Fly Swatter Update (Bug Fixes)
New: The Game Crafter custom-cut parts
- Acrylic shapes and slugged punchouts now import as individual pieces, cut from the sheet along the real SVG cut lines.
- Each cut outline becomes a reusable mask in your shape library.
- Piece color comes from the sheet material
- Part price is counted once per sheet, not once per piece.
- Re-importing re-cuts anything whose artwork has gone missing from storage.
Playtest room: multiplayer reliability
- Combining piles, merging stacks and drawing now settle in the proper order.
- Fixed phantom cards left behind when one player merged a pile while another was drawing from it.
- Card counts are audited after every action, so a pile can no longer silently gain or lose one.
- Hands, bags and search-deck draws now go through the same guards as the table.
Playtest room: piles and stacks
- Putting piles or stacks together keeps their order and every piece keeps the face it already had.
- Cards dealt from a turned-over pile now keep their own face, including the last one.
- Locked piles can be drawn from again.
- Layout zones no longer leave a hole in the grid after a draw.
- Right-click menus stay on screen at every edge, and long ones scroll.
- Previews respect the orientation you set on the component.
Component editor
- Turn buttons for 90, 180 and 270 under each face, on the Components page and in the playtest room.
- In the playtest room, turns apply when you save and are discarded on cancel.
Elsewhere
- Color, opacity and masks now drive the component preview correctly.
- Snap tags set on a pile reach every card in it.
- Help articles reviewed and corrected, with new pages for snap tags and custom-cut imports.
Decks, stacks and bags
- Drag a deck, stack or bag to draw from it. Hold Shift and drag to move it. No more timing/holding guesswork.
- A drawn card can be dropped straight back onto the deck it came from.
- Locked piles: click to select, drag off to draw, and the keyboard shortcuts for draw, flip and shuffle work on them. A lock only stops moving, rotating, scaling and deleting.
- New Random Face on Draw option for bags, and a Random Face Bag in the left panel, for two-sided pieces where you use the side that lands up.
- Cleaner bag labels.
Controls and audio
- Tab pings where your mouse actually is after panning or zooming.
- Sound effects are quieter at every volume setting.
Rules were meant to be broken... and then fixed!
What's New
A big release. The headline is a second kind of rulebook, one you write rather than scan.
New: Text rulebooks
Rulebooks used to mean one thing, a stack of page pictures that could be built from a PDF. Now there are two kinds.
- Text Rulebook: written in Markdown and rendered live. Searchable, editable at the table.
- Image Rulebook: every page is a picture, from a PDF, a Tabletop Simulator import, or artwork you place yourself. (Current rulebooks)
Both are in the components panel as separate pieces.
Getting a text rulebook
- Drop a
.mdfile on the table, or a folder containing one, and it becomes a rulebook where you dropped it. If the folder holds several, a README at the top level wins. - Build one in the Component Wizard, beside the PDF option.
- Or start blank and write it.
- A line of
---starts a new page. Longer pages scroll rather than being cut in half. - Pages come out US Letter by default.
Editing at the table
Right-click a text rulebook and choose Pages > Edit Rulebook Text. A floating panel opens without closing the room behind it: Write, Split and Preview, a formatting bar for headings, bold, italic, lists, quotes, tables and pictures from My Files, page tabs down the side, and add or delete a page.
Two saves, and it tells you which is which. Save to Components writes the text back to your project's component records and refreshes the copy on this table at the same time. The status bar shows when the components were last written and how many pages are not in them yet.
Reading it during a game
- Ctrl+F with a text rulebook open or selected jumps to the page a phrase is on. Also on the right-click menu as Pages > Find in Rulebook.
- Add to Left Panel puts the book beside the game as its own section, sized to the height of the window. Everyone sees it, and it saves with the table setup.
- Links in a rendered page open in a new tab.
- Pictures a Markdown file links to are copied into your storage, so a book does not depend on someone else's server. While that happens you get a placeholder with the book's name, a count of the pictures and a clock, instead of a page of broken images.
