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Feature Release : Roller Rewrite

The rewrite of the dice rolling code has now left Beta and will be making your sessions a little more stable. Among the code changes we have the following: The data sent over the internet to keep the dice in sync has been halved. Often it can drop to a third of the previous rate The code that handles updating the di...
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Roller-beta update 2

Hello! The rewrite of the roller is soon to be released. Thanks to community feedback, we have some tweaks and fixes. GMs can no longer steal dice Fixed a bug that manifested in not being able to spawn dice after recovering from a lost connection Fixed a bug that let players see rolls that should have been private ...
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Roller Beta Update 1

Hey folks, We have just pushed an update to the roller-beta branch with a fix for the following bug: Clicking on the “remove” radial menu button while the cursor is over a d4 or d6 could cause an exception. We only have one other known bug, and that’s for the dice on the login scene[0], so we are looking good for ...
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Beta: Rerolling the roller

It’s high time for a Beta!You can find all the details and instructions on how to join the beta over here: https://talespire.com/welcome-to-the-roller-rewrite-beta We have completely rewritten the code that handles the synchronization of the dice. The improvements are: The data sent over the internet to keep the dic...
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TaleSpire Dev Log 483

Hello builders! I don’t write much, ever. I identify myself as more of a worker bee for TaleSpire. But, I would like to share some things, thoughts and stuff I am working on. Everyday before I start my work, I sit down with a cup of coffee and take some time to see what you’re all creating. The maps are just incredible. ...
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Early Access Content Pack 37: Solar Array

NOTE:  We updated the Unity version used for Asset building to fix the Unity Security Vulnerability, this appears to have rebuilt all assets, which is the reason for the massive update size. A smaller pack prior to a bigger one in the works! Today we're releasing the Solar Array Content pack. Been using tables for your S...
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Patch: Fixed Unity vulnerability

Greetings!Last week Unity sent out a email detailing some security vulnerability in post 2021 versions of the Unity Engine. https://unity.com/security/sept-2025-01We've updated our version of the Editor to address this issue, so that this latest build of TaleSpire has the fix included. This also forced an update on multi...
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TaleSpire Dev Log 482

Hey folks, I’m writing this dev-log for the sake of transparency. TLDR: We are looking into whether enabling NFSW in the community content repo affects the age rating of TaleSpire itself. AND, while we check, we are marking some nsfw minis unlisted on mod.io TaleSpire currently has three supported ways for you to add ...
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TaleSpire Dev Log 481

Howdy all, Today, I’ve been back working on our GPU particle system, which will eventually be used for our weather effects. Our artists will need to be able to script the particles’ behavior, so we’ve gone down the very tried-and-true route of having them make these scripts via a node graph. WIP version of the node ...
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TaleSpire Dev Log 480

A quick one today. I put in some basic code for handling language in fuzzy name search. I’m 80% sure I’m going to have to tweak how it works when we work out the UX, so I’m not stressing about it being perfect right now. After that, I did a little work on the Discord and got set up to work on particles again. Next ...
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TaleSpire Dev Log 479

Heya folks. Today I’ve continued working on tags. The big remaining task on my todo list is adding language support to the fuzzy name search. So, of course, I distracted myself working on search performance. First off, a quick overview. In TaleSpire today, you can search for creatures using tags. In an upcoming versi...
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TaleSpire Dev Log 478

Hi folks, Yesterday, I wrote the code that performs fuzzy search over the names of assets. I’m now taking another quick look at tag search, as I need to be able to filter the tags by what kind of asset is currently of interest (e.g. creatures, tiles, or props). This should be straightforward, and so by the end of ...
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TaleSpire Dev Log 477

Good evening folks, Today, aside from work around the discord community, I’ve been working on tag search. When we ship full tagging for creatures we also want to replace the current library search with one that is fast enough to update the results as you type, and incorporates fuzzy searching of the asset names alo...
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Early Access Content Pack 36: Lost Garden

Those who trample these paths alone will feed the garden overgrown.This content pack contains the following new assets:11 props (misc shrubbery, thorn vines, a cypress, and a large, moss-covered rock)1x1 tile (gravel)2 miniatures (Ragnar the druid, and his fiery feline companion, Tashi)We hope you enjoy building with the...
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TaleWeaverLite Release: Fixes and QoL

Today we have a number fixes and general improvements to TaleWeaverLite for you!The release contains:A "What's new" Popup so you can see the changelog after updatingAdd a button inside of TaleWeaver that links to the guide pageAdd an option on loading a mesh to not auto scale the mesh. This can be useful if several of yo...
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Release: Portrait Teleport

Hi folks,Today we have a small feature and a few fixes:The feature is that you can now shift click on a portrait to start a teleport. This can be handy as a gm to get someone where you need them if they are not currently in view.The fixes are as follows:We've fixed the board list play buttons not working for playersToolt...
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HotFix: Creature names visibility bug

Hi again folks,It's been grand hearing all your feedback on the vision release.One thing we were alerted to, though, was that players were no longer seeing creature names at the correct times.It turned out to be a typo in the code, so we've quickly readied this patch to fix it.We've got more fixes and features cooking, b...
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Feature Release: Vision Limits

Today, we ship "vision limits," a new feature to help control what your players can see as they explore your devious dungeons. You can now set the distances creatures can see, and the players will only be able to see the things within range of the creatures in the party. Of course, you can toggle this on and off per ...
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TaleSpire Dev Log 476

I've snuck out some more fixes that should bring all the new asset animations back to life and fix the weird visual glitches some of ya'll are seeing. I'll be keeping an eye on the logs, but I think we are through that pain now.In short, my asset build code still leaves much to be desired. It was too easy to package up a...
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TaleSpire Dev Log 475

Hi folks,This is just a quick one to let you know that feature work is very much continuing.I've been wrestling with the vision limit feature. We have been through several rounds of testing, and each time we have found one more thing that needs fixing before it can be shipped. It's very frustrating, the same thing just h...
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