Skip to content

Releases: atlas-vtt/atlas-vtt

Atlas VTT 0.5.1-beta.0 (beta)

Pre-release

Choose a tag to compare

@github-actions github-actions released this 03 Oct 12:32

Atlas VTT 0.5.1-beta.0 — Beta build

Pre-release build for testing ahead of 0.5.1. Install it through BRAT; it is not published to the Obsidian community directory.

Improved

  • An open map uses much less graphics memory: 3D dice share one drawing context per window, and with dynamic lighting on the map no longer keeps antialiasing buffers it does not draw into

Fixed

  • Reloading Atlas no longer leaves the previous 3D dice in graphics memory
  • Loading a scene with explored areas no longer keeps a copy of them in graphics memory

Atlas VTT 0.5.0

Choose a tag to compare

@github-actions github-actions released this 02 Oct 17:12
741494b

Atlas VTT 0.5.0 — Dynamic lighting as an experimental feature, 3D dice, token resources and map imports

2026-10-02

New

  • Dynamic lighting. It is off by default. Switch it on in the Atlas command palette under Experimental features
  • Experimental features page in the command palette
  • Import maps from Dungeondraft, DungeonFog and Dungeon Alchemist (.dd2vtt, .uvtt, .df2vtt)
  • 3D dice
  • Dice rules for each collection: default roll, critical rule, exploding dice
  • Token resources: up to six for each collection. New Resources tab in the collection settings
  • Cairn game system preset
  • Draw Steel game system preset. Contributed by jSQrD-dev
  • Initiative by sides
  • Initiative rules for each collection
  • Clear button in the initiative tracker

Improved

  • Initiative: you add the combatants yourself. Right-click a token and choose Add to Initiative
  • Players see every combatant whose token is not hidden
  • The GM dashboard is now the DM screen. Press Tab to open it
  • The token you drop last lies on top
  • Edit Token has two columns
  • Hold Ctrl/Cmd over a token in the asset manager to see its statblock
  • The asset manager shows placeholders while it loads, and scrolls smoothly
  • Large token imports are much faster. With a contribution by DeastinY
  • A collection export includes linked notes, images, PDFs and loot tables
  • New dice looks and a new dice tray
  • HP and secondary bars are now in the Resources tab
  • A map larger than 8192 pixels is scaled down. Its card shows the new size
  • SVG maps stay sharp
  • Cone measurements follow the game system. Contributed by ISorokaI
  • The player view button of a scene tab is now on the left. Contributed by ISorokaI
  • Map shortcuts work on every keyboard layout. Contributed by ISorokaI
  • Maps open with software rendering when WebGL does not start
  • A statblock with a token property is found when you create tokens
  • Fixed: scenes that became black or empty when you switched, renamed or opened them
  • Fixed: wrong dice totals and critical results
  • Fixed: right-click menus and right-drag pan over fog of war
  • Fixed: the DM screen shows its statblocks side by side again
  • Fixed: Edit Token did not open
  • Fixed: Spawn on Map did nothing in some asset managers
  • Fixed: a collection with missing files could not be deleted
  • Fixed: a moved text went back to its old position
  • Fixed: the player window stayed dark in a light theme
  • Fixed: many small layout problems

Atlas VTT 0.5.0-beta.3 (beta)

Pre-release

Choose a tag to compare

@github-actions github-actions released this 02 Oct 10:00

Atlas VTT 0.5.0-beta.3 — Beta build

Pre-release build for testing ahead of 0.5.0. Install it through BRAT; it is not published to the Obsidian community directory.

