The all-in-one tabletop RPG toolkit for Game Masters & players — desktop, mobile, and web
Every feature scored by readiness. Green = ready to use, Yellow = in progress, Red = coming soon.
Smart content generation with cloud AI and local models. Auto-generate NPCs, loot tables, encounter descriptions, and more. Built-in image generation for character portraits and scene art.
Full character creation and leveling for 8 game systems — D&D, PbtA, FATE, Savage Worlds, World of Darkness, Traveller, Burning Wheel, and Talent Tree. Automatic level-up notifications for web players.
Complete tactical combat with 6 initiative types, area-of-effect, cover, flanking, death saves, vehicle combat, mass combat, chase scenes, legendary actions, and full spell integration. Works with d20, dice pools, Fate dice, and percentile systems.
Manage quests, factions, story arcs, NPC dialogue, calendars, downtime, and investigation boards. Romance/rivalry companion arcs, reputation-gated content, and faction web for players.
Run game sessions with briefings, handouts, whisper messages, ready checks, voting, undo, recording, safety tools, and genre-specific hooks for 16 different RPG styles.
19 composable rule primitives that work across any tabletop system. Module system, form engine, macro engine, and achievement tracking — all system-agnostic.
Dedicated support for Paranoia (clearances, clones, treason, secret societies, Friend Computer), plus hooks for cyberpunk, horror, post-apocalyptic, space opera, superhero, and 10 more genres.
283 screens and panels with 105+ dockable GM tools. Dynamic panel system with 59 visual templates. Drag, dock, and arrange your workspace however you like.
8 map generator types (dungeons, cities, caves, and more) are ready. The rendering engine is being rebuilt in Godot 4 for real 3D maps, dynamic lighting, and fog of war.
Import your existing rulebooks and source material. PDFs are automatically parsed, categorized, and organized into your content library across 28 content categories.
59 visual templates with genre-aware styling. Every panel adapts to your chosen genre — dark and moody for horror, neon for cyberpunk, parchment for fantasy, and more.
Web-based player terminal so your players can join from any device. Character sheets, dice rolling, and initiative tracking from their phone or laptop.
4 web apps for players and GM remote control. Join sessions from any browser — no downloads needed for players.
Machine learning models that learn your style. Suggest fitting NPCs, encounters, loot, and story hooks based on your campaign's tone and genre.
Automated builds for Windows, macOS, and Linux. Web hosting for player apps. One-click install coming soon.
Keyboard shortcuts, screen readers, high contrast, color-blind modes, font scaling, and a simplified mode for new players. Now being wired into every screen.
A visual timeline of what's been built since the roadmap began. Each card shows a milestone with what was added. Newest first.
--demo flag for standalone Godot visual testing--capture <path> flag in Main.cs auto-screenshots viewport after 10-frame stabilization; scripts/capture-godot.ps1 orchestrates generate→build→capture→PNG for AI-assisted visual debuggingSystemKnowledgeBase — runtime registry with fuzzy search, alias lookup, autocomplete, JSON persistenceBuiltInSystems — 48 RPG systems across 11+ families (D20, OSR, BRP, PbtA, Fate, Savage Worlds, WoD, GURPS, Traveller, Year Zero, Cypher, FFG, standalone)GeminiSystemResearcher — AI-powered system research for unknown RPGsSystemKnowledgeEntry + CombatSystemProfile — rich data models: attributes, meta-currencies, creation steps, combat profiles, hit locationsExtractionProfile.ToPromptContext() — AI prompt injection with full system contextSourcebookParser — SKB integration with system name/edition lookup before extractionSpellBookView rewrite — 3-column layout (filter/list | slots/prepared | detail card), 275 linesSpellCardTooltip — reusable spell tooltip componentSpellBookViewModel wired to Core SpellSlotManager + SpellPreparationTrackerInvestigationEngine + IntelAnalysisEngine (Phase 32)MilitaryRankSystem, SanityRewardEngine, AlignmentShiftEngine, NotorietySystem, TerritoryService, FactionMemorySystem (Phase 38)WorldPersistence — reversible world state tracking (Phase 29)HookConflictResolver — 6 conflict strategies (Phase 34.12)QuestBranch branching outcomes, deadline system, quest reward distribution (Phase 28.04/09/10)SpellComponentValidator — V/S/M validation, Subtle Spell, silencing/restraining conditionsWildMagicSurgeEngine — 50-entry d100 table, 5 severity levels, Tides of Chaos (Phase 24.13)LevelUpOverlay.tsx — React level-up overlay with choice selection (Phase 25.14)AmmoTrackerViewModel — per-weapon fire/reload, low-ammo warnings (Phase 23.06)CombatPanel.tsx — React combat tracker with initiative list, HP bars (Phase 23.20)PoolRollResolver — Shadowrun/WoD dice pools, exploding, glitch detectionFateRollResolver — 4dF + PbtA 2d6, ladder formattingPercentileRollResolver — BRP, WFRP, generic d100RollResultPanelView + React RollResultDisplay.tsxCombatActionPanelView — 4-tier action submission (standard/ability/structured/freeform)ActionEconomyBarView — action/bonus/reaction/movement slot displayMassiveDamageRule — overflow instant death + Con save variant (23.11)CombatIntegrationBridge — MoraleEngine + VTT sync + web broadcast (23.12/19/20)CombatRewardDistributor — XP split, level-up detection, loot assignments (23.21)/rpgadgetroadmap, added nav links to both sites, synced root index.htmlRulesContextMonitor — 13 trigger sources, 20 universal triggers, 4-tier subtlety design, player-side nudges via WebSocket, AI enhancement layersDifficultyClassTable — 7-tier DC lookup, level scaling, proficiency, spell save DCDamageRollResolver — full damage pipeline, crit doubling, save halving, multi-type, fall damageRollResultValidator — 10-step anti-cheat validation pipelineRollBroadcastService wired to process DiceRolled session eventsContentSubTypes — 4 sub-type enums + case-insensitive parsersVaultItem.SubType property for finer categorisationManifestAssembler typed builders (Equipment, Bestiary, Conditions, Spells + 8 more)ResolvedItem numeric coercion JsonExceptionContentAudience, bridge MaterialLibraryService, wrap RulesEngine, SQLite FTS5, font tiering, EF Core JSON columnsReactionSystem, CombatRestEngine, EncounterBuilder, MultiAttackResolver, CombatLogService, EnvironmentalHazardEngine, LegendaryActionSystem, SpellSlotManager, SpellPreparationTracker, WeatherService, SocialEncounterEngine, SessionLifecycleServiceRollResolverService — 9-step pipeline, contested rolls, group checksGenreHookPipeline + 16 default genre hooksAccessibilityService — high contrast, 4 color-blind profiles, font scaleAudioCueEngine — 21 SFX categories, VFX pairingGenrePluginSystem — JSON plugin format, discover/load/unloadContentPackageService — .rpgadget ZIP formatHomebrewCreatorService — 13 content types, validationMain, Android DataTemplate fix, DB Migrate pattern, empty catch docsStitchEngineWiringService — 50+ tools wired to live Core enginesProgressionRouterService — 16 genres → 8 enginesStitchRelayService — WebSocket push to React clientsDynamicPanelViewModel + DynamicPanelView, StitchToolRegistry — 37 templates, GMShell fallback pathXPTracker, LevelUpEngine, FeatPrerequisiteValidator, RetroactiveLevelCorrection, PrestigePath, ParanoiaProgressionEngineAbilitySystem — 18 categories, ActiveEffectTracker, CounterspellEngine, AbilityActivationEngineAttackPipeline advantage/disadvantageStatSchemas, ResolvedItem, ContentResolver, GroupCheckEngine, RollBroadcastService, CombatEngineStitchForgeService, StitchDataBinder, StitchLayoutStore, StitchThemeBridge, StitchPushViewModelEvery feature area broken down into individual tasks. 13 areas are complete, 8 still in progress. Expand each to see the detailed checklist.
✅ = done ⚠ = built, finishing up Priority: Critical / High / Medium
✅ Completed in v0.105.0 — Gate open, all downstream phases unblocked.
✅ Completed in v0.109.0 — All roll paradigms built: standard d20, dice pools (Shadowrun/WoD), Fate/PbtA, percentile (BRP/WFRP), plus UI pipeline (desktop + React relay).
✅ Completed across v0.107.0–v0.110.0 — MassiveDamage, MoraleEngine, CombatIntegrationBridge, AmmoTracker, VTT/web sync, CombatRewardDistributor all built and tested.
