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 2026
The Core Idea

One table, two views. Players switch between full 3D and top-down 2D freely in the same live session. No other VTT does this.

No Server Required

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.

Your Maps Are Yours

Maps save to an open file format you control — shareable, version-controllable, and readable outside the app. Not locked to a cloud service.

Obsidian Pipeline

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 2026
No-Setup Multiplayer

Host a session and share a code. Friends join instantly — no accounts, no port forwarding, no server to run.

3D / 2D Mode Switch

Switch between full 3D and top-down 2D in a single button press. The whole table transforms instantly — no loading screen, no interruption.

Dual Cameras

Two camera rigs live simultaneously — a cinematic slanted perspective for 3D and a clean overhead view for 2D. Switching between them is instant.

Independent View Modes

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.

Smooth Mode Transition

Switching between 3D and 2D is an animated transition, not a cut. The camera eases between views.

Phase 2 — World Building

Upcoming
2.1 — Map & Terrain
Grid System

Tokens snap to the grid. Movement is precise and consistent across every player's screen.

Tile Placement

Paint tiles to build your map. Place walls, floors, doors, and props on the grid with a single click.

Smart Tile Placement

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.

Room Creator

Draw a room shape, name it, and set its walls and door positions. Faster than tile-by-tile for structured interiors.

Basic Terrain

Cliffs, slopes, and natural ground shapes that look and play correctly on the grid. The world isn't flat.

2.2 — Environment & Atmosphere
Fog of War

The map stays dark until your characters explore it. Players only see what they've discovered. The GM sees everything.

Dynamic Lighting & Line of Sight

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.

Light Radius Visualisation

See exactly how far each light source reaches. Know what your torch illuminates before you step into the dark.

Day / Night Cycle

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.

Weather & Atmosphere

Rain, snow, fog, and dust settle across the map. Set the mood without leaving the session.

Ambient Sound & Music

Queue atmospheric tracks and sound effects for the session — dungeon ambience, combat music, a door creaking open. Plays for everyone simultaneously.

Water & Hazardous Terrain

Rivers, lava fields, acid pools, and ice. Movement costs and damage zones built into the terrain. Players know what they're stepping into.

2.3 — Interactables & World Objects
Token Placement

Place characters and creatures on the map. Tokens support different sizes for Large, Huge, and Gargantuan creatures that occupy multiple grid cells.

Interactive Objects

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.

Interactable Setter

Tag any placed object as interactable while building your map. Set what it does before the session starts.

Secret & Hidden Objects

Place hidden doors, concealed passages, and invisible traps that players can't see until the GM reveals them — or they roll high enough.

Teleporters & Portals

Step on a tile, appear somewhere else on the map. Linked portals, one-way teleporters, and dungeon shortcuts.

Chests & Containers

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.

Cover Indicator

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

Planned
3.1 — Core Rules & Character
D&D 5e Rules

Full D&D 5th Edition ruleset built in — ability scores, saving throws, spell slots, action economy, and all standard conditions calculated automatically.

Character Sheet

Per-player character sheet in the session — stats, HP, spell slots, conditions. Editable live. Pulls from your Obsidian vault if you use one.

Dice & Roll Log

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.

Initiative & Combat Tracker

Visual turn order with HP bars, conditions, and drag-to-reorder. GM-controlled and visible to everyone. Combat is clear at a glance.

Conditions & Status Effects

Visual markers on tokens for every D&D condition — Blinded, Charmed, Paralyzed, Poisoned. Applied by the GM or triggered by rules automatically.

Death Saves

A dying character's death save rolls tracked in real time, visible to the GM. Stabilise or fall — everyone knows the stakes.

Concentration Tracker

A glowing indicator on any token maintaining concentration. One hit auto-prompts a Constitution save. No more forgotten spells at the table.

Short & Long Rest

One button resets spell slots, hit dice, and class abilities. No manual bookkeeping — rest is a single GM call.

AoE Spell Templates

Cones, circles, lines, and cubes snap to the grid. See exactly which tokens are caught in the blast before you commit.

3.2 — Advanced Combat
Ruler & Movement Preview

See your movement path and remaining allowance before committing. Dash distances, spell ranges, and difficult terrain all calculated live.

Turn Timer

Optional countdown per turn. Keeps combat from stalling. The GM sets the limit — players know when the pressure is on.

Mounts & Vehicles

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.

Legendary & Lair Actions

Boss monsters act outside their turn. Legendary actions and lair actions tracked in the initiative order automatically. Big fights feel like big fights.

Chase Mechanics

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

Planned
4.1 — Tokens & Encounters
Token Customisation

Set portraits, nameplates, and visibility per token. Hide tokens from players, reveal them dramatically, or show only the nameplate.

NPC Creator

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.