New

  • Dynamic lighting. Switch it on per scene from the new Lighting tool and pick the time of day, from daylight to pitch black. Players see only what their tokens can see: walls always block their line of sight, and in the dark they see only what light reaches.
  • Place candles, torches, lanterns and magical lights on the map, or hand one to a token from its right-click menu so it moves with the token. Light never passes a wall, flames cast soft shadows that widen with the flame's size, light bounces softly off floors and walls, and each flame glows and flickers.
  • Give tokens vision from their right-click menu, and set a sight range in Edit Token.
  • Tokens have senses. Add them in Edit Token, each with its own range. A collection without a game system has darkvision, low-light vision, blindsight, tremorsense, truesight and see invisible. Game systems bring their own: D&D 5e has darkvision, blindsight, tremorsense, truesight, Devil's Sight and See Invisibility; Pathfinder 2e has low-light vision, darkvision, greater darkvision, tremorsense, scent, hearing, lifesense, wavesense, echolocation and See the Unseen; Shadowdark has darkness-adapted sight; Old-School Essentials has infravision; Cyberpunk RED has the low light / IR / UV cybereye.
  • Change a game system's senses or add your own in the collection settings' Vision tab: what the sense sees in dim light and in darkness, how the dark looks through it (in colour, grey, black and white or heat tones), whether it reaches through walls, sees invisible creatures, works while blinded, and whether it shows the map or only creatures.
  • A token linked to a statblock takes its senses from the statblock, such as "darkvision 60 ft., blindsight 30 ft. (blind beyond this radius)". Edit Token shows them. Change them there and the token keeps its own.
  • Senses that feel rather than see, such as tremorsense, scent or hearing, show creatures as outlines. Players learn that something is there, through walls and in the dark, but not what it is, and the map stays hidden.
  • Conditions can change what is seen. A Blinded token sees only with senses that work without eyes, an Invisible token is seen only by senses that see the invisible, and Pathfinder's Undetected and Unnoticed hide a token from every sense. Choose a condition's effect on sight in the collection settings' Conditions tab, for your own conditions too. Airborne hides a flying token from tremorsense.
  • Give a token a vision cone in Edit Token, from a narrow beam to a wide sweep. It faces the way the token is turned, and the edges of the cone are sharp.
  • Set a default vision per collection, in a new Vision tab of the collection settings: sight range, cone and senses. Tokens you place from the library start with it, with vision still switched off, and a game system can bring its own defaults.
  • Open Lighting settings from the lighting menu to adjust a scene: switch token vision off so players see everything the light shows, stop remembering explored areas (what was already explored comes back when you switch it on again), pick the colours of explored and unexplored areas, and choose from which brightness a scene counts as lit.
  • Tint a scene's ambient light with the colour swatch next to the Ambient light slider in the lighting menu.
  • Areas the players have explored stay on their screen, dim and grey, and are saved with the scene. Forget them from the Lighting tool's menu.
  • The GM sees the whole map with its lighting. Hold H, or switch from GM view to session view, to see exactly what the players see.
  • Open and close doors by clicking the door badges, with any tool. Right-click a badge to lock the door: a locked door shows a padlock, stays shut when clicked and shakes its badge instead, until you unlock it the same way.
  • D&D 5e, Pathfinder 2e, Shadowdark, Old-School Essentials and Cairn bring their own lights, in the unit your collection measures in: D&D 5e's candle, torch, hooded lantern, bullseye lantern, lamp, Light, Continual Flame and Daylight, Pathfinder 2e's candle, torch, hooded lantern, bull's-eye lantern, Light, everlight crystal and glow rod, and the torches and lanterns of the other three. Collections of other game systems keep the candle, torch, lantern and magical light. Pick them in the light popover, the lighting menu and a token's Carry light menu.
  • Magical darkness. Place a Darkness like a light, or let a token carry one: within its radius it swallows torchlight, spell light and daylight alike, walls stop it like light, and the players see a faint dark veil where it swallows light. Tokens standing in it are not seen, except by senses that see in magical darkness, such as devil's sight, truesight and Pathfinder's darkvision. A light standing in it goes out unless it outshines the darkness, and a token with vision standing in it sees nothing, inside or beyond, unless one of its senses sees in magical darkness; senses that need no eyes, such as tremorsense, still work. D&D 5e and Pathfinder 2e bring their Darkness spell (15 ft and 20 ft); a light can be set to outshine magical darkness, as D&D's Daylight does
