Epic VTT Is Starting to Feel Like a Real Table

Epic VTT Is Starting to Feel Like a Real Table

Over the last stretch of development, a lot of my work on Epic VTT has shifted from simply adding systems to making the platform feel better when you're actually sitting down to run or play a game.


One of the biggest changes is the new campaign UI. I've been cleaning up the interface, reorganizing tools, and trying to give the tabletop itself more room to breathe. Instead of having everything fighting for screen space, the goal is to keep the tools you need close by while letting the map remain the center of the game.


For DMs, that means quicker access to things like Boards, Encounters, Weather, layers, campaign chat, initiative, dice, messages, and the calendar, without having to dig through a maze of windows.


I've also been working heavily on Boards. Each board can now have its own settings, including grid size, grid visibility, measurement, grid color, fog opacity, and more advanced board controls. I'm also continuing to improve how boards are organized and managed so a DM running a large campaign isn't stuck juggling an increasingly messy collection of maps.

But probably the biggest work happening behind the scenes has been multiplayer and account separation.


I've been testing Epic VTT with multiple accounts and browsers at the same time, making sure a DM can create a campaign, invite players, and have everyone enter the same live tabletop while still keeping campaigns and user data properly separated. That's not a flashy feature I can put on a screenshot, but it's one of the most important pieces of making Epic VTT something people can actually depend on.


I've also been working on making subscription access behave correctly inside campaigns. Campaign-based features follow the campaign creator's tier while you're playing in that campaign, while features that belong specifically to your personal account remain tied to your own subscription. That means players shouldn't have to individually unlock every DM tool or campaign feature just because the person running their game uses it.

The tabletop itself continues to improve too. Dynamic lighting and player vision are working directly on the board, allowing the DM to see the larger encounter while individual characters are restricted by what their tokens can actually see. Token information, health, AC, movement and other quick information can stay accessible directly from the tabletop instead of constantly forcing you back into a character or creature sheet.


And underneath all of this, I'm continuing the less glamorous work: finding bugs, stress-testing saves, checking campaign isolation, testing multiplayer synchronization, and going back through systems that are already built to make sure they actually work together correctly.


That's really where Epic VTT is right now.


I'm not trying to race through a checklist just so I can say a feature exists. I'm trying to get to the point where a DM can open a campaign, bring their players in, set up the board and just run the game.


Every round of testing seems to uncover another little thing that needs attention, but every one I fix gets Epic VTT closer to that goal.


There is still work ahead, especially around stability, multiplayer, and making sure all of these systems behave correctly together. But seeing the new interface running an actual encounter with lighting, tokens, chat and campaign tools all working on the same screen makes the progress feel a lot more tangible.


Epic VTT is looking less like the project I started building and more like the VTT I've been trying to build.


And I'm really excited about where it's heading.

Back to blog

Leave a comment