What shipped

Changelog

New features, improvements and fixes in ScryRPG, newest first. Each release says what changed for the table and links to the guide that covers it.

NewNew featuresImprovedImprovementsFixBug fixesBreakingBreaking changes

November 2026

Unidentified Items That Look the Part, Connections in Your Own Words, and a Familiar That Does More

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Mystery items used to come with a mask: a name and a description layered over the real thing. With this update an unidentified item is simply what it appears to be.

Unidentified items that look the part

When you mark an item unidentified, choose what it appears as. That can be any item your party’s system can see, including your own private items, or a quick custom appearance. Your players get that item’s name, art, weight, Bulk and value. Mark it if players should know it’s unidentified, or disguise it so it looks like any other item in the pack.

Everything at the table follows the appearance until the item is identified. Carrying capacity, encumbrance, shop prices and loot splits all use what the item looks like, so the real item never shows through a weight total or a sale price.

When a player tries to drink, activate, attune to or cast from an unidentified item, the attempt goes to you as an identification request. You choose whether to identify it and apply what they tried, identify it without applying anything, or turn it down. The player is told their GM will decide what happens.

As GM you see both sides: the player appearance next to the true item, with masked rows labeled wherever inventory appears. Items you masked as one stack stay together, so you can reveal them all at once.

Lore connections in your own words

Twelve new kinds of connection join the lore web: leads, mentor of, rival of, opposes, owes, worships, created, born in, died at, quest giver, relative of and loves.

When none of them says it quite right, type your own phrase, such as “Sails alongside”, and use it as the wording for that connection. The wording belongs to the connection, so only people who can see the connection see it, and it travels with the connection’s history.

Adding a connection now reads like a sentence: this page, the phrase, the other page. Flip it if it runs the wrong way, and check how it reads from both pages before saving. On phones the same steps come as a three-step sheet. The Connections tab lists each connection from the page you’re on, with options to change its wording or kind, flip it, edit its note or remove it.

Imports keep families the right way round too: an imported “child of” no longer swaps parent and child.

Your familiar does more

Your familiar can now take the same inventory, lore, encounter, session, party and trading actions as a connected AI agent. It looks things up in parallel, so answers come back sooner, and it knows today’s date when you ask about the calendar or what’s coming up.

Also in this update

When a party member’s role changes, what they can see updates right away, inventory included.

The free plan is called Free everywhere: in the app, in your familiar’s answers about usage and in the Discord bot.

The website is rebuilt. The homepage and feature pages show the real app at work, the Discord and players pages are built around what each one does, and the FAQ gives direct answers.

October 20265 releases

Character Sheets Built Around Every System, a Lore Web That Fits on Screen, and Spells You Can Create

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The character sheet is where you spend most of a session, and with this update it’s built around the game you’re playing. D&D 5e sheets got their sections in the last update. Now Pathfinder 2e, Draw Steel and Daggerheart get theirs.

Sheets for every system

Each sheet groups features into sections by where they come from, such as a class and its subclass, with a jump link to each section and a search across all of them. Pathfinder 2e feats are grouped by type, from ancestry feats to archetype feats, and Draw Steel hero abilities are grouped by action, with kit and titles in their own sections. Daggerheart sheets add an Experiences card. Add an entry inside a section and the sheet remembers where it came from. Resources sit together at the top, and rows are compact enough to scan mid-fight.

The header at the top of the sheet now lays out by the space it has, so it reads cleanly with the sidebar open or closed and on a tablet. Collapse it and you get a compact card with the portrait, level and class, HP and conditions, so you can keep your character in view while you work further down the sheet.

Spells, straight from the compendium

On D&D 5e and Pathfinder 2e sheets, Add spell opens the compendium, so the spells on your sheet are real compendium entries with their full details. When a spell isn’t there, create it from the same picker with the full spell form, art upload included. It’s saved as your own compendium entry and added to your sheet in one step. On tables with strict library rules, creating spells is left to the GM.

A lore web you can read

Some pages in a campaign know everyone. The web around them used to run off screen and tangle. Now connections are grouped by relationship and labeled from the page you’re looking at, so a child reads “Child of” its parent instead of the other way round. Pages two steps away show which connection they come through. The layout adapts from a wide screen down to a phone, and the mini-web on each page and the preview your players see use the same layout.

Family trees show only family, with children placed under their parents and one label each. Session pages stay off other pages’ webs and start filtered out of the full web, and pages that aren’t connected to anything open from a side panel.

In the Atlas, each step of the breadcrumb trail opens a menu of the maps inside it, and the trail starts with All maps. On phones the upper trail folds into one menu so it fits.

