Llama VTT
A hybrid 3D/2D virtual tabletop built in Unreal Engine 5. Every asset exists in both 3D and 2D — players switch between cinematic 3D and clean top-down 2D in the same live session. High-end PC gets full Unreal quality. Low-spec and mobile get 2D. Same session, same map, two renderers. No other VTT does this.
Roadmap
Pre-Production & Research
Done Jan – Apr 2026One table, two views. Players switch between full 3D and top-down 2D freely in the same live session. No other VTT does this.
Designed from day one for peer-to-peer play. No server to host, no monthly fees, no infrastructure. One player opens a table, everyone else joins.
Maps save to an open file format you control — shareable, version-controllable, and readable outside the app. Not locked to a cloud service.
Designed how campaign notes flow from an Obsidian vault directly into sessions — NPCs, locations, encounters. No re-entering data from your notes into a separate tool.
Phase 1 — Foundation
In Progress May – Jun 2026Host a session and share a code. Friends join instantly — no accounts, no port forwarding, no server to run.
Switch between full 3D and top-down 2D in a single button press. The whole table transforms instantly — no loading screen, no interruption.
Two camera rigs live simultaneously — a cinematic slanted perspective for 3D and a clean overhead view for 2D. Switching between them is instant.
Each player picks their own view. You play in 3D while a friend plays in 2D. Same session, same map, no one forces anyone else's preference.
Switching between 3D and 2D is an animated transition, not a cut. The camera eases between views.
Phase 2 — World Building
UpcomingTokens snap to the grid. Movement is precise and consistent across every player's screen.
Paint tiles to build your map. Place walls, floors, doors, and props on the grid with a single click.
Paint tiles and the map cleans itself up — walls auto-corner, floors auto-border, doors only snap to valid openings. Fast to build, clean results.
Draw a room shape, name it, and set its walls and door positions. Faster than tile-by-tile for structured interiors.
Cliffs, slopes, and natural ground shapes that look and play correctly on the grid. The world isn't flat.
The map stays dark until your characters explore it. Players only see what they've discovered. The GM sees everything.
Light sources cast real shadows. Walls block what characters can actually see right now — not just what's been explored. A torch only illuminates so far.
See exactly how far each light source reaches. Know what your torch illuminates before you step into the dark.
A living sky that moves with time. Torches matter more at night. In 3D the full atmospheric lighting shifts — sky, shadows, and colour temperature follow the sun. The GM controls time or lets it run.
Rain, snow, fog, and dust settle across the map. Set the mood without leaving the session.
Queue atmospheric tracks and sound effects for the session — dungeon ambience, combat music, a door creaking open. Plays for everyone simultaneously.
Rivers, lava fields, acid pools, and ice. Movement costs and damage zones built into the terrain. Players know what they're stepping into.
Place characters and creatures on the map. Tokens support different sizes for Large, Huge, and Gargantuan creatures that occupy multiple grid cells.
Place doors, levers, traps, and switches anywhere on the map. Each one can trigger anything — a door opening, a cinematic, a loot drop, or a custom event.
Tag any placed object as interactable while building your map. Set what it does before the session starts.
Place hidden doors, concealed passages, and invisible traps that players can't see until the GM reveals them — or they roll high enough.
Step on a tile, appear somewhere else on the map. Linked portals, one-way teleporters, and dungeon shortcuts.
Place a chest, fill it with specific items. Players open it, loot goes to their inventory. The GM can restock or lock it at any time.
Half cover, three-quarters cover, and full cover visualised on the map. Players see exactly what's between them and the target.
Phase 3 — Combat & Rules
PlannedFull D&D 5th Edition ruleset built in — ability scores, saving throws, spell slots, action economy, and all standard conditions calculated automatically.
Per-player character sheet in the session — stats, HP, spell slots, conditions. Editable live. Pulls from your Obsidian vault if you use one.
Roll any combination of dice from inside the session. Every roll appears in a shared log — full transparency at the table, or private rolls for the GM.
Visual turn order with HP bars, conditions, and drag-to-reorder. GM-controlled and visible to everyone. Combat is clear at a glance.
Visual markers on tokens for every D&D condition — Blinded, Charmed, Paralyzed, Poisoned. Applied by the GM or triggered by rules automatically.
A dying character's death save rolls tracked in real time, visible to the GM. Stabilise or fall — everyone knows the stakes.
A glowing indicator on any token maintaining concentration. One hit auto-prompts a Constitution save. No more forgotten spells at the table.
One button resets spell slots, hit dice, and class abilities. No manual bookkeeping — rest is a single GM call.
Cones, circles, lines, and cubes snap to the grid. See exactly which tokens are caught in the blast before you commit.
See your movement path and remaining allowance before committing. Dash distances, spell ranges, and difficult terrain all calculated live.
Optional countdown per turn. Keeps combat from stalling. The GM sets the limit — players know when the pressure is on.
Ride a horse, steer a cart, crew a siege weapon. Mounts and vehicles have their own HP, movement, and turns in initiative. D&D mount rules built in.
Boss monsters act outside their turn. Legendary actions and lair actions tracked in the initiative order automatically. Big fights feel like big fights.