New: On the table
- Auto-Lift is now adjustable. Dragging a piece has always carried whatever is sitting on it. A room option now sets how much of that piece has to be over the one below before it comes along: a slider from 1% to 100%, starting at 50%, measured per layer against the piece directly beneath.
- Hand vertical position. Each player can slide their own hand up or down to suit their screen, and it is remembered.
- Attached labels look attached. A label bound to a component carries a small chain-link mark, lights up when either it or its component is selected, and names the component it went to when you place it.
New: Elsewhere
- My Files accepts PDFs, so a designer can keep a rules PDF in their own storage.
- Sign-up is security check gated against the spam registrations that were actually arriving.
Fixed: Connection
- A frozen tab used to look connected for two minutes after its socket was already dead. It now notices and recovers.
Help
- New article: Text Rulebooks.
- Rulebooks from a PDF is now Image Rulebooks, covering every way to build one rather than just the PDF route. Its old link still works.
- Moving & Arranging Objects, Host Controls, Text Labels, Component Types, Components, Tabletop Simulator Import, Editing & Syncing Components and Keyboard Shortcuts all updated to match.
- The in-room help panel lists both rulebook articles.
Hand Offsets
Set how high your own hand sits
- A Vertical Position slider in Hand Options, beside Card Size, with Down, Reset and Up presets.
- Lift the hand clear of the fold so you can see more of each card, or tuck it further down when the table matters more.
- It is yours alone. It changes nothing for anyone else at the table, and it is remembered in your browser.
- The area that accepts a card dropped into your hand moves with it, so what you can drop onto is what you can see.
Duplicating
- Ctrl+D on a single piece leaves the copy stacked on the original, as a stack of two or a deck of two.
- Previously the copy landed on the original's exact position and was invisible, so the table looked unchanged and the only way to tell it had worked was to drag the top one off.
- It applies to anything that can stack. A card becomes a deck of two exactly as a token becomes a stack of two.
Fixed
Moving a duplicated set no longer collapses it into one pile
- Duplicating a group of pieces and then moving them merged the whole set into a single stack, every time.
- Two rules now. A drag can never land on something it is carrying, so members of a selection cannot swallow each other.
PDF - Pretty Darn Fun!
My Files accepts PDFs
- Rulebooks, print-and-play sheets and pitch documents can now live in your storage alongside the artwork they belong with.
- PDFs get their own tile in the file list, and can be renamed, moved, downloaded and shared by link like any other file.
- Artwork pickers stay images only, so a document can never be attached to a card by mistake.
Show or hide deck and stack counts
- A new Table Display option in Room Options turns off the number chip on every deck and token stack.
- Useful for games where the size of a pile is meant to be secret.
- The setting applies to everyone at the table and is remembered by saved setups.
- Lock icons are unaffected, since a locked piece still needs to say so.
Stronger protection on account signup
In the playtest room
- The snap point that follows your cursor in placement mode no longer drifts away when you pan or zoom the table. It tracks the cursor through every camera movement, keyboard panning included.
- Drawing a card to the table by double click or right click now stacks with whatever eligible piece it lands on, matching what dragging one there does.
- Moving a card straight from one deck to another and then undoing twice no longer leaves a copy sitting on top of both decks.
- Launching a table from a saved setup prepares all of its artwork before the join screen again, instead of loading images in after everyone has arrived.
- Zooming is smooth on large tables again. The table's on-screen chrome scales without forcing the whole table to be recalculated every frame, and starting a pan cleanly interrupts a zoom that is still animating.
Artwork and imports
- Copying artwork into your own storage is substantially faster.
Quality Of Life Updates
Playtest Room
- Feedback forms can now be filled out anonymously.
- Panning while zooming now interupts the zoom instantly to feel more snappy.
Loading and images
- One load screen for everyone. A joining player now sees the same "Setting up the table" screen the host does, instead of a progress bar inside the join window followed by a second screen.
- Table art loads through a single smart queue.
- Images that fail to load are retried automatically, twice, with a short randomised wait, so a hiccup no longer leaves a broken picture on the table.
- Card art hosted on third-party sites (Firebase, Steam, and others) is now copied into your own storage automatically: when you save a component with an outside image URL, when the API creates one, and once, in the background, for every existing project.
