This beta continues our networking overhaul as highlighted in the Tabletop Simulator 2.0 roadmap, bringing you the same TTS multiplayer but more stable, secure and reliable.
Public Beta (Steam)
As this is a substantial networking and engine update we are rolling it out as a public beta first to shake out any remaining issues before it goes live for everyone.
How to opt into the public beta on Steam:
- Open your Steam Library
- Right-click Tabletop Simulator → Properties…
- Go to the Betas tab
- Select the public_beta branch from the dropdown
- Close the window and let Steam download the update
You can switch back to the live version at any time by setting the beta dropdown back to “None”
Give feedback
Please report bugs and suggestions on our Feedback Board: https://feedback.tabletopsimulator.com/
Include your OS, GPU, and logs (see Troubleshooting & Logs below) when reporting issues. It helps a lot.
Please use the "Public Beta" tag for feedback to do with this patch.
Highlights
New Steam Networking (Full Migration)
We've retired the legacy Steam P2P system and fully migrated to the new Steam Networking APIs across all multiplayer code paths.
What this means for you:
- More reliable connections and fewer weird edge-case disconnects
- Improved NAT traversal for smoother hosting/joining
- More consistent latency behavior without changing how multiplayer fundamentally works
- Better privacy & security: Connections are routed through Steam relays (no direct IP exposure) and all traffic is now encrypted
Engine Update to Unity 6.3.10 LTS
We recently upgraded to Unity 6.0 LTS, with this update bringing Tabletop Simulator to the latest and most modern Unity version release.
This is preparation for the upcoming UX overhaul, UI Toolkit in 3D world space and all the latest features and performance improvements that Unity has to offer.
Behind-the-Scenes
Project & Infrastructure Cleanup
This update also includes a large internal cleanup pass:
- Codebase cleanup & reorganization
- Infrastructure upgrades, including our Perforce server
While you won’t see these changes directly in-game, they will speed up development and help us move through the roadmap quicker and more efficiently.
Scripting
MoonSharp Update
- MoonSharp has been updated to a newer version with many miscellaneous fixes. It addresses
json.encode\decode issues with negative numbers and other bugs. [#968]
- We've added stack traces! When Lua errors occur you should see detailed information on the functions that were in progress when the error happened.
Utility
- The
lua console command now prints results, no more endless lua log(...) when testing!
Hotseat Overhaul
Revamped the Hotseat mode so it should function the same as online players by using a new virtual network player system.
This should fix all the misc hotseat bugs and issues, giving you a more reliable way to test your mods or play locally, and now remembers last tool selected for each hotseat player.
Rolling Improvements
- Added a minimum spin amount when rolling dice and coins via Randomize
- Fixed frame-dependent spin variance when rolling dice and coins with Randomize
Fixes
- Fixed a networking issue where packets that were exactly a multiple of 1 MB could break in transit
- Fixed objects not returning to an Infinite Bag after changing states [#1176]
- Fixed an issue where clients could not start looping/triggered effects [#2948]
- [Linux] Fixed issues with uppercase file extensions for PDF/Text/Audio [#2459]
- [Linux / Wayland] File browser no longer causes a segfault in some cases [#1451]
- File browser falls back to the built-in one if the OS browser fails to load
- Fixed objects teleport and falling over and over again for clients on a table flip.
- Fixed hidden zones not being editable for people with permissions to change them. [#2941]