Product updates

Patch notes

What is new in The Dungeon Trainer, newest first. Features, improvements, and fixes as they ship.

August 3, 2026

Updated Terms of Service and Privacy Policy

A plain-language cancellation and refund position, and a fuller account of the services we rely on.

  • ImprovedOur Terms of Service now describe plans and payments as they actually work, and add a cancellation and refund section that states plainly that cancelling and refunding are two separate actions: cancelling stops future renewals and is self-serve in Account settings, while a refund returns money already charged and is requested by email.
  • ImprovedOur Privacy Policy now names more of the services we rely on, including our hosting provider, error monitoring, the email provider, and the bot-protection check on our sign-in forms, and it describes the speech and safety-classification uses of our AI providers rather than only text and images.
  • NewYou will be asked to accept the updated documents the next time you sign in, and we record which version you accepted and when.
July 22, 2026

An explorable map, color themes, a profile revamp, and art you can style and share

An overworld map fills in as you explore, seven color themes and new appearance controls arrive, profiles gain a full editor, and generated art gets selectable styles and a shareable public gallery, plus a Try again button for the Dungeon Master and a round of mobile fixes.

  • NewYour campaign now has a map. As you explore, an overworld map fills in beside the story: fog lifts to reveal each new region as you reach it, the route you have travelled is traced between them, and a distant landmark can appear as a fog marker when you sight it from a vantage. The Dungeon Master moves the party from place to place along real connections on the map. This is a map of the world for exploration, not a tactical battle grid, so fights still play out in the narration.
  • NewThe Dungeon Trainer now has color themes. A theme menu in the top bar switches the whole app between seven looks: the default candlelit Ember, plus Wildwood, Arcane, Frost, Amethyst, a dark Bloodmoon, and a light Parchment for easier reading. The dark themes tint the entire interface to match, not just the accent color, and the theme you pick follows you across your devices.
  • NewNew appearance controls let you tune the interface in Settings. Pick a Comfortable or a tighter Compact layout, set the text size to small, default, or large, and ease off animations with a Reduce motion switch. Cards now carry a little more depth, and color changes fade rather than snap, unless you have turned motion down.
  • NewProfiles have a real editor. Give yourself a display name, pronouns, a tagline, links, and a short note on how you like to play at the table, decide what stays private field by field, and feature one thing you are proud of. Your account settings are now sorted into Preferences, Billing and Plan, and Security tabs.
  • NewYou can now choose the art style for generated images. When you illustrate a character, an NPC, a scene, or a creation in the Tools, pick a style such as painterly fantasy, cinematic, comic book, anime, dark fantasy, eldritch horror, or a classic oil painting, or describe your own, and set a default style for your account. Realistic and hyper-realistic now aim for a photograph rather than a painting, and subjects are framed more naturally.
  • NewOn a plan that includes images, you can illustrate the current scene right from the play screen. An "Illustrate this scene" button sits in the Dungeon Master's latest reply, and the newest scene image now appears at the top of the beat for everyone at the table, not only in the gallery.
  • NewYou can share your art in a public scroll. Curate the images from a campaign into a gallery with its own link that anyone can open without an account. It is off until you turn it on, and you choose exactly which images appear.
  • NewThere is now a "Try again" button on the Dungeon Master's latest reply in solo play. If a reply does not land the way you expected, one click has the DM redo it without you retyping your action, and the app nudges you toward it if a reply does not come through. The first try each turn is free. Thanks to Inkypig for the suggestion.
  • NewThe scene's time of day now shows beside the Dungeon Master's name, from Dawn and Midday through Dusk and Night, each with its own icon, so you can tell at a glance when a scene is set once the story has established it.
  • ImprovedThe Dungeon Master keeps the time of day steadier. Time of day is tracked as real game state that changes only on a deliberate turn, so a scene set at dusk is far less likely to drift to morning a few beats later with no time having passed in the story.
  • ImprovedThe creation Tools got more capable. Set a background or setting for a creation's art, click any generated image to view it larger and download it, and redraw it in your current style with a Regenerate button. Each generator also offers a few example ideas to start from, the concept field is now optional, and a longer creation no longer fails partway with a truncated response.
  • ImprovedGenerated writing reads more cleanly. Em dashes and stray emphasis marks are smoothed out of the Dungeon Master's narration and of the Scry and Coach tools.
  • ImprovedA refreshed front door. Visiting the site now opens on a redesigned home page, with a look at the different art styles and a gallery of the app in action, instead of dropping you straight onto a sign-in screen.
  • FixedThe Dungeon Master no longer answers with a bare "The moment settles." when you move somewhere, look for a character, or ask for a few things at once. Those actions now get a real response. Thanks to Inkypig for the report.
  • FixedA set of layout fixes on phones. The home page no longer scrolls sideways on narrow screens, the pricing table and the friends list fit within the width, and the Update button stays inside its card in the profile editor.
  • FixedRebuilding the ready-made starter adventures no longer fails with a "did not return valid JSON" error when a generated adventure runs long.
July 14, 2026