Also in this update

Your familiar keeps GM-only names secret: adding a GM-only NPC to an encounter your players can see no longer shows them its name.

The help docs are up to date. Every guide was checked against the app and rewritten where it had fallen behind, including free rein, monthly AI usage, imports, RSVP through your familiar and requesting identification.

A New Home for Your Familiar, Imports You Can Review at a Glance, and a Lore Page for Every Character

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The biggest change since the last update is your familiar. It has two places to live now. Your private page is for the questions you’d rather ask on your own: what’s in the party stash, what happened last session, how many healing potions you have left. The party room is shared. Everyone in the party can see who’s there and who’s typing, session events show up in the room as they happen, and replies appear word by word as the familiar writes them.

Free rein, with the questions that matter

Most of what you ask your familiar to do is routine: add a potion, move coins into the stash, update a character’s notes. Free rein is now on by default, so those changes just happen.

Some changes deserve a second look, and the familiar still stops for those. It asks first before it deletes or reveals anything, changes who’s in the party or what they can do, touches another player’s character or inventory, uses someone else’s monthly usage, or makes a large change. If you’d rather approve everything, turn free rein off in settings.

When a change fails partway through, the whole change rolls back. “Nothing was applied” means your campaign is exactly as you left it. Requests the familiar couldn’t finish are marked on their conversation, so you can pick them up later, and changes from earlier in a conversation are labeled so they never read as the answer to what you just asked.

Imports you can review at a glance

Imports have their own pages. Start one from your notes, a vault or a session recording, see every import you’ve run, and open any past import to see what it added and what was undone.

Review asks for your attention only where it’s needed. Records the importer is confident about are ready to go, and the ones that need a decision come to the front. Large imports get a review workspace with item cards you can read at a glance.

GM secrets stay where they belong. Sections of your notes written for the GM stay GM-only, and the last check on every import can only hide a record, never reveal one. When a player in your party runs an import, the party GM can open it, undo it, or keep it as it is.

Uploads with accented letters and special characters import cleanly, and a slow save in review waits for the server instead of telling you it failed.

About 20 times more from your familiar

AI credits are retired. In their place, every plan comes with a monthly AI usage allowance, and the free plan’s allowance covers about 20 times as much as its credits did. Paid plans are multiples of the free plan, and each plan shows its multiple, so comparing plans is simple.

Your plan page shows how much of this month’s usage you’ve used as a percentage, and you’ll get a heads-up at 50%, 75% and 90%. Usage resets every month on every plan, including annual plans.

Imports count toward the same allowance as everything else your familiar does. Big imports show an estimate before they start, so you know what an import will use before you commit to it.

A lore page for every character

Every character in a party now has its own lore page. It tells the character’s story and works like any other lore page: it has connections, visibility and history, and it shows up in the party’s lore. The character sheet has a Lore tab that edits the same story, so the sheet and the page never drift apart.

The Lore tab reads like the page it feeds. Your story shows as formatted text, and the pencil beside each part opens it right where it sits, with Save and Cancel. Add sections with whatever titles your character needs, and set any section to Private when only you and the GM should read it. Private sections sit together at the end, marked with a lock, and only you and the GM ever see them.

Players can link their own characters to factions, the Start here primer shows your party, places and people as art tiles, and a note shared with you tells you that you can read it on the page.

At the table

Spells on the character sheet are easier to scan mid-fight and show their compendium art. D&D 5e concentration and condition changes save, and characters with older stat formats save again.

Inventories are tidier: empty stacks are gone, wide screens use two columns, and the stash scrolls while you drag an item toward it. You’re no longer notified about your own inventory changes.

Hidden shops and loot stay hidden everywhere until the GM reveals them, including searches and the live party feed. Need or Greed pauses while a loot pile is hidden, and its deadline waits with it.

On Discord, /item quantity takes relative changes like +3 or -2, the HP form applies damage and healing, and joining a party ends by asking which character you’re bringing. Your familiar’s replies in a server channel name the party they’re about, and Discord-only accounts can RSVP to game sessions.

Your account

Deleting your account works from Settings. You no longer have to email us: start it in Settings and confirm with the code we email you. Changing or resetting your password signs out your other sessions. Behind the scenes, we’ve patched the server’s Ruby version and rotated our service credentials.

Players Link Their Characters in Lore

Read the release notes

A player who joins a faction in the story can now say so in the lore. From the Web view, or from the faction’s own page, they add a connection from their character, such as Member of, without asking the GM to do it for them.

Close Your Account Yourself, and Change Discord Quantities by an Amount

Read the release notes

Starting over shouldn’t need an email to support. You can now close your account from Settings, which explains what stays and what is removed before you confirm.