Structured pursuit with rounds, obstacles, and contested rolls. Built from the D&D chase rules — dramatic, fast, and resolved at the table.
Phase 4 — GM Session Toolkit
PlannedSet portraits, nameplates, and visibility per token. Hide tokens from players, reveal them dramatically, or show only the nameplate.
Build named NPCs with full stat blocks and assign an existing token. Everything the GM needs to run them in a session — no model creation required.
Stat out any creature, assign a token, and drop it into an encounter. Fully compatible with D&D 5e stat blocks.
Assemble a group of creatures, set difficulty, and save it. One click to drop a prepared encounter onto the map mid-session.
The GM controls exactly what each player can see, move, and edit. Lock a player to their token, hide map regions, or grant co-GM access.
Tap the map to pulse a marker on everyone's screen. Direct attention instantly — no talking over each other to describe a location.
Push your camera view to all players simultaneously. Perfect for dramatic reveals, NPC introductions, and cinematic moments.
Text chat at the table — out-of-character discussion, in-character speech, GM whispers to individual players, and a shared roll log everyone can see.
The GM types flavour text that appears on every player's screen. Immersion without breaking flow.
The GM drops an image at the table — a treasure map, a mysterious letter, an NPC portrait. It appears for every player instantly.
Pin private notes to any map location. Only the GM sees them unless revealed — perfect for prep notes, trap reminders, and scripted moments.
A floating notepad during a live session. Quick mid-combat notes, improvised NPC names, player decisions to remember. Always one click away.
Fly the camera freely across the map, frame encounters, and push your view to all players — perfect for reveals and dramatic moments.
Design cinematic camera sequences for key moments — boss reveals, dramatic entrances, story beats. Triggered by an interactable or fired manually.
Talk to your party without leaving the app. Proximity audio in 3D mode, open broadcast in 2D. The GM can whisper to individual players.
Build a merchant's inventory with items and prices. Players browse and buy inside the session — currency deducts automatically, items go straight to inventory.
Phase 5 — Player Experience & Economy
PlannedPlayers carry items. Chests and containers drop loot directly to inventory. The GM can grant or remove items at any point.
Shared party funds tracked at the table. Loot gets split, shops deduct automatically, and the GM can award or spend gold at any time.
Click any spell or item in your sheet to see the full rules text. No tab-switching, no book-reaching. Everything inline.
Track experience points or milestone progression across sessions. Level up inside the app — stats update automatically.
Inspiration tokens awarded and spent at the table. Visible to the GM and the player. No physical tokens to lose between sessions.
Phase 6 — Advanced World Building
PlannedMaps of any size load seamlessly. Only what's in view is ever in memory — no lag as maps grow larger.
Cliff edges, circular rooms, and carved cave walls look and play correctly — not forced onto a square grid.
Build multi-level maps — ground floor, rooftop, underground cavern, ship deck. Stairs and ladders link floors. Tokens move between levels mid-session.
Complete map editor with tile painting, object placement, layer controls, and live preview. The full toolset for building any environment.
Different ambient tracks play in different map areas. Step into the boss room — the music shifts automatically.
Every door, chest, lever, and trap plays a sound when triggered. The GM can customise audio per object.
Phase 7 — Campaign & Narrative
PlannedBuild multiple maps for a campaign — the tavern, the dungeon, the overworld. Switch between scenes mid-session without ending the game.
Take notes in-session. The GM has a private journal; entries can be shared to players selectively. Notes sync back to your Obsidian vault if connected.
Structure your campaign: acts, chapters, locations, plot threads. A living document that evolves as the story unfolds.
Connect hooks to NPCs, locations, and encounters. A tavern keeper links to a quest which links to a dungeon. The whole campaign navigable at a glance.
Create factions, assign NPCs and creatures to them, and track player relationships with each. Alliances and enmities shift as the campaign progresses.
Write branching dialogue trees for NPCs and creatures, triggerable mid-session. What the players say changes what they hear back.
Two-way sync with your Obsidian campaign vault. Import NPCs, locations, and encounters in. Export session notes and changes back out. One source of truth.
Track your campaign across sessions — saved maps, NPC states, player progression, and shared notes. All persistent and restorable.
A shared session summary at the end of each session. What happened, who did what, what's unresolved. Shared with all players.
Phase 8 — Procedural
PlannedProcedurally generate outdoor environments — forests, settlements, coastlines, plains. Set the style and density; the world fills itself in.
Generate a full dungeon layout in seconds — rooms, corridors, doors, and stairs. Tweak the parameters, regenerate until it's right, then play.
Pick a biome — dungeon, forest, cave, coastal, urban — and matching tile sets, lighting, atmosphere, and scatter rules apply automatically.
Populate outdoor maps with trees, rocks, grass, and props automatically. Fast world building for large open areas.
Phase 9 — Release
PlannedFull Windows and Mac release. Every feature, both renderers, the complete GM toolkit.
Native mobile app for players joining in 2D mode. Lightweight, touch-friendly, and in the same P2P session as everyone else.
PC hosts, mobile players, any mix — all in the same session. Platform doesn't matter to the people at the table.
For groups who want a permanent table that's always on — host a server and the session runs whether or not the GM is connected.
Raw entries from the build — working sessions, solved problems, architecture decisions.