Roadmap

What's next.

Built from playtest findings and the v2 audit backlog. No vague “Q3 2026 maybe” — if it's on the board, it's in scope.

2 in flight3 confirmedFounders vote on the roadmap

Doing now

Active this sprint

Tactical maps Phase 2 — fog of war + lighting + walls

Phase 1 (scenes + tokens + realtime drag + Konva canvas + Ably sync) shipped in alpha.23. Next: GM-controlled fog reveal (grid-cell bitmask, server-trusted), wall authoring UI, and dynamic per-token vision once walls are in place. Lighting (bright/dim radius) lands alongside vision.

Maps

Obsidian community-plugin store submission

Plugin scaffold + settings UI + sync engine all shipped to plugins/obsidian/ in alpha.23 with the new `?format=markdown` API surface. Pending: split to a public dungeon-diary-obsidian repo and submit to the obsidianmd/obsidian-releases catalogue. Wall-clock review takes 4–12 weeks; code is ready.

API

Next up

Next 1–2 months

Combat spell-cast + item-use action buttons

Attack / Dash / Move / Other shipped in alpha.22. Spell-cast and item-use are not yet in the schema — they require spell-slot decrement against knownSpells and party-inventory removal, both of which need a deeper UI than the simple Other dialog.

Combat

Voice — live transcription + per-speaker tracks

Batch Deepgram transcripts shipped in alpha.23 (whole-table audio, speaker diarization). Pending: live-streaming transcription so the co-DM sidebar can react mid-session, plus per-speaker recordings (today the recording is GM-mixed, dies if the host drops — solved properly by moving to a SFU when usage warrants it).

Live play

Later

Confirmed for the year

Native mobile app

The public player wiki is mobile-first as of alpha.16, but a real React Native client (Expo) for at-the-table use on phones — dice rolls, HP tracking, condition pins — is the long-form goal.

Mobile