Discord Preview and QoL fixes.
Discord Link Previews
- Pasting a room, lobby, or shared setup link into Discord (or Slack, iMessage, and similar) now unfurls into a real preview card instead of a bare URL.
- Room previews show the game name, who is hosting, when it started, and how many seats are actually open.
- Shared setup links now describe the table being offered rather than showing nothing.
- Link previews use the project's artwork, preferring the wide backdrop because it fills a link card properly where a small logo gets demoted to a thumbnail.
Dextrous Sync
- Fixed: re-syncing a rebuilt deck left the old cards sitting alongside the new ones, showing as duplicate names with different quantities that no further sync could clear.
- Components removed by a sync are now cleared from the table, including cards inside decks, stacks, and your hand. Previously they stayed behind pointing at something that no longer existed.
Playtest Room
- Drawn cards, tokens, and bag items now come off upright from your own point of view, no matter which way the deck or the table is turned.
- Added a player option, "Draw in deck's rotation", off by default, for anyone who wants the old behaviour where a drawn piece matches the deck it came from.
- The drawing tool now shows a marker cursor tinted with your current pen colour instead of a crosshair. The eraser keeps the crosshair.
Deploy Screen
- The "Deploying a New Version" screen was rebuiltand will now refreshes itself every 15 seconds so you no longer have to reload manually.
Hot Fixes and Bulking Up!
Playtest Rooms
Camera no longer jumps when you open or close the components panel. The left panel now overlays the table the same way the right hotkey panel does, instead of pushing the table and dragging your view with it.
Zone layouts
- Drawing a card or token from a deck or stack sitting inside a layout zone no longer shuffles the deck to a different grid cell.
- Removing an item from a layout zone now re-flows the grid. Previously only deleting and dragging out closed the gap; taking a card into your hand or stacking it onto a container left a hole.
- Moving a layout zone now brings its contents with it, including on undo and redo.
Labels
- Some found Labels edgecases fixed up.
Playtest Sessions (project page)
See how much actually happened in each session. Every session card now shows its action count, and sessions with nothing recorded are marked.
Better filtering and sorting. Filter by actions recorded, plus a one click "hide empty sessions". Sort by date, players, duration, feedback or actions, in either direction.
Bulk cleanup. Delete every empty session in a project, or everything matching your current filters, across all pages rather than just the ones on screen. Requires typing the count to confirm, and refuses if the number changed since the page loaded.
Deleting no longer reloads the page. Sessions disappear in place and the counters update, so you keep your scroll position and open panels.
Player names. Each session card lists who played, with their room color, host first.
Component Wizard
Bulk Cards improvements.
- New "Back = Front" option: every card uses its own front image as its back.
- "Add To Deck": drop the whole batch straight into a new or existing deck, or several decks at once, as the cards are created.
- The card shape mask can now be set for the whole batch. It was already being saved, but the control was never shown on this screen.
New: Bulk Tokens. The token equivalent of Bulk Cards. Point it at a folder of images and each one becomes a token, with Token Shape and Use Image as Mask applied across the batch, and an "Add To Stack" option for grouping them into a token stack.
Tabletop Simulator Save Import and Randomized Packs
Project Page
The project page now shows a Still working on this project panel while an import is running or artwork is still being copied into your storage, with live progress. It reads from the server, so it shows up whoever started the work and on whichever machine, and it clears itself when everything is done.
Playtest rooms
- Performance Updates.
- The label tool would not turn off. Clicking Placing... (click to stop) left placing mode on, so the only way out was Cancel or Escape.
- Cards drawn from a deck ignored the deck's layer. A card drawn from a deck set to sit above the board would disappear underneath it. Anything taken out of a deck, stack or bag now arrives on the layer of the container it came from.
- Reset Rotation added to the right-click Rotate menu, for a single object or a whole selection.
Tabletop Simulator Import (Pro)
If your game already exists as a Tabletop Simulator mod, that mod is a full description of your components and how they sit on the table. You can now upload a TTS save and get both back.
- Your pieces become components. Cards, tiles, tokens, dice, bags, counters and boards each come across as the right type, decided by what you built them as in Tabletop Simulator rather than guessed from their size.
- The table becomes a saved setup. Every piece keeps its position, rotation, facing and size, along with hand zones, snap points, snap tags, text labels, stickers and drawn lines. Open it in a playtest room and it looks like your mod.
- Decks become Deck & Stack groups, holding the cards that were inside them, in the order Tabletop Simulator had them.