- Our own image host now tells browsers they may keep an image for a week.
Cards, decks and staying in sync
- Fixed: dragging a card off a deck and dropping it onto another deck quickly. On a solo table this produced "Another player drew that card first", cards vanishing from the source deck, and cards that silently stopped syncing afterwards. The draw now completes correctly underneath the drop.
- Checkpoints are faster: the duplicate check no longer loads large snap-point records it never needed.
Draw to table
- Double-clicking a deck, stack or bag, or using Draw from the menu, now lands the piece the same way a drag would: a card onto a loose card forms a deck, onto a deck joins it, a token onto a matching token stacks. Successive draws form a pile beside the source. The source pile is never rejoined, no-stack zones are respected, and the merges are quiet (they show in the activity log, not as toasts).
Layout zones
- Grids keep their order. Clicking or selecting a card no longer moves it to the end of the grid on the next re-layout, and every player now computes the same grid. Relaying out a grid that is already laid out changes nothing.
- Dropping a card between two others puts it in that slot. The first layout of scattered pieces uses reading order.
- Decks and other pieces without an explicit size are measured at their real size, so they no longer get squeezed into cells a third their size and overlap.
- Stacking two grid members into a deck keeps the deck in its slot instead of snapping it back to where it was before the grid re-flowed.
Table UI size
- Deck and stack counters, zone and object resize handles, and the lock icon now keep one size on your screen at every zoom level, and stay upright no matter how your seat is rotated. Each player's screen decides this for itself.
- The size is chosen automatically from your screen resolution. Player Options has a new Table UI group with a slider from 50% to 250% and an Auto button that shows what auto would pick.
- Counters are smaller and sit just off the corner of the piece instead of covering it.
- Each piece now has one status column at its top-right corner: the counter first, the lock icon below it when you hover a locked piece. The column keeps its spacing at any zoom, so the chips never overlap each other, and anything a piece needs to show in future takes the next row.
- Snap points now scale gently with zoom and resolution: still findable when you zoom out to the whole table, not enormous when you zoom in.
Bug reports
- A failed image is recorded once per URL, with the answer the URL gives a second later, instead of as an unnamed "uncaught" error repeated per image.
- An interrupted panel animation no longer appears in reports as an error.
- Fixed some issues with the Wizard not saving some properties in certain cases.
You've reached a save point!
Playtest Room UI/UX
- A compass in the toolbar shows which way you are facing. Click or tap it to rotate your table view.
Save & Load Game Progress (new)
- Any player at the table can now save the whole game to a file on their own computer and load it back later, so a campaign can stop mid-session and pick up next time.
- A save holds everything: every piece and where it sits, zones, snap points, the grid, the table's look, and what every player was holding.
- Files are sealed. Nobody can open one to read another player's hand, and an edited file will not load.
- Loading replaces the table for everyone, so it needs the agreement of every player present. Each player gets a prompt that counts as "no" if it is not answered in 30 seconds.
- After a load, hands are parked for players to claim, so the right cards go back to the right people. Anyone missing can claim theirs later, or have them dealt back to the table.
- Works only on a table opened from a saved setup, since that is what a save loads back into.
- On by default. A host who does not want a game to be resumable can turn it off in Room Options and save that with the setup.
Room Options
- Game Progress shares a section with Personal Decks in the Toolbar when enabled.
- Grid moved into Room Options. It was always a host setting broadcast to the whole table, so it now lives with the rest of them, and the separate grid toolbar button is gone.
- Panel copy trimmed throughout, with links to the relevant help article instead of paragraphs of explanation.
Bags
- Search Bag added to the right-click menu, the same grid decks and stacks already had. Filter by name, tick what you want, and send it to the table or to your hand.
- Pieces come out of a bag as whatever they went in as. A die is still a die, a card still a card, at its own size.
- Infinite bags cannot be searched. There is nothing inside one to look through.
- Infinite Bag added to the left panel under Boards, Rulebooks & Bags. It spawns a bag with the toggle already on, so setting up an endless supply is one click instead of four.