Play with a human DM, group chat, and campaigns that reach an ending

A friend can now run the game as your Dungeon Master, group chat and a full Messages page arrive, campaigns gain real endings and experience-based leveling, and a public blog lands alongside account security and billing improvements.

  • NewYou can now play a full campaign with a friend running the game as the Dungeon Master instead of the AI. Players get their own action box to take turns, and whoever runs the game gets a console to narrate scenes, roll dice, adjust hit points and conditions, award experience, rest the party, level characters up, and hand the spotlight to a specific player.
  • NewA human-run table is fully human by default, but the host can turn on a setting that lets the AI speak for non-player characters and turn it back off at any time. Combat is fully supported too, with a shared initiative order, one-button resolution of an enemy's turn, and fights that recover on their own if a companion's turn is interrupted.
  • NewThe host of a human-run table can add an AI-controlled party member in one step by describing a concept and an optional personality. The companion can be invoked during scenes and on its turn in combat, and can be retired whenever you like.
  • NewThere is now a full Messages page with a searchable conversation list, presence and unread indicators, scrollable history, and a details panel that links to the profile and offers a block option. It works as a single-pane view on phones and lets you link straight to a specific conversation, and a new messages menu in the top bar shows an unread count and a preview of your recent conversations.
  • NewYou can now start group chats and talk to several friends at once. Groups appear alongside your one-to-one conversations in both the chat dock and the Messages page, label who sent each message, and let you add or remove people, rename the group, and leave.
  • NewCampaigns can now reach a real conclusion. When the story hits a genuine finale, whether a hard-won victory or a final defeat, it closes with an epilogue and an ending screen, and the campaign becomes read-only so the finished story stays as it was. A total party wipe now ends the campaign in defeat instead of leaving the game with nowhere to go.
  • NewThe host can now deliberately bring a campaign to a close, choosing whether it ends in success or failure and writing a few closing lines to send the party off. Finishing a campaign successfully earns a trophy that appears in a new Completed campaigns section on your profile, and it stays there even if the campaign is later removed.
  • NewCampaigns can now advance by experience points instead of story milestones, chosen with a new Leveling setting. With experience turned on, defeating foes earns the party experience scaled to how tough they were, and standout non-combat moments like resolving a quest or winning a hard negotiation can earn experience too.
  • NewThe Dungeon Trainer now has a public blog. A new Blog tab opens a library of published posts, each with its own reading page, an estimated reading time, and tags you can browse by topic, and you can follow along by RSS.
  • NewA "Found something?" button now sits in the corner of every page while you are signed in. Open it to report a bug, flag an AI inconsistency, share a suggestion, or send other feedback, with your email already filled in. It steps out of the way while your friends panel is open.
  • NewTurning on two-factor authentication now gives you a set of one-time recovery codes to save. If you lose your authenticator app you can enter a code at sign-in to get back into your account and turn two-factor off, and your account settings show how many codes are left and let you generate a fresh set anytime.
  • NewEmail copies of your in-app notifications are now on by default, with switches to pick exactly which kinds email you, including campaign invites, join requests, your turn at a multiplayer table, friend activity, shared items, reactions, and subscription reminders. A run of direct messages from a friend now arrives as a single summary email once the conversation goes quiet, and it never includes the message text. Every notification email includes a one-click link to unsubscribe from all of them.
  • NewWhen your account password or username is changed, we now send a notice to your account email so you can spot any change you did not make. These security notices are always sent, even if you have turned off other email notifications.
  • NewCanceling a paid plan now asks you to confirm first and tells you the date your access ends. If you reconsider, a new Resume button lets you undo a scheduled cancellation and keep your plan renewing, and the pricing page now links directly to subscription management in Account settings.
  • NewWhen you build a custom campaign in the Forge, you can now choose whether it runs short, medium, or long, and the story is scoped to match, from a tight one to two session arc up to a longer three to five session adventure.
  • NewApproved writers can compose blog posts in a simple editor with a cover image and tags, save drafts, and submit a post for review. Admins can grant or revoke writing access, work a review queue to approve or deny submissions, and automatically publish articles from an external content feed on a schedule.
  • ImprovedThe AI Dungeon Master now respects the fiction more consistently. Narrated injuries such as a blow, a fall, a collapsing ceiling, a trap, or drowning now register on your health, with any reducing saving throw rolled first. Established countdowns, deadlines, and dwindling resources hold steady across a long session, and lasting details like names, places, factions, promises, and revealed secrets are recorded to your campaign's reference panel as they come up.
  • ImprovedRolls are called for more sensibly. You describe what your character tries to do and the game decides whether a roll is needed, rather than asking to roll a skill by name, and a single roll settles an attempt instead of letting you grind at the same obstacle. Trying to persuade, intimidate, deceive, or pressure someone into an uncertain, meaningful decision is now decided by a check you roll.
  • ImprovedThe party panel now shows each spellcaster's remaining spell slots by level and what they are concentrating on, and in experience-based campaigns it adds a progress bar showing how close each character is to the next level. Response length settings target clearer paragraph ranges, and new campaigns introduce characters with a wider range of names.
  • ImprovedThe chat dock can now be resized by dragging its left edge or with the arrow keys, and it remembers the width you chose. The message box grows to fit longer messages, sends with Enter and adds a new line with Shift+Enter, and saves an unsent draft per conversation so it is still there if you close the chat, switch conversations, or reload.
  • ImprovedThe ready-made starter adventures come out with more variety, offering seven distinct stories with their own titles, premises, characters, and tone. Administrators can rebuild the set from the admin area, with each new set drafted and previewed before it goes live, the previous set archived rather than deleted, and a refresh that no longer fails when a generated adventure runs long.
  • ImprovedPages now fit phone screens properly. Large headings scale down to fit the width, long words wrap instead of running off the edge, and pages no longer scroll sideways on narrow screens. The landing page also loads faster after the brand artwork was slimmed down and each theme downloads only its own logo.
  • FixedIf the Dungeon Master ever comes back with nothing, the turn is now rolled back cleanly so you can try again without losing your action or your turn allowance, instead of an empty reply landing in the transcript.
  • FixedA failed subscription renewal payment no longer drops you to Free right away; your paid features stay active while the payment is retried. Starting a new subscription while one is already active is blocked so you cannot be billed twice, and a purchase now applies reliably even when the payment confirmation arrives late.
  • FixedWhen a generation fails partway through, the daily allowance or credits it used are now returned to you, so an error on our side does not spend your quota.
  • FixedFixed several chat layout problems on phones. The messages and notifications menus in the header stay fully on screen instead of sliding off the edge, a long chat scrolls within its own panel so the messages no longer cover the reply box and the links beneath it, and the feedback button no longer sits on top of the chat while the dock is open.
July 3, 2026

