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    <title>Runewire updates</title>
    <link>https://runewireapp.com/updates</link>
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    <description>Latest Runewire changelog entries, release notes, and roadmap updates.</description>
    <language>en</language>
    <lastBuildDate>Tue, 16 Jun 2026 00:00:00 GMT</lastBuildDate>
    <item>
      <title>Combat tracker and mobile support</title>
      <link>https://runewireapp.com/updates/mobile-tracker</link>
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      <description>Runewire now has a combat tracker for turn order, initiative, shared stats, and effects, plus mobile-friendly controls for phones and tablets.</description>
      <pubDate>Tue, 16 Jun 2026 00:00:00 GMT</pubDate>
      <content:encoded><![CDATA[<p>This update is about making online sessions easier to run, even when some players are joining from phones or tablets.</p>
<p>The combat tracker is now available, and Runewire's main tools have been adjusted for touch screens and smaller devices.</p>
<h2>Combat tracker</h2>
<p>The new combat tracker keeps the flow of an encounter in one place. You can track turn order, roll or enter initiative, move between turns, and keep important numbers visible while the scene is running.</p>
<p>It is also flexible enough for more than just &quot;combat&quot;. Use it for chases, social scenes, timers, clocks, or any moment where the group needs to know who acts next and what is still in play.</p>
<p>Entries can be connected to tokens on the board, so useful values like HP, stress, wounds, or other trackers can stay in sync. You can also show statuses, hide information from players, and keep GM-only notes where needed.</p>
<p>For recurring setups, combat tracker templates let you save the columns and settings you use most. That means you can set up the tracker once for your game system and reuse it in future encounters.</p>
<p>If you want the full walkthrough, the <a href="/docs/combat-tracker">combat tracker docs</a> cover setup, initiative, player visibility, templates, and common tips.</p>
<h2>Mobile support</h2>
<p>Runewire now works better on phones and tablets.</p>
<p>The main game tools support touch input, and the interface has been adjusted so common actions are easier to reach on small screens. Players can move tokens, use chat, roll dice, check handouts, and interact with the game without needing a mouse.</p>
<p>This should make it easier to join a session when a laptop is not available or when a player only needs a lightweight way to follow along.</p>
<p>Mobile support will keep improving as more games use it in real sessions. If something feels awkward on your device, please send feedback from inside the app so we can tune the experience around actual play.</p>]]></content:encoded>
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    <item>
      <title>Dice macros, bundles, and Workshop</title>
      <link>https://runewireapp.com/updates/add-dice-macro</link>
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      <description>Dice macros are here, bundles can move reusable game materials between games, and Workshop now has its first official bundle catalog.</description>
      <pubDate>Sun, 24 May 2026 00:00:00 GMT</pubDate>
      <content:encoded><![CDATA[<p>This update focuses on making game setup faster and easier to reuse.</p>
<p>You can now save common rolls as dice macros, package game materials into bundles, and browse our first official templates in the Workshop.</p>
<p><img src="https://runewireapp.com/blog/add-dice-macro/add-bundles.webp" alt="Add bundle modal showing official Workshop dice macro bundles" /></p>
<h2>Dice macros</h2>
<p>Dice macros are reusable shortcuts for the rolls you use most.</p>
<p>Instead of typing out a complex formula every time, a macro asks for the numbers it needs, rolls the dice, and displays a clear result card in chat. This is especially helpful for games with special roll rules, such as degrees of success, critical hits, glitches, or custom symbols.</p>
<p>GMs can manage macros from the Library. Public macros are available to players (even as chat slash commands), while private drafts stay GM-only.</p>
<p>If you want to write your own, check out the new <a href="/docs/dice-macros">dice macro docs</a> for guides and examples.</p>
<h2>Bundles</h2>
<p>Bundles let you copy game materials from one of your games to another.</p>
<p>You can package token templates, dice macros, custom emoji, and library assets (like images, audio, and documents) into a single bundle. In another game, simply upload the bundle and choose what you want to import.</p>
<p>Importing a bundle copies the files directly into your new game. It does not create a permanent link to the old game, meaning you can safely edit or delete the imported files without affecting the original.</p>
<p>For now, bundles focus on library content. They do not yet include scenes, player roles, or chat history, which helps keep the import process simple and reliable as we work toward larger sharing features.</p>
<h2>Workshop</h2>
<p>The Workshop is a public catalog for sharing and downloading bundles.</p>
<p>For this first release, the Workshop features official Runewire templates. This includes pre-made dice macro bundles for 16 tabletop systems, such as <em>Pathfinder 2e</em>, <em>Call of Cthulhu 7e</em>, <em>Daggerheart</em>, <em>Cyberpunk RED</em>, <em>Blades in the Dark</em>, <em>Lancer</em>, and <em>Star Wars FFG</em>.</p>
<p>You can browse the Workshop from the main menu, start a new game pre-loaded with bundles, or add them to an existing game.</p>
<p>Community-created bundles are coming in a future update once we have sharing and moderation tools in place.</p>
<h2>Minor changes</h2>
<p><strong>Hidden scene assets</strong><br />
Tokens and images tagged as &quot;hidden&quot; in your library will now automatically start hidden from players when you place them on the board. This makes it easier to prepare secret encounters ahead of time.</p>
<p>Next up: the initiative tracker and full mobile support.</p>]]></content:encoded>
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    <item>
      <title>Tokens, tokens, tokens and maps.</title>
