Patch 2.4 | Story Beats
A campaign map on a table with four glowing waypoints linked as a quest spine

This patch is about the campaign you wrote actually staying the campaign you play. You can set the beats. The Game Master follows them. And we fixed non-English play, which was reading like a bad translation.

Story beats

Hook, rising action, midpoint, finale

Every campaign now has a quest spine. Campaign Info shows the live checklist: the beat you are on, what is already done, and what is still locked.

  • A beat completes when that outcome is true in the story, not when you repeat the written line
  • If the door opens, the scene can move. Staying on the beat does not mean staying in the same room
  • After combat, the next turn names who fought and who is still standing, including companions and the other side

Campaign create

Optional beats on the create page

Create now matches our other create flows. You set the world and the story first. Story beats sit under that and are optional.

  • Add a title, a goal, and what "done" looks like for each beat
  • Leave them blank and we write the spine from your plot, hook, and Primary Objective
  • Older campaigns without beats get that same backfill when you open or play them
  • If you own the campaign, open it and edit the beats. You can also regenerate them from the story

In the game

Table talk that stays on your plot

The Game Master is pinned to the campaign you authored. It can change how a beat is shown (a talk, a fight, a side path), but it should not invent a second main quest or freeze you in one room after the way forward is open.

  • Short spoken paragraphs you can follow on first read
  • Four choices for the current beat, including a free action
  • Story text size follows the screen. Change it and we store it on this device. Tap the size label to go back to Auto

Language fix

Non-English play was a bad translation

If you played in German or another language, the story, choices, and Campaign Info often sounded like English with the words swapped. Objective, beats, and summary also stayed in English. That is fixed.

  • Narration and choices are written the way a native speaker would tell the story, not line by line from English
  • Campaign Info now shows the translated plot, objective, and beats for that playthrough
  • Names, places, and invented terms stay as you wrote them
  • This is for every gameplay language, not only German. Start a new game in that language to hear it. An already-open scene keeps its old wording

Try it

  1. Create a campaign, add beats if you want, or leave them blank
  2. Open a campaign you own to edit or regenerate the beats
  3. Start a game and pick the language you want at the table
  4. Open Campaign Info to see the current beat and the win condition

Welcome to Patch 2.4. The story you wrote is the story you play.