.
Storytellers think in scenes, not squares, so the Story Builder speaks that language. Start from an outline (Dungeon Delve, Town Mystery, Survive & Escape, The Heist, Rescue Mission, The Journey, One-Shot) and you get linked cards already filled with a starting idea. Stuck? The 🎲 next to many boxes rolls a random idea.
| Card | What 🔨 Build does | Why it matters |
|---|---|---|
| 🗺️ Location / ⚡ Scene | Places its things, sets darkness and weather, adds lights, and can show read-aloud text on every player's screen | Mood in one click |
| ⚔️ Encounter | Places enemies with health scaled Easy → Deadly; 🎲 Suggest creatures picks a fair fight for your party size | No maths mid-session |
| 📜 Quest | Adds the mission goal and briefing, and places the items | Players always know the "why" |
| 🗣️ Character / 🛡️ Faction | Places the NPC; their lines become what they say when a player walks up | NPCs that talk back |
| 💰 Treasure | Scatters the loot | Rewards, instantly |
| 📅 Session Plan | 🚀 Builds every linked card in order: a whole game night | Prep becomes one button |
Finished something you love? 🌐 Share it as a template, with your text or as an outline only, so other GMs can start from it.
This is where the engine goes well past "a map with tokens". The goal was to let a GM build something that feels like a modern story-driven RPG (think Baldur's Gate 3) in a browser, with no coding.
.system.json for your own game, including roll-under systems.The engine also has 📘 Map Building Guides built in: 9 step-by-step visual guides with 👉 Show me buttons that open the real menu and highlight the button you need.
Type 2d6+3, roll with advantage, keep-highest. Rolled on the server so nobody can fake them. The GM can roll in secret.
Text chat with whispers, plus built-in voice and video for the whole map. No separate call app needed.
Initiative order, plus Action, Bonus Action and Reaction each turn. Shove, strike back, brace. Big bosses fill 5×5 squares.
Select your character and see every square you can reach. Point at one to see the path and its cost, then click to walk.
A movable D-pad with every button in a tray, layouts that fit a phone, and gamepad support.
"Last time…" recaps written from what actually happened, plus handouts, a journal and macros.
Text up to 150%, colour-blind safe health bars, less motion, keyboard play and screen reader labels.
Each player picks their own language. Spectators can watch on a delay, which is good for streaming.
The engine already had a strong map side: weather, lighting, fog of war, walls, a phone D-pad. To turn it into something strangers could safely use, the first step was an honest review. Every gap was listed against tools like Roll20, Foundry and Owlbear Rodeo, and sorted into must-haves, should-haves and nice-to-haves. That list became the roadmap, and the roadmap was worked through in small rounds. Each round was built, tested, written up in plain English, and released before the next began.
Roadmap progress
89 of 92 items shipped. Still to come: map rulesets, spectator votes and a player currency.
Every tool is judged by "how fast does this get the GM's idea onto the table?" That's why a room furnishes itself from its purpose, and why a Story Builder card has a Build button.
Players' pages only say what a character wants to do. The server rolls, moves, damages and decides. That makes cheating impossible and keeps everyone's screen in sync.
Hidden tokens, NPC lines, clues and secret doors aren't hidden by fog. They're never sent until a character finds them.
Security, saving and privacy came before every new feature. A fun tool that loses your campaign isn't a tool.
Before each feature, the code was checked for what already worked, so only the missing part was built. The room builder reuses the tile painter, the campaign reuses the generator, the emoji forge reuses the glyph forge.
Work went in small, tested, released steps. Each one had plain-English notes and upload steps, and none of them broke existing saves.
Generated maps, one-click campaigns and furnished rooms are starting points. Nothing the engine makes for you is locked.
Real screenshots, automated sweeps of thousands of button presses, accessibility checks, and measured speed gains, not just "it should work."
This engine started as my passion project. Its growth into what you see here (security hardening, a server-side rules engine, a map forge, a dialogue system, voice calls, two languages and more than 50 tested releases) was built in partnership with Claude, Anthropic's AI assistant.
Here's what that looked like in practice:
If you've got a game, an app or a business idea you've been sitting on, I can't recommend it enough. The bottleneck is no longer "can I build this?" but "what do I want to build?"
I'm not paid to say this. I just use it.
Yes. It's open for testing. Register an account on the front page, confirm your email, and you're in.
No. It runs in your browser on a computer, tablet or phone. Voice and video calls are built in too.
After logging in you'll see the Main Menu. Use 🤝 Join Game and paste the invite link your GM sent you, or pick ✨ New Game to try one of the ready-made maps. A short tour shows you how to move, roll and chat.
Ask from your account settings. Once you're a GM, the 🛠️ Map Creator and every tool on this page open up.
Out of the box: custom stats, a simple universal sheet, and d20 fantasy (5e-style). Other systems, including roll-under games, can be added with a small file, and GMs can share them.
Yes. Drop in any picture or video, import Dungeondraft, Dungeon Alchemist or DungeonFog files, upload your own token art, or forge it in the Glyph Forge.
Passwords are stored as proper hashes, map passwords are checked on the server, the last 10 saves of every map can be restored, and you can download or delete your account and data at any time.