✅ AbilitySystem (~900 lines), CounterspellEngine, ActiveEffectTracker, SpellSlotManager, SpellPreparationTracker, WildMagicSurgeEngine, SpellComponentValidator, SpellBookView (3-column), SpellCardTooltip all built. Only AoE VTT placement remains.
✅ Completed in v0.111.0 — XPTracker, LevelUpEngine, FeatValidator, RetroactiveCorrection, PrestigePath, ParanoiaProgression, 7 alternate progression engines + 7 UI panels. ProgressionRouterService maps 16 genres → 8 engines. LevelUpOverlay.tsx for web players.
✅ GenreHookPipeline + 16 default genre hooks built. HookConflictResolver added in v0.117.0 with 6 strategies. Missing: debug tools, UI injection, VTT overlay injection.
✅ Rest variants (Gritty Realism, Epic Heroism, Slow Natural Healing) + camping/survival integration built in v0.113.0.
✅ QuestBranch outcomes, deadline system, quest rewards, FactionTurnEngine, FlashbackEngine + CrimeStoryBridge built across v0.113.0–v0.115.0. ✅ v0.127.0: QuestFactionStoryEngine.cs adds ActiveQuestManager (pinning, 10 QuestCategory values, active limit, quest chain links, sorted log), ObjectiveCompletionEngine (8 auto-trigger types, parent–child cascading, timed objectives, reveal-on-trigger), FactionReputationExtensions (tier-gated perks, decay towards neutral, standing reports), CompanionQuestManager (loyalty-gated quest availability, unlock/complete with reward), QuestArcIntegrator (quest↔StoryArc milestone binding, auto-advance on completion, cascade failure), QuestPOIManager (9 marker types, proximity discovery, compass direction), QuestBoardManager (8 board types, postings with category/level/reward, take flow), FactionWebUIBuilder + DTOs (faction display, overview, relationships for React relay), QuestNotificationService (13 notification types, 4 urgency levels, event-driven push, history trimming), QuestJournal (12 entry types, auto + manual entries, search, timeline, entity tracking). 81 new tests.
✅ SocialInteractionEngine (5 outcome levels), DispositionTracker (Hostile→Allied thresholds), WorldPersistence (reversible world state) built across v0.114.0–v0.116.0. ✅ v0.128.0: DowntimeSocialEngine.cs adds DowntimeResolver (enhanced resolution with modifiers + outcome chains + multi-day progress), NPCRelationshipManager (event history + favors + shared memories + attitudes), ReputationGatekeeper (tier-gated content/dialogue/services/areas), CompanionLoyaltyTracker (loyalty events + personal quest progress + party morale), RelationshipArcManager (romance/rivalry/friendship/mentorship 8-stage arcs), SocialEncounterBuilder (4 template categories with customization), CalendarActivityIntegrator (ties all activities to GameCalendar), MaterialInventory (6 quality tiers + auto-stacking + consumption), ResearchLibrary (prerequisites + skill-roll progress + discoveries + mastery), TrainingMontageManager (day-based progress + skill roll modifiers + trainer costs). 87 new tests.
✅ CursedItemProperties built in v0.114.0. ✅ v0.126.0: EquipmentEngine.cs adds ItemEquipmentManager (equip/unequip with slot/proficiency/STR/two-handed/curse validation), WeaponStats (14 properties), ArmorCalculator (light/medium/heavy AC + DEX cap), ShieldStats (bash mechanics), AttunementValidator (class/alignment/race/spellcaster restrictions), CursedItemDetector (6 detection methods with difficulty-scaled DCs), SentientItemInteraction (voice lines + ego conflicts), ChargeManager (use/recover/destroy-on-empty), ConsumableManager (quantity + effects), DurabilityEngine (wear/repair/condition thresholds), IdentificationEngine (6 methods + curse reveal), LootDistributor (4 modes + currency split), MoveSlot (drag-drop), EquipmentComparer (stat deltas), ExtendedCraftingEngine (tiered recipes + masterwork). 96 new tests.
✅ 9 NPC engines built in v0.115.0 with 74 tests. ✅ v0.124.0: MonsterLootService (31.10) wires NPC death → LootGenerator with CR fallback. NPCRoutineManager (31.11) syncs NPC positions to GameCalendar via NPCScheduleEngine. 29 new integration tests (31.12). 8,548 total tests.