  • A light can shine one way, like a bullseye lantern. Narrow its beam in the light popover or in Edit Token. On the map, drag the handle beyond the beam to turn the light (hold Alt for single degrees), or use the Direction slider, and the light's marker points the way it faces. A light a token carries faces the way the token is turned. The beam is soft at its sides and stops at walls like any light.
  • A light on the map can follow the time of day, like a street lamp. Set Shines in its popover to From dusk or At night, and it lights up when the scene gets that dark and goes out again by day. Its marker carries a small moon and is dimmed while the lamp is out.
  • Light zones give a part of the map its own ambient light: a cave that is dark while the sun shines outside, or a lit hall in a dark dungeon. Choose Light zones in the lighting menu, click the corners of the area and press Enter (corners snap to wall ends; hold Alt to place them freely). Click the zone's handle to set its time of day, its ambient light and colour and a name, drag its corners to reshape it, and press Delete to remove it. A zone's light ends at walls and spills softly through openings; tokens in a dark zone are hidden like tokens in the dark anywhere.
  • Edit the light a token carries in Edit Token like a light on the map: its kind, colour, bright and dim range, intensity, softness and flicker.
  • The GM sees how the rules of sight apply. Select a token with vision and its sight range, its cone and the range of each sense show as labelled rings. Tokens the players do not see carry a small mark, and hovering a token tells you the light it stands in and who sees it by which sense, such as "Darkness · Seen by Mirabel: Darkvision".
  • Click a light on the map to edit it in a popover right beside it: its kind, colour, bright and dim range, intensity, softness and flicker, or to switch it off or delete it. While the popover is open, the light's ranges show as rings on the map: drag a ring's handle to resize it (hold Alt for fine steps). With the Lighting tool, drag a light to move it.
  • Import maps with their walls, doors and lights from Dungeondraft, DungeonFog and Dungeon Alchemist. Add a Universal VTT file (.dd2vtt, .uvtt or .df2vtt) with Add Map, or drop it on the asset manager. Atlas adds the map and opens a scene of the same name with dynamic lighting on. Lights that the image already shows arrive switched off.
  • Dice rolls are thrown as 3D dice in a panel at the top right of the map (top centre in the player window): they bounce off the panel's edges, clatter, spark when they land, and a modifier clicks onto the total. Click a roll or press Escape to dismiss it. Critical results get a bigger burst of sparks and their own sound. Rolls with dice that have no real shape (such as d7) still show as a result card. Choose between result cards, fast dice and dice under Settings → Dice or in the command palette's new Dice settings. The player window shows the same dice when it shows rolls
  • Cairn is a built-in game system preset, with 5-foot squares, d20 saves where a 1 always succeeds and a 20 always fails, and its conditions: Deprived, Fatigue, Critical Damage, Paralyzed, Delirious and Fleeing
  • Draw Steel is a built-in game system preset, with distances in squares, 2d10 power rolls that are critical on a 19 or 20, a Stamina bar and its nine conditions. Contributed by jSQrD-dev
  • Each collection has dice rules in its settings (new Dice tab): the default roll and how critical results are recognised (natural, roll-under, doubles, high total or none). A bare bonus in a statblock, such as +3, now rolls with the collection's default roll, e.g. 1d10+3 in Cyberpunk RED. Every game system preset sets them
  • Dice can explode. In a collection's Dice settings, choose whether its default dice or all dice roll again on their highest face, once or again and again, and whether a lowest face rolls again and subtracts; Cyberpunk RED is set up this way. A single roll explodes with ! after its dice, such as 2d6! (once) or 2d6!i (again and again). Each extra die is thrown when the die before it has landed
  • Tokens can track up to six resources: each game system brings its own (Cairn's STR, Daggerheart's Stress) and you can add more, like ammunition, in the collection settings' new Resources tab: it shows a token with six sockets, and you click the socket where a resource should appear. The first two show as bars below the token; the others show as wheels beside it while you hover or select the token, two on its right and two on its left. Each resource reads its maximum from a statblock field, and one set to static just shows that number, such as an armour class. A scene's token se...
Read more

