Vision

A VTT that feels alive.

20Realms combines top-down 3D play, optional 2D and immersive camera modes, world-building tools, reactive environments, survival systems, console availability, and flexible rules so groups can keep playing even when they cannot meet in person.

Design goal

More table, less friction

The goal is not to replace the Dungeon Master. It is to give every group a shared space where maps, characters, dice, combat, exploration, and homebrew tools stay connected across mobile, PC, and console without taking the personality out of the game.

Roadmap

20Realms Game Development Roadmap

Phase 1 - Technical foundation

Accounts, rules data, and telemetry

Finalize architecture for accounts, characters, campaigns, encounters, and maps, while implementing secure auth, role permissions, and KPI telemetry models.

Phase 2 - Character core

Creator and sheet v1

Deliver character creation and sheet systems with validation for HP, AC, initiative, saves, proficiency scaling, and versioned save/import flows.

Phase 3 - Campaign + session core

DM workspace and table flow

Ship campaign tools, party management, notes, lore, and reusable encounter prep with shared handouts, access controls, and consistent session state handling.

Phase 4 - Combat engine

Initiative, resolution, and conditions

Implement turn-state management, attack and save resolution, condition and concentration tracking, rest refresh logic, and multiplayer-safe combat logs.

Phase 5 - Rules content

Spells, equipment, and policy-safe content

Build spellcasting and equipment rules handling with a publishing pipeline that stays SRD/open-license/original only.

Phase 6 - Worldbuilding

Maps and Creator Lab

Expand map editing, lore-linked worldbuilding modules, and Creator Lab workflows for upload, attribution, moderation, and homebrew sharing controls.

Phase 7 - Multiplayer + safety

Community systems before scale

Deliver real-time sync resilience, discovery and creator profile features, abuse reporting, moderation tooling, and privacy hardening.

Phase 8 - Beta and launch ops

Beta November 2026 - Full launch Summer 2027

Run closed beta onboarding and weekly patch cadence, track KPI performance by channel, then stabilize and expand content for full release.

Phase 9 - Content expansion

Content, Assets, and Worldbuilding Additions

Expand the asset library with terrain, props, buildings, creatures, emotes, portraits, audio, markers, encounter packs, worldbuilding modules, narrative tools, and Creator Lab sharing pipelines used across sheets, maps, encounters, campaigns, shared worlds, and social play.