r/talespire

Basic UI Challenges with TaleSpire..?

  • Overall impression

Very impressed — I'm hoping to use this for my kids' and friends' D&D instead of tabletop miniatures, and I'd happily pay more if it were super easy and super fast to use (minis cost a bomb - like hundreds!). The problem is the basic UI and controls feel pretty janky for a first-time user, even though many deeper features are excellent.

What's working brilliantly

Movement, teleporting, rulers, atmosphere, terrain, items, and monster search are all beautifully done and genuinely intuitive.

Core UI / control issues

  • No intuitive control menus. There's no clear, discoverable menu showing what the controls actually are — you're left hunting for them.
  • Selecting and deleting is very un-Mac-like. Escape to delete, instead of Delete or Backspace? That's unexpected (and took me ages to find!) — why not just delete like every other app?
  • 3D select mode is unclear. For larger areas I need it, but it's not obvious how to enter or exit the mode (then hit Escape?). I genuinely can't find the select cube area either.
  • Toggle cutbox is inconsistent. Sometimes it works, other times it seems to select some very odd shape that's no longer the box — not sure what's happening there.
  • F1–F10 shortcuts don't suit Mac. Most Mac keyboards don't really have or use function keys, so why not map to other intuitive keys? Very few seem mapped anyway, so there's plenty of room.
  • Right-click to have one monster attack another is unreliable. Could "A" for Attack be an alternative?

Solo-DM use case feels like an afterthought

I just want to drag around a bunch of characters and monsters myself as DM (and I guarantee the other kids would all try to use it if they could do the same!) — no remote players joining. Simple things aren't clear for this workflow. If features like Vision Limits only work when remote players are connected, that's a massive miss — solo DM is exactly when I'm prepping and learning the tool, and exactly when I need to see what players would see. Solo DMs and small in-person groups around one screen are probably a huge chunk of your potential audience.

Fog of war / line of sight / lighting

I'm told creature-to-creature LoS is already automatic, and that Hide Volumes plus the newer Vision Limits toggle are the current tools — but I literally can't find either of them in the UI! If those are the headline features for hiding the world from players, they need to be front and centre, not buried behind GM-mode toggles and tiny unlabelled icons. Discoverability here is zero for a new user. And if Vision Limits genuinely requires connected remote players to do anything, then it's invisible to me as a solo DM — which is back to the previous point: solo DM has been treated as an edge case when it should be the default onboarding scenario.

Beyond that, there's a bigger gap: there's no dynamic, per-creature vision based on light. Foundry (despite being massively more complex overall) gives you per-token sight radii, torches/lanterns as light sources that move with the mini, ambient map lighting, and time-of-day toggles, plus fog that reveals as tokens explore.

For most of us running kids' games, the dream feature is something like:

  • A board-level lighting preset: outdoor daylight / evening / night / indoor (dim) / dungeon (dark)
  • Each creature sees N squares by default, extended if they're carrying or near a light source (torch, lantern, spell)
  • Fog auto-reveals as the party moves; explored-but-not-currently-visible areas stay dimly visible (classic FoW)

At its simplest, the rule could be: each character sees N spaces, unless they or someone nearby has a light source. Hide Volumes and Vision Limits could remain as the advanced/manual tools for GMs who want fine control, but the default experience should be one-click. This feels like it should be a P1 feature.

Suggestions

  • Ship a ready-to-go sample Campaign with example Boards — it would massively help new users see how everything is meant to fit together.
  • Make ease of entry as simple as possible.
  • Make keys as intuitive as possible, with easy Mac key-bindings.
  • Make core GM tools (Hide Volumes, Vision Limits, fog/lighting, 3D/cube select) discoverable — clearly labelled, in an obvious menu, not hidden behind unmarked icons.
  • Treat solo-DM as a first-class mode, not an afterthought — every player-facing feature (Vision Limits especially) should have a "preview as player" equivalent that works without anyone else connected.
reddit.com
u/Technical-Storm4917 — 2 days ago

TitanCraft and Velrock are bringing 200+ new minis into TaleSpire

Our friends over at TitanCraft just launched a massive new Kickstarter campaign featuring more than 200 handcrafted VTT minis by Velrock, fully compatible with TaleSpire through official integration.

The collection includes fantasy and sci-fi factions ranging from undead, cultists, guards, and adventurers to troopers, dragonfolk, militia, and more, all optimized specifically for virtual tabletops.

Setup in TaleSpire is quick:

• Link your TitanCraft account in TaleSpire

• Activate your reward code in TitanCraft

• Minis appear directly in TaleSpire under the TitanCraft tab

And once the GM has them set up, players automatically see the minis in-game with no TitanCraft account required.