- Custom dice bring their faces with them. A painted die's artwork is cut out face by face, including the angled triangles and kites on a D8, D10, D12 and D20.
- PDF rulebooks become pages you can turn, kept together as one book and opened at the page the mod was showing.
- Artwork is copied into your own storage, so it keeps working even if the original Workshop item disappears.
- Re-importing updates what is there instead of duplicating it, so you can bring a mod across again after editing it.
- Optional scale normalisation. A TTS scale is a display zoom rather than a real size, and mods are often drawn two or three times over. Tick the box on the import form and that zoom is taken out across the whole table at once, layout intact.
Imports run on our servers and take several minutes for a large mod. You can leave the page. Full guide: Tabletop Simulator Import.
Releasing in beta! This is a massive import lift with lots of things to cover. If you have issues with the import or see anyhting funky, please put in a bug report mentioning with a link to the TTS mod if public.
Booster Packs (Pro)
A new component type for TCG, LCG and CCG designers with a Pro account. A pack is a sealed booster you put on the table and open, and it gives back a random spread of cards or tokens.
A pack holds nothing of its own. It stores references to cards, tokens, decks and stacks that already exist in your project, grouped into rarity tiers. Nothing is decided until somebody opens it.
Building one
- Add a component and pick Pack, then set it up on the Behavior tab.
- Give each rarity a tier: a name, a colour, a chance out of 100, and the cards it can give.
- Pick contents from a thumbnail browser with two tabs: Cards & Tokens, or Decks & Stacks.
- Adding a whole deck means any one card from it, chosen when the pack is opened. The tier keeps up with the deck, so a card added to that deck later can come out of the pack without touching the pack again.
- A weight beside each entry makes some cards likelier than others within the same tier. The editor shows what each one actually works out to, as a percentage or as copies per pack.
Opening one
- Double-click a pack, or right-click and choose Open Pack.
- It shakes, tears open, and the cards come out one at a time, each glowing in its rarity colour for about ten seconds so you can see what you pulled.
- Right-click and hover Pack Odds to see the pack size and every tier's chance before opening.
- The roll happens on the server, once, so everyone at the table gets the same pack.
- A pack can only be opened once.
Opening a pack needs an active Pro subscription on the account that owns the pack's project.
Rulebooks from a PDF
Have your rules as a PDF? Hand it over and every page becomes a page of the book. No more exporting page by page.
- In the Component Wizard: choose Rulebook, then Build it from a PDF.
- In a playtest room: drag a PDF onto the table like an image. The finished book lands where you dropped it.
- You pick which folder the pages are stored in, same as any other upload.
- Each page is its own component sharing the book name, so you can rename, reorder or delete pages afterwards.
Split up and Search!
Playtest Room: Updates
Split a Deck or Stack
Right-click a deck or token stack and choose Deck ▸ Split… to cut a set number of cards off the top or bottom into a new pile beside it. Type the amount, pick which end, and the rest stays put. At least one card always stays behind. Top and bottom follow the pile as it is right now, so flip it first and Top means the other end.
Reorder Cards While Searching
Search Deck and Search Stack now let you drag cards into a new order. Drop a card between two others and a green line shows exactly where it will land, with the side of a card you are on deciding whether it goes before or after. On a touchscreen, drag the small grip in a card's corner instead, so a swipe anywhere else still scrolls the grid. Clear the filter box first: with a filter applied there is no way to say where a card sits relative to the ones being hidden.
Card Positions In Search
Every card in the search grid now shows its position in the pile, so 1 is the top. No more counting tiles to work out which way the order runs.
Preview A Card While Searching
Point at any card in the search grid and press your preview key (Space by default) to see it full size. The grid steps aside while the preview is up, and one press of Esc brings it straight back with your filter and selection intact.
Bigger, Clearer Search Grid
The search window was too narrow to read a real card face. It is now much wider, and the number of columns adapts to your screen: two on a phone, up to five on a large display. Cards are roughly twice the size they were.
Decks No Longer Shuffle When You Place Them
A deck used to arrive on the table pre-shuffled, which quietly destroyed any order set up in the Deck Builder or brought in from a feed. Decks now spawn in exactly the order they are listed, the same as token stacks always have. Shuffle is still there when you want it: the deck's right-click menu, the mobile toolbar, or the R hotkey.
Dextrous Sync: Improvements
Deck Order Now Comes Through
Dextrous sends the order of the cards within each deck, and DDD now uses it. Decks arrive in the order you set them up in, instead of arriving jumbled and needing to be rebuilt by hand.