In Discord, the Update quantity box in /item takes a change as well as a total: type +100 to add a hundred coins or -250 to spend some, without working out the new number first. /add also finds the items you made yourself, so a homebrew currency no longer turns into a second copy.

A New Party Inventory: Every Character Beside the Party Stash

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The party inventory page answers two questions: what do I have, and who has the thing we need? It used to answer both by making you open card after card, while the stash scrolled away and expanded cards pushed others into new columns.

Now the characters sit in one column and the Party Stash stays in a panel beside them. Search across the top answers “who has it?” by opening only the places that hold a match. Picking up an item clears the way to wherever it’s going, and letting go puts the page back as it was.

September 20263 releases

Restocked Shops Keep Their Prices, and Renewals Keep Their Dates

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A shop that restocks should charge what its prices say. A restock had been storing the markdown and the markup the wrong way round, which let a player buy restocked items cheaply and sell them back to the same shop for more. Restocks now store the right prices, and stock restocked before the fix was repaired.

Renewals are fixed too: a monthly renewal from Stripe now updates your plan’s dates instead of failing, and an annual plan keeps a yearly period.

Players Join New Parties Directly, Starter Content Leaves Room, and Import Reviews Keep Your Choices

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A GM who shares an invite link usually means, “Come join us.” On a newly created party, that link now does exactly that: players join without waiting for a second approval. The same applies to an invite code, and to someone a player forwards the link to. Capacity and plan limits still apply.

Existing parties keep their join setting. If you want to approve each arrival, that choice remains; if invitations should come only from the GM, that remains too. For parties that require approval, join requests now email the owner, GMs and managers with a link to Members. Those emails respect party email preferences and unsubscribes.

When you’re the only member, an Invite your players card puts the sharing options on the party home, provided link sharing is enabled. Once a player joins, the party creator gets a prompt to reveal the unopened starter loot. Revealing it opens the loot view, ready for players to claim their share.

Room for your own shop and loot

A sample shop should help you understand how shops work without occupying the space intended for your own. The starter shop now sits outside the deployed-shop limit, and starter loot sits outside the monthly loot allowance. Existing parties get the shop change right away, so a free GM whose shop slot was occupied by the sample can deploy their own shop alongside it. Starter loot already counted this month stays counted until your loot allowance resets.

When you reach the shop limit, the prompt gives you the numbers: how many shops you have deployed and how many your plan allows. Where a free option exists, it comes first, such as deleting a shop you no longer need or archiving a character. Building encounters stays free after the monthly deployment limit.

For shops, loot, encounters, parties and characters, the paid option names the cheapest plan that covers the action, its allowance and its monthly price, and free users can proceed directly to checkout. Other limits, such as AI credits, collections, saved decks and inventory, link to Compare plans. When you reach a shop, loot, encounter or character limit inside a party you created, the prompt also shows All for One progress, including how many members have contributed their tokens toward lifting those limits for the party.

Pick up an import where you left it

Reviewing campaign notes can mean deciding which names belong together and which entries to leave out. A reload shouldn’t make you repeat those decisions. Campaign and recap reviews now save your choices as a draft, with saving, saved and error messages. Those choices survive a reload, an installed-app update or a failed save.

Recap review groups rows into matched, new, held and ambiguous. Safe matches arrive selected. Doubtful rows are held with an explanation, leaving only ambiguous rows that require an answer. Before Confirm, counts show what will be created, updated, matched, held or dropped.

Notes without a title get a proposed one. An audio upload suggests a played date from the recording’s timestamp, falling back to the upload time, and labels it as a suggestion. Transcript drafts break into paragraphs at sentence boundaries while retaining speakers and timestamps. Character names and names from recent sessions now reach transcription as hints.

Large campaign imports that previously failed can now reach review. Approved NPC possessions are kept as reference text in their GM notes. Shop stock ranges and loot chances retain their values in the preview, and Pathbuilder equipment quantities and platinum make the trip.

Campaign Confirm is safe to retry without duplicating records. If you’ve revised the source, you can replace the retained preview with a new one instead of working around an outdated draft.

Browse, bring it to the party, print it

Small artwork on detail pages now opens at full size when clicked. Collection cards and rows show a stack of art from their first three members, making their contents easier to recognize. Campaign-setting collections keep their icon.

Spells and abilities appear throughout Discover, including recommendations, spotlights and search suggestions. Community Picks draws from every marketplace type, and creator profiles have Creatures, Encounters and Spells tabs with counts. The public site also has a spells-and-abilities hub and individual pages.

Item packs deploy to party inventory or a party character. The party picker lists places where you’re GM, and collections that cannot be deployed no longer offer that button.