If you’re looking for new characters, enemies, and factions to bring into your campaigns, take a look at the Kickstarter here:

https://www.kickstarter.com/projects/titancraft/vtt-minis-by-velrock?ref=k31y90

https://preview.redd.it/8a0fmaqsd52h1.png?width=1920&format=png&auto=webp&s=11a4f0a1e94b98aa5533a4c63ef16c50ddfe37e1

https://i.redd.it/7q1c38btd52h1.gif

https://i.redd.it/hp0tgvktd52h1.gif

https://i.redd.it/ur3fwiwtd52h1.gif

reddit.com
u/PanoramicPanda — 3 days ago

HeroForge minis won't show up. Help?

I have the full version of the game. I've successfully connected my hero forge account to talespire with the access key, and I have made & purchased a model from hero forge. Do I need to directly upload the model to talespire? It's not showing up in the menu at the bottom for me or the other player who has done the same thing as me.

reddit.com
u/TheBreadsticc — 6 days ago
▲ 51 r/talespire+1 crossposts

Made a TaleSpire torch timer for Shadowdark. v0.6.0 got released

If you play Shadowdark on TaleSpire, I built a symbiote specifically for tracking torch and light spell durations. We all know that the tension of a ticking light source is a core part of Shadowdark.

Darklight opens as a symbiote (think plugin) inside TaleSpire. Choose Light Torch or Cast Light Spell — both run a 60-minute countdown with animated visuals (CSS flame or glowing staff orb) that degrade as time runs out, ending in darkness.

Controls: play/pause, stop (with confirmation so you don't fat-finger it), and ±1/±5 minute adjustments for when the GM handwaves a few minutes.

v0.6.0 just shipped:

- 💾 Resume — saves timer state on every tick so you can close and reopen TaleSpire without losing your countdown.

- Fixed the ±5 min buttons (they were only adjusting by 1 min — oops).

- Fixed cancel-stop restoring the wrong state.

Install: TaleSpire → Community Mods → Symbiotes → search Darklight

Or grab the zip: https://mod.io/g/talespire/m/darklight-a-torghlight-timer-for-shadowdark

The tool can be used as-is in your browser, since it's just an html file with js and css.

Would love your feedback.

u/jfabre — 6 days ago

TaleSpire Build Challenge Timelapse: The Gate

I just love that we finally can create desert temples! This build took about 30m minutes. The original slab and challenge details can be found in the #show-and-tale channel in the TaleSpire Discord. Come join in!

youtu.be
u/Complex_Motor3441 — 6 days ago

Weird things about player vision

Hi everyone! I would like to understand how the player vision works:
-Image 1: my character can sees the man in the distance but not the tank
-Image 2: my character sees the man AND the tank meaning a mini is not shown if it's more than 32 tiles away: is there a way to change that?
-Image 3: my character sees the man behind the glass
-Image 4: my character can't see the man behind the wall (meaning the player needs to touche the glass to see through: why?!)
-Image 5: my character can't see the man behind 2 walls
-Image 6: my character can see the man behind 1 wall (WTF?)

u/owl_minis — 8 days ago

Baldur's Gate in Talespire

https://preview.redd.it/asx11083i50h1.png?width=1345&format=png&auto=webp&s=a02ffa6fdfb4df8642cd7fccddd8a1d3b86f3060

Heya

For the past two years, I’ve been working bit by bit to rebuild Baldur’s Gate in TaleSpire in its entirety: Outer City, Lower City, Upper City, Undercity, and a complete network of sewers and caves linking everything together, all in one map. This work has been heavily inspired by previous versions of the city—Baldur’s Gate 1 (the best one), Baldur’s Gate: Dark Alliance 1 and 2, and Baldur’s Gate 3. Today I just posted the first draft on Tales tavern.

I’ve taken some liberties with the map, so D&D and Baldur’s Gate veterans will notice a few differences—for example, Balduran’s Tower is located on the eastern side of the city rather than the western side. Some parts of the city are entirely my own creations: the arena, the theater, and the tribunal. In my experience, these kinds of locations are always fun for both players and the dungeon master. I’ve added many markers to indicate what each area is.

About minis on the map : Currently, there are no minis on the map because TaleSpire only supports a limit of 600 miniatures, which isn’t enough to populate the entire city. If you want lots of minis throughout the map, I recommend duplicating the map multiple times in your map list. The city is divided into zones separated by fortified walls, so you can populate one or two zones per version of the map. I’ve done this for my own campaign, but I didn’t upload those versions since it would have required posting six separate maps on Tales Tavern. Hopefully, the mini limit will increase in the future.

About performance : The map works on my “old” 2080. Should be fine on most gaming PCs. I tried to use the least amount of assets for maximum results.

Final piece of advice : Running a map like this requires a DM with strong improvisation and organizational skills. You’ll need to adapt to players moving freely across the city—you simply can’t prepare 200 character sheets in advance. I wouldn’t recommend using it for your first time as a dungeon master—it could be overwhelming and frustrating. Try a smaller map before.

It’s only a first draft, lots of improvements are needed but here you go, at least you can play with it.

https://talestavern.com/slab/baldurs-gate/

Have fun.

reddit.com
u/Crafty_Army_2996 — 13 days ago