Use Dextrous's Card Order For Decks
A new option on the sync settings, on by default. Turn it off if you arrange your decks here in DDD and do not want a sync rearranging them. Either way, cards are still added, removed and updated normally, only the ordering is skipped. Available on the components page and on the in-room re-sync.
Note that your first sync after this update will put Dextrous-managed decks into the order Dextrous specifies. If you had arranged one of those decks by hand, turn this option off before syncing.
Re-syncing No Longer Scrambles Your Decks
Re-syncing could reshuffle decks already on your table, and if a deck's card count had changed, for example after removing a card and adding a replacement, it could quietly duplicate some cards and drop others. A sync now only re-points cards whose component genuinely no longer exists, matches them by name, and leaves the deck's order untouched. Anything it cannot match is left exactly as it is and reported to you rather than silently swapped for a different card.
Mask Editor: Updates
Transform, Scale and Rotate Modes
Three modes decide what a drag does. The handles change to match, so you can see which mode you are in at a glance: round dots for Transform (edit one point), squares for Scale, rings for Rotate. Hold Shift for 10% or 15 degree steps.
Whole Shape Controls
Fit to box, Centre, Mirror H, Mirror V and quarter-turn buttons, now above the canvas. Fit stretches your shape to touch all four edges. Fit and Centre grey out when there is nothing for them to do.
Notepad: Tabs, Pinning, and Drag to Move
The in-room notepad is now a floating panel instead of a pop-up window, so you can keep your notes open and carry on playing underneath them. Open it from the notepad button in the bottom toolbar.
- Move it anywhere. Drag the panel by its title bar, with a mouse or a finger. It stays where you put it, and it can never be dragged so far off-screen that you lose hold of it.
- Pin it. Click the pin button and
Escwill leave the notepad alone. Unpinned,Esccloses it along with everything else. - Named tabs. Click
+for a new tab, double-click a tab to rename it, and use thexon the active tab to remove it. Keep a tab for scores, one for rules questions, one for changes you want to make. - Your tabs follow you. Tabs are shared across every room you join, so a "Rules questions" tab is waiting for you in the next session instead of starting from scratch.
Notes are saved in your browser on the device you are using. They are never sent to the server and nobody else in the room can see them, and they survive closing the tab, refreshing, and coming back another day. Because they live in the browser, they do not follow you to a different device or a different browser.
API Support
Playtest Room
New
- Preview and Peek: Press or Hold. A new option in Player Options under Play Behavior. Press (the default) opens the preview on a tap and closes it on the next tap. Hold shows the preview only while the key is held down. Your choice is remembered per browser.
- Camera Views for everyone. Saving and managing camera views tool is no longer host only and is accessible via the Player Options menu. Every player keeps their own set of views, and any slot they have not set falls back to the host's view for the setup. The host still sets the setup baseline that everyone starts from, and only the host can clear a setup view for the whole table.
Fixed
- Hotkeys no longer act on locked components. With something selected, pressing a hotkey while hovering a locked board used to affect the locked board as well. This affected flip, shuffle, roll, the number keys for dice, send to hand, scale up and down, and send to back. Rotate and delete were already protected.
- Dragging a multi-selection into a grid zone now adds all of it. Only the component under the cursor was joining the zone, and the grid rearranged itself repeatedly as the rest settled. The whole selection now joins at once, in a single layout pass.
- Scaled components now line up in grid zones. Components at a scale other than 100% were placed up and to the left of their slot, which pushed the entire grid off centre inside the zone. Components of different sizes are also now centred within their grid cell.
- Other various bug fixes.
Developer API
https://dustinsdesignerden.com/developers/api
New
- Public REST API. You can now build tools that work with a designer's projects on their behalf: read and write components, manage decks and stacks, upload artwork, and update project details. Free to use.
- Two ways to connect. Personal access tokens for scripts and self-hosted tools, or OAuth for hosted services, where designers approve your app on our site and can disconnect it whenever they like.
- Webhooks. Register a URL and get told when components or a project change, instead of checking on a timer.
- Developer docs. A quickstart, a walkthrough of keeping components in sync, and a reference for every endpoint at
/developers/api-> https://dustinsdesignerden.com/developers/api. - Connected apps. Designers can see every app they have approved and revoke any of them from their own settings.
Preview resolution fixes
Playtest Room
- Preview and Peek is now full resolution. The preview and peek overlay looked more aliased and pixelated than the same card on the table.
- Minimap mask shapes are corrected. Components using a custom or default library mask (hexagons, the star, your own masks) showed as stretched boxes on the minimap. They now show their real silhouette.