For cards, Safari’s first export keeps its artwork. If required art cannot be included, export stops with an error instead of handing you an incomplete file. Firefox clipping and content shifts are fixed, saved-deck conflicts explain why an update or deletion failed, and rotated calibration labels are centered on their crosshairs. Session printing keeps headings with the content they introduce.

Keep each other’s changes and secrets

Two people can open the same inventory before either finishes an edit. Individual item actions now check whether the item or its container changed in the meantime. If it did, the older edit is refused with a message to reload and reopen it. Someone else’s change stays intact while you take another look. Renaming or deleting a container gets the same check: if the container or its character changed while the dialog was open, the change is refused with the same reload message.

Party-visible recap imports also keep a firmer boundary around GM knowledge. GM-only lore names are excluded from the AI’s context even when the GM runs the import, and those imports cannot automatically update hidden lore entries.

A stalled request is now cut off so it cannot take the whole app down. During a slowdown, the app limits retries instead of adding more work to the queue. Transaction history loads faster too.

On a shared device, signing out must also close access to the previous account’s campaign. After you accept the installed app’s update prompt, it removes saved campaign responses and stops keeping them for offline viewing. That prevents those offline copies, including GM notes, from appearing for the next account. It also means recently viewed campaign data is no longer available that way without a connection.

Your Party's Sessions Have a Home

Read the release notes

When you’re catching up before the next game, a recap can send you looking for the lore it mentions or the encounter you want to revisit. Those now have a place together. Every party has a Sessions page, with upcoming and past game nights that players can see too. Curators schedule a night with a title, date and time; opening it brings together its recap, the lore it touched, events, transcripts and encounters. Plans change, so curators can reschedule or cancel a night, or merge a duplicate into the session it belongs to. Any session can be exported as a Markdown file for the table.

A session’s number follows the night you played, which isn’t always the order you get around to writing things down. We work it out each time from the played date, falling back to the scheduled date, instead of saving a number that needs correcting later. Log an earlier night and it takes its place. Cancelled sessions leave the count, and an undated session gets no number. The list, session view, timeline’s Session lane, merge picker and exported file name all use the same numbering. If your notes carry a different number, the session view keeps that reference beside the current label as “Session N in your notes”.

Your notes are also a way to fill that record. Paste them into Import and choose Recap import to log the session and its recap, with a choice for each piece of lore: match an existing entry, create one or skip it. Matching lore gets updated and matching party characters get linked. If you’re writing in a familiar conversation, pasted prose notes get a Start import card that carries them into the importer. A recording you’ve reviewed and approved on the transcript review page can become that session’s recap through the same preview and confirmation.

Putting a recap against the wrong night would make the rest of that work misleading. The importer looks for a date within three days of the session’s date, an exact title and a session number, and attaches the notes only when there’s a single strong match, such as the title and date agreeing. Otherwise it shows the candidates and their evidence, with a Create a new session option that fills in the title, date and number from your notes. Your approval applies to the preview you read. If someone creates a matching session or edits lore it touches while you’re deciding, confirmation stops with “The plan changed” and refreshes the preview for you to review again.

Session notes don’t always tell you which events belong in the chronicle, or what day they happened in the world’s calendar. Those are decisions for the curator. Recap events arrive as proposals to confirm, date or dismiss from the session view, one at a time or together. Confirmed events without dates sit in a Session lane on the lore timeline, so keeping them in the history doesn’t require inventing a calendar day. Curators can also see what each import changed and revert it, or take a mention of a shop or loot and turn it into a template.

A player’s notes can also describe a person or place the GM has kept hidden. The convergence queue flags those pairs for curators on the session view, because recognizing the same person isn’t permission to reveal what the GM knows. Merge into the GM’s entry and it becomes visible to the party, with the player’s duplicate archived and kept as a perspective on it. Merge into the player’s entry and the GM’s text becomes GM notes there. Dismiss the pair and both stand. The choice is checked against the versions you were shown. If either entry has changed since you opened the flag, the action stops and asks you to reload and look again. If an entry has been archived, the pair can only be dismissed.

Reminders are built, but we’re giving the release a cycle in production before it starts sending notices. Once they’re on, a party can enable notices when a night is scheduled, moved or cancelled, and choose a reminder three hours, one day or two days before it starts. Each member can turn session email off without other preference changes undoing that choice. There is no fixed sending time saved when a session is scheduled. Instead, a check every ten minutes reads the party’s current settings, so changing the lead time two hours before a game still changes when its reminder is due. Creating the reminder also records that it has been made, in the same step, so restarting after an interruption can’t send a second one.

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