SlowDelve changelog
What's new
Every release and what shipped in it. SlowDelve is in beta — things will move, break, and get better. If something's wrong or missing, tell us.
Version 0.5
Public betaThe first public release. Everything below is live and playable; beta means it will keep changing, and some corners are still rough. Solo or with a group, run it yourself or lean on the AI — the point is a D&D game that survives a busy week.
Play by post, at your own pace
- Take a turn whenever you have a minute — five minutes on a break or a long think overnight. Everything autosaves; close the tab mid-fight and pick up exactly where you left off.
- Optional per-turn clock, from 4 hours up to a week. The host can change the pace from inside the game, and it re-times the turn that's already open.
- When a player goes quiet the game keeps moving — their character holds the line (or defends, in a fight) and the round resolves. Or switch on autopilot and a short, cautious AI turn covers the absence instead.
- “While you were away” recap when you come back to a game after a gap — the narration, the party's actions, and the rolls that mattered since you last looked.
- A daily “days delved” streak for taking a turn each day.
- Nudges when the game is genuinely waiting on you — email, plus browser push notifications on any device you opt in on (Account → notifications).
Run it yourself, or let the AI
- Be the Dungeon Master: a storytelling-first turn composer with the player's action and the round's events in front of you, quick actions for rolls, damage, items, scene changes and XP, and a running story summary you maintain.
- Or an opt-in AI Dungeon Master narrates the world, plays every monster and townsfolk, calls for the rolls, and resolves your turn the moment you post it. Start an authored adventure or describe what you want and have one improvised.
- The DM is on the same clock as the players — a timed game gives the DM's turn a deadline too, with the same reminders.
- Rename a game any time from its header.
- A double-XP guard so a fight can't accidentally pay out twice, and roll formulas are typo-proofed before they can stall a game.
Real fifth edition, under the hood
- Full SRD 5.1 character sheets with the math done right — ability scores, proficiency, skills, saves, armor class, spell slots, hit dice.
- Character creation to level 1 with class kits, backgrounds (including 8 homebrew), races with real trait blurbs, and pick-group lockouts so you can't double-dip a skill.
- Level-up all the way to 20 — hit points, ASIs or a feat, new spells, and archetype choices with features that flow onto the sheet.
- Subclasses for every class, plus 7 homebrew wizard arcane traditions, with spell detail cards while you pick.
- Every roll comes from a seeded, logged dice engine the DM never touches — it narrates the result, it doesn't decide it. The whole game is a replayable event log.
- Turn-based combat: initiative, opportunity attacks and reactions, Extra Attack, prose Multiattack, conditions, death saves, and short and long rests with hit-dice recovery.
Maps, fog, and exploration
- Interactive room maps out of combat — tap a tile to line up a move, tap a door or an object to interact.
- Line-of-sight fog of war: you see as far as your light reaches (a torch, or your darkvision), walls and solid props block sight, and explored ground stays on the map as dim memory. A lit torch or brazier throws its own pool of light the party can see by.
- Walls and shut or locked doors actually stop you — no walking through them into the next room until the DM (or the party) opens the way.
- A DM map editor: stamp doors, furniture, traps, torches, enemies, NPCs and loot; carve walls; place an item on any tile, hidden or in plain sight.
- Grow the map as the party explores — extend the grid to move from the yard into the house — or strike out for a whole new area (a village, a keep) and send the party back to anywhere they've been.
- During a fight the DM can reach into the battle map — move a combatant, adjust HP, flip a condition, drop in reinforcements, or clear the board and hand out XP in a few taps.
Party and table
- Solo against the DM as a first-class way to play, or 2–6 players from an invite link.
- Take turns in order, or everyone submits at once and the DM resolves the round when the last person is in.
- Every line in the feed is labelled with who said it, on both the player and DM views.
- Each speaker gets a coloured bar down their lines — the DM is always red, and every player picks their own colour (no two the same) from a swatch in the party panel.
Behind the scenes
- A moderation layer: flagged-content screening with an audit log, and account suspension.
- A new dashboard landing page, onboarding copy, and an improv story-spark for when you're stuck for what your character does.
- A feedback page, and crashes get logged automatically the moment they happen — you don't need to write up what went wrong for us to see it.
SlowDelve