Atlas VTT 0.5.0-beta.1 (beta)

Pre-release

Choose a tag to compare

@github-actions github-actions released this 29 Sep 14:05

Atlas VTT 0.5.0-beta.1 — Beta build

Pre-release build for testing ahead of 0.5.0. Install it through BRAT; it is not published to the Obsidian community directory.

  • No player-facing changes recorded yet.

Atlas VTT 0.4.2

Choose a tag to compare

@github-actions github-actions released this 29 Sep 14:01
3ee29c0

Atlas VTT 0.4.2 — Faster imports with progress bars, a toolbar that fits small windows, and scene and map fixes

2026-09-29

Improved

  • The map toolbar fits any window size. Tools that don't fit move into a "More tools" menu
  • Menus, the dice tray and the command palette stay inside small map views
  • Importing tokens and maps is now roughly 2.5x faster and images that are already small enough won't get re-compressed any longer
  • Importing tokens/maps now shows a progress bar
  • The Fantasy Statblocks import opens much faster in large vaults
  • Create token from statblock image now saves a small, optimized thumbnail instead of a full size copy

Fixed

  • Maps and scenes can be moved into folders in the asset manager again
  • Scenes keep their background when the map image is renamed or moved
  • Fixed bug where the dashboard would open map images as a black canvas. It now lists only scenes again
  • Scenes that can't be opened now show an error instead of a black canvas
  • Token images can be moved and zoomed again after turning on the ring. Edit token now saves the new framing
  • Maps now show up when Obsidian can't use the graphics card, for example on some Linux systems
  • The laser pointer works again after closing a map view
  • Fixed an issue where recently created scenes wouldn't show their thumbnail in the asset manager

Atlas VTT 0.5.0-beta.0 (beta)

Pre-release

Choose a tag to compare

@github-actions github-actions released this 28 Sep 02:42

Atlas VTT 0.5.0-beta.0 — Beta build

Pre-release build for testing ahead of 0.5.0. Install it through BRAT; it is not published to the Obsidian community directory.

  • No player-facing changes recorded yet.

Atlas VTT 0.4.1

Choose a tag to compare

@github-actions github-actions released this 28 Sep 17:35
eb7ffc5

Atlas VTT 0.4.1 — Fixes the asset manager's menus on older Obsidian installs and note pins linked to a heading

2026-09-28

Fixed

  • The asset manager's Create menu works again on older Obsidian installs. Only the top of Create Token reacted to clicks, and clicking Add Map or Create Collection closed the menu. The other menus and search suggestions below the asset manager's header had the same problem.
  • Note pins linked to a heading open the note at that heading again, also for headings further down the note and headings with links, formatting or a # in them.
  • Picking a heading for a note pin lists the headings of the note you picked, even when another note has the same name. Notes that share a name show their folder, and a heading you already typed is kept.

Atlas VTT 0.4.0

Choose a tag to compare

@github-actions github-actions released this 28 Sep 02:42

Atlas VTT 0.4.0 — Creature filters, hexcrawl maps, loot roller, progress clocks and moving between collections

2026-09-28

New

Creature Filters

  • Filter characters by challenge rating, level, type, alignment and more. Type cr:1-3 or type:beast in the search, or use the filter panel.
  • Sort characters by Rating.

Hexcrawl Maps

  • Number every hex on a hex grid.
  • Link a note to a hex: Shift-click it with the Note Pin tool.

Progress Clocks

  • A new Clock widget, like in Blades in the Dark. Show it to your players too.

Move and Copy Between Collections

  • Right-click any asset and choose Move or Copy to Collection. Artwork, statblocks and links come along.

Loot Roller

  • Roll random loot from your item notes in Obsidian Bases. Press L to open it.
  • Show an item to your players with the eye button.