✅ InvestigationEngine + IntelAnalysisEngine built in v0.116.0 with 25 tests. ✅ v0.129.0: Phase 32 COMPLETE — ExplorationTravelEngine (overland travel, region encounters, weather effects, foraging/hunting, navigation checks, survival resources, camping/watch, travel montage, hex crawl, point crawl, POI discovery), 93 tests.
✅ v0.121.0: Fixed empty stats confidence scoring. ✅ v0.122.0: Full pipeline coverage — Lore/Faction/Location/Adventure/Downtime now extracted, routed, and converted. PbtA + Fate heuristic support. ✅ v0.123.0: End-to-end data flow fix — CompendiumService caches all 25 lists, IGameSystem V5 with 14 new getters, PlayerRulesPackage sends 11 categories to players, ContentAudienceMapping covers all 28 types, GM panels wired. ✅ v0.124.0: Phase 31 COMPLETE — MonsterLootService (NPC death → loot with CR fallback), NPCRoutineManager (schedule → GameCalendar position sync), 29 integration tests (8,548 total). ✅ v0.139.0: Phase 33 Content Pipeline v2 — Enhanced image classification (15+ of 22 types with confidence), 12 CompendiumService Find* methods, LinkImages with caption/proximity/category matching, CanonicalSetting population from routing results, ManifestDrivenSystem V5 content readers (14 sections), 30 new tests (9,616 total). ✅ v0.140.0: Godot VTT Subsystem IPC Foundation — Fixed named pipe test hangs (CancellationToken + Slow category), added 35 new tests covering DTO round-trips, MapRuntimeProjector (terrain colors, fog, zoom levels, doors, lights, GM-only tokens), NamedPipeTransport envelope creation, GodotSubsystemLauncher validation, Supervisor state machine, SessionService lifecycle (9,675 total). ✅ v0.141.0: Godot VTT Desktop Integration — GodotMapViewerPanelViewModel (launch/stop/relaunch/sendmap commands, supervisor event wiring, health telemetry, IAsyncDisposable cleanup), SceneProjectionRequest DTO grouping, 11 new panel VM tests (9,687 total). ✅ v0.142.0: Godot Map Viewer Subsystem (Phase 24C) — Full Godot 4.4 C# project with named pipe IPC client, message router, heartbeat service, and complete map rendering pipeline (terrain cells, grid overlay, walls, doors, token nodes with HP bars, PointLight2D dynamic lighting with gradient textures, fog of war overlay, Camera2D with smooth zoom/pan). ✅ v0.142.2: Plan 24D — Comprehensive 7-phase Godot VTT rebuild plan documenting LOD rendering, FreeRange/Fixed campaign modes, MapNodeOrigin persistence, story builder integration, and hybrid editor architecture. ✅ v0.143.0: Plan 24D Phase 1 Data Model Extensions — MapNodeOrigin enum (5 values), MapPersistenceRules, CampaignModeDto/TransitionModeDto, Origin wired into MapIdentity/MapIdentityDto/StoryMapRequest/WorldRegionProjectionProjector, 63 new tests (9,757 total). ✅ v0.145.0: Plan 24D Phase 2 LOD Scene Manager — LodBandCalculator (5 bands), MapSceneManager with 4 LOD layer groups, CameraController feetPerPixel, 61 new tests (9,834 total). ✅ v0.146.0: Plan 24D Phase 3 World/Region Map Rendering — 15 WorldRegionRenderDtos, BiomeRenderer (20 biomes, ocean depth, hillshade, snow caps), ElevationShader (Sobel hillshade, contour lines, coastal glow), OverlayRenderer (10-layer draw: rivers/roads/borders/labels), POIRenderer (6-tier settlements, 8-category markers, click-to-drill), MapRuntimeProjector projection (~400 lines), NavigateToChild/Parent IPC, layers wired to MapSceneManager, 27 new tests (9,861 total). ✅ v0.147.0: Demo Mode, Capture Pipeline & Build Fixes — DemoBootstrapGenerator, --demo + --capture flags, capture-godot.ps1 pipeline, Contracts link fixes, polygon validation, LOD feetPerCell by scale tier. ✅ v0.148.0: Satellite-View World Map Rendering — BiomeRenderer rewrite (Image texture, 5-stop ocean gradient, box blur biome blending, hillshade, snow caps), OverlayRenderer rewrite (removed opaque region/nation fills, subtle dashed borders), ElevationShader gutted (depth moved to