Creature & Monster Creator

Stat out any creature, assign a token, and drop it into an encounter. Fully compatible with D&D 5e stat blocks.

Encounter Builder

Assemble a group of creatures, set difficulty, and save it. One click to drop a prepared encounter onto the map mid-session.

Player Permissions

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.

Ping & Attention Marker

Tap the map to pulse a marker on everyone's screen. Direct attention instantly — no talking over each other to describe a location.

Player View Lock

Push your camera view to all players simultaneously. Perfect for dramatic reveals, NPC introductions, and cinematic moments.

4.2 — GM Presentation & Communication
In-Game Chat

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.

Scene Description Broadcast

The GM types flavour text that appears on every player's screen. Immersion without breaking flow.

Handouts & Image Sharing

The GM drops an image at the table — a treasure map, a mysterious letter, an NPC portrait. It appears for every player instantly.

GM Map Pins

Pin private notes to any map location. Only the GM sees them unless revealed — perfect for prep notes, trap reminders, and scripted moments.

GM Scratchpad

A floating notepad during a live session. Quick mid-combat notes, improvised NPC names, player decisions to remember. Always one click away.

GM Camera Controls

Fly the camera freely across the map, frame encounters, and push your view to all players — perfect for reveals and dramatic moments.

Custom Cinematics

Design cinematic camera sequences for key moments — boss reveals, dramatic entrances, story beats. Triggered by an interactable or fired manually.

Voice Chat

Talk to your party without leaving the app. Proximity audio in 3D mode, open broadcast in 2D. The GM can whisper to individual players.

Shop Creator

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

Planned
Inventory & Loot

Players carry items. Chests and containers drop loot directly to inventory. The GM can grant or remove items at any point.

Party Gold & Shared Wallet

Shared party funds tracked at the table. Loot gets split, shops deduct automatically, and the GM can award or spend gold at any time.

Spell & Item Cards

Click any spell or item in your sheet to see the full rules text. No tab-switching, no book-reaching. Everything inline.

XP & Milestone Tracking

Track experience points or milestone progression across sessions. Level up inside the app — stats update automatically.

Inspiration Tracking

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

Planned
Large Map Streaming

Maps of any size load seamlessly. Only what's in view is ever in memory — no lag as maps grow larger.

Irregular Terrain

Cliff edges, circular rooms, and carved cave walls look and play correctly — not forced onto a square grid.

Multi-Floor & Elevation

Build multi-level maps — ground floor, rooftop, underground cavern, ship deck. Stairs and ladders link floors. Tokens move between levels mid-session.

Full Map Builder

Complete map editor with tile painting, object placement, layer controls, and live preview. The full toolset for building any environment.

Music Zones

Different ambient tracks play in different map areas. Step into the boss room — the music shifts automatically.

Sound Effects on Interactables

Every door, chest, lever, and trap plays a sound when triggered. The GM can customise audio per object.

Phase 7 — Campaign & Narrative

Planned
Scene Management

Build multiple maps for a campaign — the tavern, the dungeon, the overworld. Switch between scenes mid-session without ending the game.

Journal

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.

Campaign Story Creator

Structure your campaign: acts, chapters, locations, plot threads. A living document that evolves as the story unfolds.

Story Hook Linking

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.

Factions

Create factions, assign NPCs and creatures to them, and track player relationships with each. Alliances and enmities shift as the campaign progresses.

Dialogue Creator

Write branching dialogue trees for NPCs and creatures, triggerable mid-session. What the players say changes what they hear back.

Obsidian Vault Integration

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.

Campaign Management

Track your campaign across sessions — saved maps, NPC states, player progression, and shared notes. All persistent and restorable.

Session Recap

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

Planned
PCG Environment Tools

Procedurally generate outdoor environments — forests, settlements, coastlines, plains. Set the style and density; the world fills itself in.

Procedural Dungeon Generator

Generate a full dungeon layout in seconds — rooms, corridors, doors, and stairs. Tweak the parameters, regenerate until it's right, then play.

Biome Presets

Pick a biome — dungeon, forest, cave, coastal, urban — and matching tile sets, lighting, atmosphere, and scatter rules apply automatically.

Environment Scatter

Populate outdoor maps with trees, rocks, grass, and props automatically. Fast world building for large open areas.

Phase 9 — Release

Planned
PC Release

Full Windows and Mac release. Every feature, both renderers, the complete GM toolkit.

iOS & Android

Native mobile app for players joining in 2D mode. Lightweight, touch-friendly, and in the same P2P session as everyone else.

Cross-Platform Sessions

PC hosts, mobile players, any mix — all in the same session. Platform doesn't matter to the people at the table.

Dedicated Server Option

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.

Dev Log

Raw entries from the build — working sessions, solved problems, architecture decisions.

View Dev Log