- An infinite bag now shows what it holds properly for every component type. Counters, spinners, rulebooks, packs and decks previewed as a grey box with a name in it, and a plain die showed a question mark.
- An infinite bag's item now updates when you sync its component or load a setup. It used to keep handing out the old artwork forever.
Fixes
- Scaling a bag no longer scales the pieces inside it. A bag holds its contents rather than showing them, so they keep their own sizes.
- Auto-lift no longer drags pieces that are only near a masked component. Collision now follows the artwork's own shape, so a piece sitting in the empty space around a teardrop or a meeple stays put.
- Cards and tokens in your hand render edge case fixes.
- Zone names and icons now stay in the same screen corner and upright at every seat.
Layer Restrictions
Playtest Room
- Compass (new). A compass now sits beside the volume button in the top right. It shows which way you are facing at the table (North, East, South, or West), with the other three cardinals placed where those directions actually are on your screen.
- Click or tap the compass to rotate one seat, the same as the rotate hotkey. This gives phone and tablet players a direct way to turn their view.
- Zone names fixed when you rotate your seat. Names used to drift to a different corner at each seat, and at the East and West seats a longer name could slide right out of the zone. They are now always upright, inside the zone, and in the same corner from every seat.
- Zone icons got the matching fix on the opposite corner.
- Drag to hand feels less twitchy. The drop area was reaching too far up the screen. It now triggers lower, so you have to mean it.
- Landscape cards no longer cropped. Wide cards were being cut off in the component sync preview and in Search Deck. They now show the whole card.
Layers
- Layer level restrictions (new). The layer menu can now apply the right-click restrictions to every object on a layer.
- Each restriction has three states. No rule (the layer stays out of it and each object keeps its own setting), Force on (every object on the layer gets it), and Force off (it is cleared from every object on the layer).
- Restrictions are written onto the objects when you apply them, so nothing has to be re-resolved later and every player sees the same thing.
- Send to Front no longer freezes the room. Bringing an object to the front could lock up the whole table when tucked objects formed a loop and kept pushing each other down forever.
- Bringing something forward now untucks it from anything it has moved above, so it can actually reach the front. You get a note when it happens, and Undo restores the tuck.
Rulebooks
- Replace a rulebook instead of appending to it. Re-importing a PDF into an existing rulebook used to stack the new pages onto the old ones. You can now replace the book.
- Dragging a PDF into the room now asks whether you want to replace the matching rulebook or add a new one.
- You get a toast when the import finishes, and the component bar updates on its own.
- Copies already on the table can be updated too. If that rulebook is already out, it offers to update those copies, the same way component syncing works.
Zone Layers
Two players drawing at once
When two players drew from the same deck at the same exact moment and pulled the card straight into their hands, both has a very small chance they could end up holding the same card, and the card the second player should have received was lost. Draws are now settled in a single order that every player agrees on.
Auto-flip when drawn now starts on Face Up
New players start with cards arriving face up, since a card you just drew is one you are meant to be looking at and your hand is private anyway. If you have already picked a setting, yours is kept.
Card outline in hand
Hand cards no longer are drawn with a rectangular outline.
Playtest Room - Host Tools
Auto-flip when drawn
A new Room Option lets you set which way up cards land in every player's hand: Player Choice, None, Face Up, or Face Down. Player Choice is the default and leaves it to each player. When you set one, players see a Host badge on their own setting so it is clear the choice is not theirs. Saves with your table setups like the other room options.
Feedback Forms
Adding and editing questions
The question builder returned "Server Error" for every question type except Multi-select, so Scale, Short Text, Long Text, Yes/No, Dropdown and Rating questions could not be created or edited at all.
Zones on Layers
Zones can now be assigned to a render layer. A zone draws at the bottom of its layer: under every component on that layer, over everything on the layers beneath it.
If a board keeps burying a zone, put the board on a lower layer — the zone shows through, while the cards and tokens you play into it still sit on top.
There are two places to set it, and both appear once the room has more than one layer:
- Draw into, beside Draw New Zone, chooses the layer the next zone you draw lands on.
- Layer, beside a selected zone's opacity, moves a zone that already exists.
Each row of the Layers panel also shows how many zones are on it.