      <link>https://runewireapp.com/updates/tokens-tokens-tokens-maps</link>
      <guid isPermaLink="false">runewire:update:en:tokens-tokens-tokens-maps</guid>
      <description>Token templates, trackers, status icons, visual filters, map alignment, and dice syntax updates.</description>
      <pubDate>Wed, 20 May 2026 00:00:00 GMT</pubDate>
      <content:encoded><![CDATA[<p><img src="https://runewireapp.com/blog/tokens-tokens-tokens-maps/tokens.webp" alt="Runewire tabletop tokens and token editing controls" /></p>
<h2>Tokens</h2>
<p>Tokens can now track information right on the piece itself. Use trackers to keep an eye on things like HP, stress, wounds, ammo, charges, or clocks, and add status icons to show conditions and marks (with optional number badges). Once a status icon is added to a token, it can be quickly toggled on or off right from the token's General tab. Everything works for both players and GM-only views, values can be updated from the token menu or editor, and you can apply status changes to a whole group of selected tokens at once. The Design tab also includes some handy visual filters — tint, grayscale, darken, hidden, rings, hatching, blur, and pixelation — great for showing a token's current state at a glance.</p>
<p>Tokens have also gotten a big workflow upgrade to make all of this easier to manage. GMs can now create reusable token templates — a great place to set up all the trackers and status icons your system needs, so every new token comes ready to use right out of the box. And if you forget to include something, no worries: you can update the template later and push those changes out to all your existing tokens at once. When you update a template, you're in control of what gets affected — your library, tokens already placed in scenes, both, or none at all. Anything unique to a specific token, like its image, notes, who it's assigned to, or any personal tweaks, always stays exactly as you left it.</p>
<p><em>Note: tokens created before this update won't have a template linked to them automatically.</em></p>
<h2>Maps</h2>
<p>Placing gridded maps just got a lot less fiddly. When you drop a map into a gridded scene, the app will now try to automatically line up the map's printed grid with your scene's grid before placing it. From there, you can scale the map to fit your existing grid, swap your scene grid to match the map, or nudge things manually if the automatic alignment is a little off. Once a map is lined up the way you like it, the app can remember that setup for next time — and the map will snap to the grid as you move it around.</p>
<p><img src="https://runewireapp.com/blog/tokens-tokens-tokens-maps/align-map.webp" alt="Map alignment controls showing a grid being matched to a map" /></p>
<h2>Dice</h2>
<p>Dice rolls got a little easier to write and read: <code>d%</code> now works for percentile rolls, bare <code>r</code> and <code>ro</code> reroll ones by default, and comparisons now mean exactly what they say (<code>&gt;</code> is greater than, <code>&gt;=</code> includes the target). Penetrating dice use the clearer <code>!p</code> form, and advanced rolls can tag dice with roles like <code>@hope</code> or <code>@fear</code> so the roll log keeps track of which die was which.</p>
<p><small class="update-credit">Map in the alignment screenshot by <a href="https://dysonlogos.blog/" rel="noopener noreferrer" target="_blank">Dyson Logos</a>.</small></p>]]></content:encoded>
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    <item>
      <title>Post-Beta Update #1: Attachments and a Few Things You Asked For</title>
      <link>https://runewireapp.com/updates/post-beta-1</link>
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      <description>The first wave of beta feedback is in — and we&apos;ve been busy. Here&apos;s what shipped in our first post-beta update.</description>
      <pubDate>Sun, 10 May 2026 00:00:00 GMT</pubDate>
      <content:encoded><![CDATA[<p>Thanks to everyone who took the time to share feedback after the beta launch. You've helped us zero in on the rough edges, and this first update is a direct result of that. Here's what's new:</p>
<p><strong>File attachments in chat</strong>
You can now attach files directly to chat messages. Pick them from your library or drag and drop from your device.</p>
<p><strong>Drop images straight onto the board</strong>
Drag an image from your device and drop it directly onto the game board to place it right where you want it.</p>
<p><strong>Delete assets that are in use</strong>
Previously, assets referenced elsewhere in your game were locked from deletion. That restriction is gone — you can now remove assets from your library regardless of where they're used.</p>
<p><strong>Docs are live</strong>
We've published documentation pages.</p>
<p>More to come — we're continuing to work through your feedback and will have another update soon.</p>]]></content:encoded>
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    <item>
      <title>Runewire is now in open beta</title>
      <link>https://runewireapp.com/updates/open-beta-launch</link>
      <guid isPermaLink="false">runewire:update:en:open-beta-launch</guid>
      <description>Runewire is now in open beta — here&apos;s what&apos;s ready, how we&apos;re building in public, and how your feedback shapes what comes next.</description>
      <pubDate>Sat, 02 May 2026 00:00:00 GMT</pubDate>
      <content:encoded><![CDATA[<p>Runewire is officially in open beta.</p>
<p>There's still plenty of work ahead, but we're opening the doors with a solid foundation already in place — running games, managing scenes, dice, fog of war, and sketching are all there and ready to use.</p>
<p>This is where the virtual table stops being a private build and starts being shaped by real games. We'll keep improving stability and filling out the roadmap, but your feedback is what drives what gets prioritized next. If there's a feature, fix, or workflow that would make Runewire work better for your games, hit the feedback button <img class="update-inline-icon" src="https://runewireapp.com/blog/shared/feedback.svg" alt="feedback" /> in the app.</p>
<p>We'll post updates every week covering what changed, what we're working on, and what's coming.</p>]]></content:encoded>
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