Player View and Starter Tokens

  • Share your dice rolls with players. Turn on "Show dice rolls" in the player view settings.
  • Ten new class tokens in the default collection.

Improved

  • New laser pointer that is easy to see on any map.
  • Place a grid by eye with the new Freehand tab.
  • The asset manager opens where you left it.
  • Start, pause and reset timers from the keyboard.
  • Open map tabs scroll when there are too many.

Fixed

  • Many fixes for note previews, the player view, widgets and settings.
  • Atlas now notices when you rename, move or delete its files outside Atlas.
  • Saved encounters go to the right collection.

Important changes

  • A collection's folder now always has the collection's name. Atlas renames old folders once, for example default to 5e.
  • The Quick tab in Grid alignment is gone. Use Intersections or Freehand instead.

Atlas VTT 0.3.2-beta.0 (beta)

Pre-release

Choose a tag to compare

@github-actions github-actions released this 24 Sep 20:37

Atlas VTT 0.3.2-beta.0 — Beta build

Pre-release build for testing ahead of 0.3.2. Install it through BRAT; it is not published to the Obsidian community directory.

  • No player-facing changes recorded yet.

Atlas VTT 0.3.1

Choose a tag to compare

@github-actions github-actions released this 24 Sep 20:32
0bc6cc4

Atlas VTT 0.3.1 — Completes 0.3.0 with game systems, new pin icons and conditions

2026-09-24

Important changes

  • This release completes 0.3.0. Several finished features were missing from the 0.3.0 build and are included now. Pins that show no icon in 0.3.0 get their icons back.

New

New Feature: Game System Presets

  • Set a collection's measurement, conditions and token bars in one click in Collection Settings → Game System.
  • Built-in presets: Daggerheart, D&D 5e, Old-School Essentials, Shadowdark, Pathfinder 2e, Call of Cthulhu 7th Edition and Cyberpunk RED.
  • Save your own rules as a preset and use them in other collections.
  • Choose the game system when you create a collection.

New Feature: Place Pins

  • 65 new place icons for pins, from a world map down to a single room. Hover the location marker in the pin picker to open them.

General

  • Share a counter or timer with every scene of a collection ("Share across collection" in Widget Settings).
  • Tokens at 0 hit points turn grey and show a skull.
  • Tag assets right from their card in the asset manager.
  • Measure in yards.
  • Conditions can carry a number, like Frightened 2 or Exhaustion 3.
  • Apply a condition to several selected tokens at once.
  • Join the Atlas community on Discord. The changelog and settings now link to it.

Improved

  • New Atlas app icon.
  • New fantasy icons for map pins. Existing pins switch to the new icons on their own.
  • Change a pin's icon in one click with Edit Pin.
  • Conditions show as badges on the token, with a hover card that names them.
  • Resource bars stay at a normal size and grow when you select a token.
  • Resource bars animate when their value changes.
  • Rotate and resize handles stay in place on rotated tokens.
  • Smooth mouse-wheel zoom and a gentle stop after panning.
  • Widgets float on their own cards above the map.
  • Redesigned Link Statblock dialog with a statblock preview.
  • Search and tag filters in the asset manager find assets in every folder.
  • The asset manager sidebar floats over the library on narrow windows.
  • Smoother animations for the asset manager, its dialogs, the pin menu and the command palette.
  • Every panel closes with the same × button and shares the same rounded corners.
  • Atlas shows its own tooltips instead of plain grey browser tooltips.
  • Shift+Enter in the map switcher opens the map in both views.
  • The End Combat button shows a white flag.

Fixed

  • The asset manager fits narrow and tall windows.
  • Conditions show on the token at once.
  • Every resource bar can be edited and has working +/- buttons.
  • Tokens without a statblock no longer get a hit point bar of 100.
  • Range band fields in Grid & Measure can be cleared and retyped.
  • Sorting in the asset manager works.
  • Map tags and character tags are kept apart.
  • Tags created from an asset's right-click menu are saved.
  • Manage Tags & Collections no longer reacts to Ctrl/Cmd shortcuts.