General
- Various fixes. Some stability fixes across the site and imports
Deck and Stack Builder Updates
Patch Notes
Deck & Stack Builder
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Drag components from the left pane straight into the deck list, dropping them at an exact position instead of always at the end.
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Drag rows within the list to reorder them. A green line shows where the row will land.
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Ctrl-click (Cmd on Mac) to select several components or rows; Shift-click selects a range. In the left pane the range follows reading order, since the picker reflows with the panel width and the size slider.
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Dragging a selected item drags the whole selection, landing as one contiguous block in its original order.
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Adding several components at once to an empty deck now reports how many were skipped for having a different shape, instead of dropping them silently.
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Clicking a component still adds it immediately, and the up/down arrows still work; they remain the touchscreen and keyboard path.
Component Masks
- Custom mask consistency pass.
- Saving a component that used a custom mask edge case fix.
- A component pointing at a deleted mask renders plain instead of becoming invisible.
Playtest Room
- Right-click component actions (save state, load, clear markers) now apply to every selected component, not just one.
- Circles and rectangles drawn on a component are no longer silently discarded when saving. Validation was stripping their geometry.
- Undo after erasing several drawn elements in one stroke now restores all of them.
- Pasting an object into a zone registers as a drop into that zone, including hand-zone pickup and auto-flip.
- The lock shortcut now works on zones.
- "Re-layout when objects are removed" now fires when objects are deleted from a zone.
- A card with an attached label is no longer mis-counted as a layout-zone member.
Dextrous Sync
- A Sync History page showing the stored payloads from each sync, so you can see exactly what was received.
- Re-syncing now refreshes artwork reliably. Re-sent images that kept the same URL were being skipped, so an updated deck could keep showing its old art.
- Removal parity between the components page and the in-table resync, including a report of what was removed.
Personal Decks
New
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Personal decks. Do you have a TCG or game where you need to let a user save and load personal decks? Rejoice! you can now let users build a deck at the table the normal way, then save it to a
.jsonfile on their own computer and load it back into any allowed setup of the same project. Decks are saved by reference (card identity, order, and face state) rather than as copies of the art, so the files stay tiny. Nothing is stored on your account and it does not touch your storage quota. -
Hosts control this per room in Room Options with two independent switches: allow saving decks to a file, and allow loading decks from a file. Both are off by default. When at least one is on, everyone in the room gets a My Decks button in the bottom toolbar; with both off the button is hidden for everyone, including the host. The switches are saved with the room and stored in saved table setups.
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Hosts control a setup's ability to let users Copy and Paste components now as well! Enabling this room option and saving the setup will allow users other than the owner to copy paste components.
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You could have a setup that has all your cards for your TCG added, turn on copy paste permissions for this setup. The users can then build their own personal decks and export them. Then you could have another setup that only allows importing a deck instead of saving and doesn't allow copy pasting for users to play in with their own custom deck stored on their computer. These
.jsonfiles they download store references to the components linked in your project instead of a snapshot of the card, so when importing they will be updated with the latest version of that component in your project. -
Two new help articles. Personal Decks covers the above. CSV & JSON Import / Export is a full guide to the bulk component tools: CSV vs JSON, empty templates, exporting what you already have, the three import routes including Google Sheets, how rows are matched on re-import, and the fields that hold more than one value.
Improved
- Escape now exits a tool completely. Pressing Escape used to clear only part of the tool and leave its panel open, so the table was still in that tool's hands and the only reliable way out was remembering which shortcut you were in. Escape now returns you to normal table mode from any tool. If you are part way through a gesture, such as a half drawn zone or an in progress marker stroke, the first press cancels just that gesture so a mis-drag does not cost you the tool.
Fixed
- Snap points appearing and disappearing when you zoom.
- Rotate table view did nothing while hovering a locked object.
- A locked board rotated along with your selection.
- Grid line colour reset to white every time you loaded a setup.
- Dextrous "Remove missing" leaving cards behind. Components that arrived in your project before your first Dextrous sync, for example through a full project export from Dextrous or a CSV import, were never marked as belonging to the feed, so removal skipped them even though every sync was updating them. The feed now claims a component when it updates it, so cards dropped from the feed later are removed as expected. Note that cards already missing from your feed before this update cannot be claimed retroactively and need removing by hand once.
Zone Tool Improvements and Project Import/Export
New: Project Export & Import
- For Pro access members, you can now export any project as a backup file, including its components, decks, saved table setups, print and play layouts, and optionally all images.
