This week has been a whirlwind of distractions - so I apologize to those who have purchased the Online version of this website. Improvements and additions to the gameplay are always being added.
For those on the fence, we have a 1 of (potentially more) lets play videoes if you're interested in watching how I run a game using the website!
Aside from that, here are the latest patch notes:
BEYOND: The Light Patch NotesJune 12, 2026 - June 19, 2026This week’s update focused on making the website feel smoother, clearer, and more table-ready, especially in Campaign Mode. A lot of work went into GM flow, multiplayer synchronization, combat/VTT handoff, map consistency, puzzle reliability, and making roll prompts better reflect how the tabletop game is actually meant to feel.
Campaign Mode, GM Flow, and Multiplayer
- Added major improvements to GM-run roll requests so the GM can call for specific rolls from specific players instead of the website always assuming who should act.
- Roll prompts now better support the intended table flow: the GM asks for a roll, the correct player responds, and the outcome resolves back into the shared campaign state.
- Improved active roll request handling, including better cleanup, targeting, and auto-resolution behavior.
- Expanded campaign sync so more character state now travels properly across the shared session, including rewards, penalties, and radiation where relevant.
- Improved GM camera lock and travel authority flow so shared navigation between systems feels more stable.
- Better support for shared scene state in campaign combat and VTT handoff.
Combat and VTT
- Improved shared combat syncing so enemy state, scene state, and combat-side information behave more reliably across multiplayer sessions.
- Refined the VTT/combat handoff so shared encounters are easier to run as a table activity instead of feeling split between tabs.
- Fixed enemy Dread die button behavior so the selected Dread die displays correctly instead of visually sticking on d8.
- Continued cleanup of combat language so enemy and skirmish values read as Health / HP where appropriate rather than using Stress in ways that could be confused with Mental Stress.
- Added support for Mercy-style finishes: if a character has the relevant Personal Flavor, defeated enemies can now be spared instead of always being killed.
Roll Rules and Table Consistency
- Standardized a lot of older roll language so checks now align more cleanly with the current soul array and core stats.
- Cleaned up older terms like Notice, Agility, Sneak, and Power so they resolve more consistently into the current stat model.
- Updated Push Your Luck behavior so it consistently costs 2 Teamwork, including clearer UI and validation when players do not have enough TMW.
- Improved success/failure outcome handling so failed rolls more reliably apply the intended consequence by margin.
- Continued work on making roll prompts more explicit about what is being rolled and why.
Items, Hacks, Personal Flavor, and Merchant Updates
- Roll prompts and item hooks were improved so relevant bonuses surface more naturally during play.
- Blight Repellent now behaves more clearly as a Peril/Hazard support item, helping with relevant hazard rolls instead of feeling disconnected from the prompt flow.
- Merchant and item text were cleaned up in several places for consistency.
- Added four new drug-style merchant items:
- Ghostglass Dust
- Redline Serum
- Goldvein Spark
- Halo Rot
- Improved support for special loot and merchant-linked item behaviors, including better handling for unusual items and shard-style loot.
- Updated several Personal Flavor and mutation descriptions so they match the current rule language more cleanly.
Map and Exploration Consistency
- Continued the consistency pass across the site so the Province Map remains the standard for clarity and usability.
- Brought the Last Sea layout closer to the Province standard, including better sizing, info panel behavior, and clearer roll text.
- Improved consistency across Galaxy and World That Was systems so travel, events, and checks feel less confusing and more in line with the rest of the website.
- Added more direct links and travel flow between major exploration layers like Last Sea, Galaxy, and World That Was.
- Continued cleanup of map info cards, labels, and roll prompts so exploration actions are more explicit.
GM Dashboard and Mission Tools
- Expanded the GM Dashboard Mission Creator into something much more useful for actual campaign prep.
- GMs can now build richer missions with:
- briefings
- key contacts
- threats
- objective markers
- enemy pressure
- checkpoints
- private GM notes
- Added a Rift Patrol mission seed to help quickly spin up a more structured campaign hook.
- Mission prep details now flow better into the mission board and active tracker.
Puzzles and Minigames
- Improved shared puzzle reliability across the site.
- Added stronger automated coverage for puzzle behavior, including shared puzzle flows.
- Fixed crossword issues where some grids were malformed or could not be solved correctly.
- Improved crossword-grid support and clue handling.
- Confirmed and tightened support for puzzle types like Wordle-style and pipe-flow puzzles.
Quality of Life and Stability
- Fixed the Merchant tab button wiring in places where it was not properly interactive.
- Continued cleanup of roll wording so buttons say what they actually do.
- Improved layout consistency in several map and panel views.
- Added and expanded smoke tests for:
- campaign roll request flow
- shared puzzles
- merchant drug behavior
- World That Was permutations
- campaign combat sync
In short This week was all about making the site feel less brittle and more like a real GM-led tabletop experience. Campaign play, shared rolls, combat syncing, map clarity, item relevance, and puzzle stability all got meaningful attention.