The battle map lives inside your story.
VTT Mode is a full virtual tabletop — tokens, fog of war, measurement, initiative, even opt-in 3D — built right into your campaign chat. It is async-first and mobile-first, so a turn on the battlefield is a post you make from your phone. Every move, reveal, and trigger becomes a line in the story. No separate app. No scheduling a night. No prep marathon.
No credit card. 5e today, more systems coming.
The problem
Every virtual tabletop assumes you are all at the table, right now.
The big VTTs are desktop apps built for a synchronous three-hour session. Roll20 publicly retired its mobile app in 2026 — "the current experience sucks," in their own words. Fantasy Grounds never shipped a tablet version. Foundry treats phones as a community-module workaround. The one genuinely mobile option does almost nothing.
And they all live outside your story. The map is one app, the chat is Discord, the notes are a third tab. When the session ends, the battle produces no record — just scrollback nobody reads. Setting a scene up means an hour of drawing walls and lighting a dungeon you might never fight in.
The single most common way a campaign dies is not a TPK. It is a group text that stops getting replies. A tabletop that only works when six adults are simultaneously free is a tabletop that mostly sits idle.
How it works.
1. Enter VTT Mode from any scene
A "VTT Mode" button sits on your campaign maps and scenario play view. Tap it and the map takes center stage while your campaign chat docks to a rail on the right — a bottom sheet on your phone. The story never leaves the screen. Leave any time; nothing is disrupted.
2. Move tokens; the map narrates itself
Drag character and NPC tokens across the grid or an uploaded battle map. Tokens are your actual characters — no "default token" linking ritual. Moves sync live to everyone, and when a token crosses into a new room, a quiet line lands in the chat: "Kira moved to the Hall of Whispering Bones." Your session writes its own log.
3. Reveal the world one room at a time
Fog of war hides what the party has not explored. One tap reveals a whole room — no drawing walls, no lighting engine, no "why is my screen black" support thread. Players see only what is revealed; the GM sees everything with a one-tap "preview as a player." Every reveal becomes a story beat.
4. Measure, template, ping, and roll for initiative
A ruler, D&D area templates (circle, cone, line), and pings for "look here" are all one tap away. When combat starts, an initiative ribbon rides along the top of the map, and the whole encounter runs turn by turn.
5. Take your turn as a post
This is the part no other VTT has. During combat you move your token — it saves instantly — and write what your character does in chat, on your own time. The GM passes the turn to the next combatant, and a deadline plus a gentle nudge keep the fight moving even when nobody is online at the same time. Async combat, on a real battle map.
6. Tilt into 3D (optional)
Flip one switch and your hand-drawn map rises into a tiltable 3D diorama — the same artwork, walls extruded, tokens standing on the field. It is opt-in per map, degrades gracefully on weaker devices, and never gets in the way of the 2D game.
What makes it different.
- Turn-by-post combat — stage a move, post your turn, and end it as one atomic action. No incumbent VTT does async combat on a map.
- The map is inside the story — every token move, fog reveal, and map trigger is a durable event in your campaign chat, not ephemeral canvas state.
- Truly mobile-first — move tokens, reveal fog, and take your turn from a phone. The market leaders conceded mobile; this was built for it.
- Zero-prep maps — generate a map from a text prompt or an image, or upload your own. Room-based fog means no walls to draw. No lighting to configure.
- Character-first tokens — a token IS your character or NPC. No default-token linking, no re-importing art.
- Opt-in 3D that keeps the art — the same hand-drawn map, tilted, with extruded walls. Not a separate desktop-only game.
- Works on any device, always on — no self-hosting, no port forwarding, no paid server to keep your world reachable between sessions.
Who it is for.
- Play-by-post groups — finally a battle map that advances one post at a time, instead of a Discord channel full of "I move 30 feet north."
- Hybrid groups — run the fight live at the table, then let players finish their turns from the couch during the week.
- Mobile players — the person on the train, on lunch, on the couch. A full turn from a phone, not a read-only sheet.
- GMs tired of prep — generate or upload a map, tap to reveal rooms, and start playing in minutes instead of hours.
Bring the battle map to where your campaign actually lives.