- Import a backup to restore a project or share it. Imports always create a fresh copy in your account, so nothing gets overwritten.
- Large imports run in the background with live progress, and your storage plan limits are respected.
Improved: Zones, Rebuilt
- The Zones tool now works like the other table tools. While the zones menu is open, table pieces are paused so you can work with zones without grabbing cards by accident.
- Drawing a zone now creates it instantly, ready to edit right in the menu. No more popup window.
- Zone types are now toggles you can combine. Want a zone that is both Hidden and keeps cards in a tidy grid? Now you can. Each enabled behavior shows as an icon on the zone.
- New zone behavior: No Stacking. Cards and tokens dropped in a No Stacking zone stay separate instead of merging into decks or stacks. Great for market rows and displays.
- Flip and Auto-Flip are now a single "On drop" setting: keep facing, flip, or force face up or face down.
New: Fresh Room
- Open the Save & Sync panel and click Fresh Room to instantly open a brand-new, empty room for the same project in a new tab.
- No need to leave your current session, useful for testing something on a clean table without disturbing your setup.
New: Custom Selection Box Color
- Choose any color for your selection box in Player Options, alongside the existing Green, Blue, and White presets.
Improved: Feedback Reminder
- The periodic reminder to leave feedback now sticks around longer.
- The feedback star in the toolbar flashes when the reminder appears, so it's easier to notice.
Improved: Volume Control Location
- The sound volume button has moved from the bottom toolbar to next to the minimap controls.
- This frees up a toolbar slot and keeps volume out of the way of your other tools.
Improved: Smoother Panning
- Fixed panning feeling sluggish while a bottom panel like Zones is open.
- Fixed panning feeling sluggish when using the keyboard (WASD or arrow keys).
Improved: More Reliable Live Sync
- If your connection to a room ever hiccups, the room now automatically reconnects.
- You'll see a toast letting you know when this happens, instead of silently falling behind.
Performance
- Big speed improvements for large tables, especially rooms with lots of snap points. Opening the snap menu, clicking pieces, and panning the camera are all much smoother.
- Fixed a major slowdown affecting players who use certain browser privacy extensions. Clicking pieces on large tables no longer causes a freeze.
- Selecting and deselecting pieces on busy tables is now noticeably faster.
Fixes
- Box-selecting a group and dragging it no longer loses your selection when you drop.
- Clicking the minimap and then panning right away no longer snaps the camera back.
- Adding a new blank rulebook no longer picks up pages from a previous generic rulebook.
- Snap point tag lists now stay compact instead of overflowing the menu.
Shift + -now correctly steps a die's face down one step, instead of shrinking the object.
Snap your fingers, place some snaps...
General Improved
- Tool controls show in sub menu now based on the mode you're in.
Snap Point tool overhaul Improved
- Reworked into a real editing mode. While the snap tool is open, clicks act only on snap points; table pieces stay put and right-click no longer opens the table menu, so you can't disturb your layout by accident.
- Placement brushes. Stamp more than one anchor per click: Single, Grid (rows × columns), Row / Line, Ring, or Freehand paint. A live ghost preview follows your cursor so you can line up the pattern before placing.
- Select and edit in bulk. Drag a box to select multiple points, Ctrl-click to add/remove, then edit tags, auto-flip, auto-rotate, override, and more across the whole selection at once. The editing panel now shares the same layout as the defaults panel, so nothing jumps around when you select a point.
- Attach points to objects by dragging. Drag a table anchor onto a component to attach it (it now travels, rotates, and scales with that piece); drag it back off to detach. New "Lock parent attachment" option freezes a point so it can sit outside a component's edges.
- Copy / paste and Delete. Ctrl+C / Ctrl+V duplicate selected snap points at your cursor, and Delete removes the selected or hovered point.
- Right-drag still pans the camera while you're selecting/editing.
- Fixed: you can once again drop a piece onto a snap point that belongs to a locked object.
- Auto-rotate/auto-flip/tags/override and "Lock parent attachment" all save with the room and sync to every player, and now round-trip on components too.
- An always-visible controls hint shows the relevant gestures for the current mode.
- Snap point visibility is now opt-in. Anchor markers are private working guides by default: they show only to the host while the snap tool is open and hide when it's closed. Snapping still works for everyone regardless.
- New "Always show to all players" option. Turn it on to keep snap points visible to every player at all times, even with the tool closed. It saves and loads with the table setup and syncs live to the whole room, so a setup can ship with its slots permanently on display.