Greetings, Mages! đ§ââď¸
The end of 2024 is nearly upon us, and now we set our sights on the future. Today, weâre ready to reveal the most recent changes to our [i]living[/i] â weâll talk more about that in a second â Fablecraft development roadmap. Keep in mind this development roadmap represents the next 6-ish months, and it isnât inclusive of all our plans.
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Letâs begin.
[h2]Quickly, what do we mean by a âlivingâ roadmap?[/h2]
Our roadmap is living because weâre an Early Access game made by a small team with an active community. Most of the changes to the roadmap weâre sharing today come from requests and discussions with our community members, so we try to be upfront about exactly how much we intend for our roadmap to change.
It will likely change again, too! We have to continuously shift our focus to meet the needs of our players while also completing the vision we have set for Fablecraft. We appreciate your help and understanding in this process.
So, thank you!
[h1]Hereâs the updated Tales of Fablecraft Development Roadmap[/h1]
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[h2]Whatâs new?[/h2]
In the weeks and months ahead, weâll share as much as we can about each of the entries on our roadmap here on our dev blogs and on our Discord. For instance, next week, weâll discuss the Nice Dice campaign settings toggle and our homebrew battlemaps.
For now, weâll share the items that weâve added.
[list]
[*] Nice Dice campaign settings toggle
[*] Multiplayer matchmaking parts 1 & 2 â Yep, weâre splitting this feature up.
[*] Text-only session improvements â We know lots of folks only want to use text to chat, so weâre working on improvements to that experience.
[*] Daily single-player content
[*] Subscription support â We are working on a subscription system to give GMs and players good stuff while offsetting server costs and getting more support to make Fablecraft the best it can be.
[*] Single-player rewards
[/list]
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[h2]What did we remove or split up?[/h2]
So, what was pulled or changed up? Only two things, essentially.
[h3]GM Heroes in the sidetray, which was a stopgap[/h3]
When Fablecraft launched this past summer, we immediately heard that players wanted us to prioritize homebrew NPCs. Our initial thought was to let GMs create their own Mages and then add them to campaigns as NPCs.
This was always a half-step move that we planned to patch out with better homebrew, and that better homebrew is closer than we thought it would be. With NPC Copy & Customize dropping later this month (!), we donât need the GM Heroes in the sidetray functionality. The NPC Copy & Customize feature is much better suited to what GMs want.
[h3]Android mobile and tablet are now independent of iOS development[/h3]
Getting Fablecraft up and running on the iPad with cross-play between PCs and Macs was challenging, but itâs now live! You could probably guess this, but itâs much easier for our team to continue down the iOS development path from iPad to iPhone than switching to a different platform entirely.
So, weâve decided to finish our iOS port work and get Fablecraft on iPhones before shifting over to Android tablets and, later, Android phones. This decision, while delaying the Android launches, will speed up our overall development process significantly.
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Thatâs it for this weekâs update and the roadmap reveal!
Looking for your next adventure? [url=https://discrod.gg/fablecraft]Join our Discord[/url]. Weâll see you there!
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