BiomeRenderer), POIRenderer density reduction (capitals/cities only at world zoom, 9,862 total). ✅ v0.149.0: Satellite-Quality Terrain & River Overlay Polish — BiomeRenderer 7-stop ocean continental shelf gradient, DistanceToLand() coastal brightening, 20 muted earth-tone biome colors from Google Earth, 3-octave HashNoise() micro-texture, hillshade [0.35..1.65], snow at 0.70 elev, 4-pass blur; OverlayRenderer DrawMajorRivers() with flux LOD filter (18% threshold), dual-pass dark teal polylines, borders reduced to near-invisible (9,862 total). ✅ v0.149.1: Coastline Bleed Fix & River De-Inking — boundary-safe water/land blur mask, DistanceToWater() shoreline transition model, duller earth-tone palette rebalance, stronger regional terrain noise with reduced blur (3 passes), river de-inking (higher flux threshold, short-river filtering, thinner low-alpha dark-olive strokes), and lower road opacity (9,862 total). ✅ v0.149.2: Terrain Substrate Contract For Themeable Maps — new TerrainSubstrateDto with semantic terrain layers, projector-generated slope/coastline-distance/river-flux fields, alien-surface domain inference, BiomeRenderer substrate coastline consumption, and substrate serialization/projector coverage tests (9,862 total).
✅ All 10 tasks complete. SessionZeroWizard, ScriptChangeProtocol, ContentWarningService, ConsentTracker, ToneSelector, TriggerManager, AnonymizedVotingSystem, PostSessionDebrief, SafetyAuditLog — 81 tests.
✅ AccessibilityService + PlayerUX engine complete: high contrast, 4 color-blind profiles, font scaling, screen reader helpers, reduced motion, dyslexic font, extended timers, focus indicators, ARIA landmarks, onboarding tutorial, simplified mode, responsive layout, virtual scroll, performance monitor. 57 tests.
✅ AudioCueEngine built: 21 SFX categories, VFX pairing. Needs real audio files and VTT integration.
✅ All 14 tasks complete. 5 subsystem engines (v0.112–v0.115), DI wiring (v0.120), 8 new subsystems (v0.131): StrongholdBuilder, HeistPlanner, InvestigationBoard, CourtroomDramaEngine, TournamentBracket, CraftingSpecializationEngine, SocialCombatEngine, NarrativeDiceEngine — 84 new tests.
✅ GenrePluginSystem built: JSON plugin format, plugin loader, manifest validation. 16 genre stubs need promotion to full plugins.
✅ ContentPackageService built: .rpgadget ZIP format, package loader, manifest, dependency resolution. Needs REST API and community portal.
✅ HomebrewCreatorService built: 13 content types, validation pipeline, builder pattern. Needs UI and marketplace integration.
RPGadget's features build on each other. This graph shows how game systems connect and depend on each other. Green = built, yellow borders = in progress.
RPGadget's map system is being upgraded to Godot 4 for real 3D environments, dynamic lighting, and fog of war. The map generators (dungeons, cities, caves) stay — the rendering engine gets a massive upgrade. RPGadget remains the main app; Godot handles the map window.
Import your rulebooks and source material. PDFs are parsed, categorized across 28 content types, and organized into your library. Accuracy improvements are ongoing.
Every panel in RPGadget adapts to your genre. 59 visual templates, AI-generated layouts, and real-time theme switching. Pick a genre, and the entire UI transforms.
Desktop screens using genre themes
Remaining: Finish theme migration for ~65 screens. Add genre-aware templates for 7 progression panels. Complete light theme.
RPGadget runs on desktop (Windows, macOS, Linux), with web apps for players joining from any device. Here's the status of each platform.
Here's the plan to get to v1.0. Each milestone builds on the last. We're 76% of the way there.
Total: ~245/290 milestones reached (~84%) — ~69 remaining across 8 feature areas — 9,456+ quality checks passing — 283 screens & panels — 16 genre themes
Updated July 17, 2025 • RPGadget v0.132.0