Manual rolls, a more human DM, and fairer dice

A big week for how the game feels at the table, plus friends, chat, and a custom campaign creator.

  • NewManual rolls: when your character faces an uncertain check or saving throw, the DM calls for it and you roll, then the DM narrates the outcome. Attacks, damage, and monster rolls still resolve automatically so combat keeps moving. There is a per-campaign toggle if you prefer fast auto-rolls.
  • NewNew campaigns open with a scene: AI-DM campaigns now start with a generated opening and a clear first objective instead of a blank page.
  • NewCustom campaign creator: a build-your-own-campaign wizard for spinning up a bespoke adventure to your specs.
  • NewRead-aloud audio: have the DM's narration voiced back to you.
  • NewFriends and live chat: a persistent friends dock with presence, direct messages, friend requests, and block/unblock.
  • NewCampaign deletion with an optional party vote, so shared tables agree before a campaign is removed.
  • ImprovedThe AI DM sounds more like a real DM: it stays in character and in the fiction instead of slipping into an assistant's tone or commenting on your story from the outside.
  • ImprovedThe DM now names the check it is calling for, so you always know why a roll is happening.
  • ImprovedProvably fair dice: every roll draws from a cryptographic random source, so outcomes are genuinely unpredictable, with no seeds or patterns.
  • ImprovedFairer character generation: generating a character is charged once, your first stat rerolls are free, and every generation shows its credit cost up front.
  • ImprovedReworked play screen: a two-column layout with a side rail, plus a collapsible whole-campaign recap you can pull up beside the action.
  • ImprovedMobile polish: the header fits and wraps properly on phones, and scrolling is smoother.
  • ImprovedA clearer change-password flow in your account settings.
  • FixedFewer "Failed to fetch" errors on longer AI responses, and more accurate daily limits and cost tracking.
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