Drag to Reorder Layers
Drag a row by its grip in the Layers panel to move it up or down the stack. The up/down arrows still work as before.
Ignore Zone Rules
A new option under right-click → Restrictions. It exempts a component from every zone behaviour at once — Hidden, Player Hand, Grid Layout, Randomizable, No Stacking, and On Drop facing — while everything else in the same zone carries on as normal.
Built for the board you draw zones on top of: the zone should govern the pieces played into it, not the board underneath. Works on a multi-selection. Choose Obey Zone Rules to put it back.
Typing a Scale Percentage
The Scale % box committed on every keystroke and rewrote itself mid-word, so typing "30" over "100" was impossible — it landed back on 100. It now applies when you press Enter or click away.
Scale Buttons on a Label
Free Scale on a Label
Dragging a corner in Free mode reflowed the text box instead of scaling the label. Free now scales it. The label's own corner handles still resize the text box when Free isn't active.
Project Page
Action Items on Every Plan
The Action Items panel was hidden from free accounts even though the feature itself was never restricted — items created from a playtest room were being collected but couldn't be seen. The panel now shows for everyone.
Do you even auto-lift?
Auto-Lift
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Pieces sitting on a component now move with it. Drag a card, token or board and anything resting on top of it comes along, the way a snapped piece already follows the component it is snapped to. Move a board and the tokens on it travel with it.
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It carries the whole pile, not just the top layer. A piece on the component you dragged comes along, a piece on that one comes along, and so on down the stack.
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Snap-joined components move as one thing. Anything snapped to a piece that is being carried travels with it, and whatever is resting on that keeps going too.
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Stacking order is kept. What was on top stays on top while everything travels, and the component you dragged never ends up covering what it is carrying.
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A piece rides if it is drawn above the component you are dragging and touching it. No minimum overlap, so a card lying part way across another is carried by it.
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Locked pieces stay put. Locking means the piece does not move, so nothing drags it along, and nothing resting only on a locked piece is moved either.
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Decks, bags and token stacks never carry anything, because dragging one of those draws an item out of it instead.
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New restriction: Prevent Auto-Lift. On the right-click Restrictions menu. Set it on a piece and nothing will lift it. Set it on a board and that board carries nothing.
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Renamed: "Disable Snap Follow" is now "Prevent Snap Follow" and uses the same wording and icon as every other entry in the Restrictions menu. The setting itself is unchanged.
Bug fixes and stability fixes
Playtest Room
- Stability fixes.
- Die, counter and timer settings fix.
- Zones no longer swallow clicks when the Zones tool is closed. You can drag a selection box across any part of the table, including over a zone, and zones can only be moved while the tool is actually open. Right-click is unchanged, so joining a hand zone still works.
- Hotkey Reference now lists every key. Peek Under (Shift+Space) was bound and remappable but documented nowhere. Per-component preview moved into the camera controls, where it belongs, since it applies to everything.
- Room options now restore for everyone. Loading a table setup restored things like hand visibility for the host's own view only. Other players kept the old settings until the room was reloaded.
Dextrous Sync
- Cutout artwork no longer sits on a white box. Dextrous sends no colour at all, and the table was falling back to white behind it, so die-cut tokens and cards with transparent corners were painted onto a rectangle the art never asked for. Card and token faces now import fully transparent.
- Decks inconsistencies with imports and component changing fixes.
- New option: Build decks from Dextrous sections. On by default. Turn it off to sync just your cards and leave every deck exactly as you built it in the Deck & Stack Builder. This is also the answer to Dextrous allowing a card in only one section at a time: with it off, you can put a card in as many decks as you like here. Available on the project page and from the in-room re-sync.
Components
- Card and board thumbnails now use your face color. The field reference says
coloris shown when there is no image, and tokens did that, but cards and boards were hardcoded to white. Setting a color appeared to do nothing, and a transparent face looked identical to an opaque white one.
Component Wizard
- Fixed "The mask image field is prohibited" on Bulk Cards.
Public API
- Oversized uploads answer 413 file_too_large. The published error table has always documented 413 for this, but the API returned a generic validation error, so size handling written against the docs never ran.