Roadmap

Where ScryMaster is, and where it’s going. We build in the open — what’s live today, what we’re finishing next, and the community we want to grow around the table.

Live now

Playable today

The core game loop is built and in your hands — create, gather, run, and reveal.

Guided character builder
All 12 SRD 5.2 classes, species & backgrounds — from level 1 to 20, with the math done for you.
Real-time combat console
Initiative, HP, conditions, reactions, legendary & lair actions, one-click undo.
The scrying window
Live table display — spotlight, fog-of-war enemy health, scenes, floating damage.
Scenes & music board
Title/location scenes with transitions, plus uploaded ambience and battle tracks.
Homebrew toolkit
Custom monsters, weapons & masteries, items, abilities and effects.
Card designer & QR loot
Custom card frames with a chroma-key window; print loot cards players scan to claim.
Mixed-device play
Phone, tablet, laptop and paper, all in one synced session.
Invite links, codes & find-a-group
Share a campaign or list it openly and approve requests to join.
Weapon masteries, automated
Cleave, Topple and Graze resolve themselves on a hit or miss — and stealth drops the instant you attack.
Action-economy turn coaching
Your turn shows what you can still do, teaches each action, and prices the cost of swapping gear mid-fight.
Area-of-effect resolution
Select everyone in the blast, roll once, and auto-apply half-on-save damage and conditions to all.
Multi-campaign switching
Belong to many tables and jump between them; spin up a new game in a tap.
Smart ammunition
Arrows track themselves, and after a fight you can ask the DM to recover half — by the rules.
Story Studio & solo adventures
Build branching, deterministic SRD adventures (scenes, checks, real combat, loot, endings, multi-ending branches that carry forward) and play them solo on the same engine — free.
Story design cockpit
Campaign Health scores your draft for dead ends, fake-agency choices and pacing; “Play From Here” jumps the runner to any beat with a forced state; a post-game branch map shows the roads not taken; starter templates get you going fast.
Reusable mechanics modules
Stamp a working shop (buy/sell/haggle/buy-back), quest board, crafting bench, or dungeon/woods region into a story — balanced economy and anti-grind pacing built in, no hand-wiring.
Reactive prose bindings
Write narration that reads the live game — {{character.hp}}, the last damage type, how the fight went — with conditional text, autocompleted from a live data tree.
2D Scene Builder (not a VTT)
Compose a scene like a slide: layered art, real buttons (text-on-shape, borders, style presets), grid/snap with smart guides, responsive groups, living motion with depth lanes, and big accessible tap targets — no image upload required.
Reactive scenes & Test Interactions
Layers that appear, dim, or swap art/text/style by game state (chest closed→open, an NPC’s mood by trust), plus a Test Interactions mode that toggles state to verify it live — and a Scene Health check that catches tiny tap targets and missing text fallbacks.
Downloadable creator guide
Export the full Story Builder guide as Markdown to keep beside your work or hand to your own AI.
In the workshop

Being finished next

Built, but not fully wired — these are the things we’re polishing toward launch.

AI co-author (MCP)
Point your own Claude, Gemini or ChatGPT at the Studio and have it draft whole adventures against the live, validated vocabulary — module-level intents (build a region, add a quest chain) and where-used / is-reachable / would-this-break-saves queries. The grounding endpoint is live today; the full MCP server is next.
Save-safe updates for long campaigns
Patch a fix into a weeks-deep save without restarting — forward rebase, re-simulation, and a publish-time impact report so a bug fix reaches active games. The prerequisite for month-long official campaigns and a paid marketplace.
Google Drive sync
Back up and import your session notes straight to Google Drive.
Plans, ads & fair-use limits
Turning the pricing tiers into real entitlements, with ad-free upgrades.
Solo-play polish
Clearer "you’re both DM and hero" affordances for single-player adventures.
Point-and-click scene puzzles
Use an inventory item on a scene object (drag, or tap-item-then-target on mobile) and bounded mini-game templates — find-the-object, tap-in-sequence, reveal-grid — built from layers and the existing rules, never a freeform game engine.
Remaining masteries
Vex, Sap, Slow, Push and Nick join Cleave, Topple and Graze in one-tap resolution.
Session backups & restore
Every save is snapshotted — a one-click restore for the rare “that got wiped” moment.
Planned

On the build list

Committed directions we intend to build, in roughly this order.

Native Android app
A store-installable build on top of the installable web app you can use today.
Import your characters
Bring heroes in from D&D Beyond instead of rebuilding them by hand.
AoE shapes & tactical map
Cones, lines and bursts drawn on an optional battle map with line-of-sight fog.
Exploring

The community we want to build

The bigger dream — turning ScryMaster from a table tool into a place adventurers gather. Directional, not promises; tell us what matters most.

Host games virtually
Open your table to the world and run a session for players anywhere.
Find new groups
Matchmaking and drop-in seats so a lone adventurer can always find a party.
Player profiles & reputation
Reliable players and beloved DMs build a reputation worth carrying.
Coordinated campaigns & raids
Cross-table events where many parties chase the same world-shaking goal.
In-session voice & text
Talk and roll in one place, without juggling a second app.
A creator marketplace
Share — or sell — your adventures, homebrew, scenes and collectible card frames.

This roadmap is directional and will shift as we learn from you — nothing here is a dated promise.