Tabletop simulator pirate mods. Purchase, installation of a simulator


Tabletop Simulator- a fun multiplayer simulator of a large collection of classic board games!

The game has been updated from version 9.6 to 11.1 + All DLCs (Tortuga 1667 DLC). The list of changes can be viewed.

We are talking about entertainment such as checkers, backgammon, chess, as well as a wide range of card games. This is a simulator, which is positioned as a project in which you can release your aggression by simply clicking on the virtual table. At the same time, the developers declare the ability to come up with their own new entertainment and the complete absence of any pre-established service rules at the same time. In this kind of activity, it will be necessary to be guided only by the physical laws of this sandbox and the intentions of the player himself, as well as his friends.

If someone likes classic board games, then his attention is offered more than 15 options to choose from, such as chess, poker, Chinese checkers, dominoes and many others. Each time at the beginning of the game, a fan of projects of this genre is provided with a starter set of animated figures placed on the table and the opportunity to fight with your friends. Tabletop Simulator is constantly updated and expanded, so you can expect the release of new original starter kits in particular and interesting tabletop entertainment in general. If the player is a creative person, then he will be given a tempting opportunity to start creating unique games himself, porting the necessary data to the server, and so on.

You can play a simple board game with your grandmother, spend the whole night playing poker with friends, or go on adventures in your project with your neophyte followers. At the same time, you constantly need to think in order to make competent moves and, in the end, win. The game is focused more on the multiplayer mode, and up to 8 people can unite at any time. Nevertheless, if someone wants to relax alone, you can pay attention to solo solitaire.

Info: you can change nickname in the file LumaEmu.ini.

Features of the game:
* This is an online sandbox: you can play what you want right now.
* Due to the low number of rules and the unlimited number of games in the future, there will be no strict design guidelines.
* Realistic physics of objects in multiplayer: where necessary, they collide exactly the way, and with such consequences as they would in real life.
* Ability to create your own modifications and play them with friends.
* You can do everything as in real life: take, for example, almost any object from the game table and do any manipulations with it - rotate, shake, throw.
* At the same time can be combined in one session up to 8 players, while communicating via voice chat.
* The gameplay is entertaining and interesting due to the seamlessness of the project and the presence of saves.
* Extensive administration options to eliminate the consequences of the activities of inadequate players in general sessions.
* Panoramic views of the gaming table: the ability to rotate the virtual camera 360 degrees allows you to literally look at the situation from the other side.

Workshop entry - so I thought that it might be nice for me to do this in the form of a tutorial. It "s been a really great venue for me and isn" t tricky to use, so a bit of a step by step guide seems like something that might help break down barriers to entry for other designers.

Boot up TTS and find the main menu. Click "Single Player" so that you can work on your game without being disturbed. You "ll still see chat from the main room, but you can ignore it.

When you go into single player you "ll be confronted with a host of games to play. Ignore all of them and hit the" X "at the top right corner of the screen. These are just shortcuts for opening other people" s games and you "re here to make your own!

To get your game into the editor you "re going to need custom components. So hit" objects "and select" custom ". This will bring up choices for various components - since I" m making a card game, let "s take a look at custom deck:

So here we have a menu asking for a bunch of things. Going through each of them in turn:

Face: A link to the images for the front of the cards.
Back: A link to the images for the back of the cards.
Unique Backs: If this is checked then the software will treat the image at "Back" as one image and paste it onto the back of every card. Otherwise it "ll treat it as several different images and chop it up, putting a bit onto the back of each card.
Sideways: Used if the cards should be held and displayed in landscape rather than portrait
Back is Hidden: If you want a double sided card, but want it to be ambiguous what a player is holding in their hand check this box. It will ensure that the card backs are not displayed to the other players while it is in your hand - instead the last card in the face image will be displayed.

Width & Height: "Face" linked to a single image, but that image contains the images for all of the cards in the deck. These tell the software how many images are in the super image.

Confused? Let me show you my image:

So here I have one image that shows a lot of different cards for my game. If I tell the software that this image is a 7 x 10 grid (ie width 7 height 10), then it automatically cuts the cards out and displays them differently so I don "t need to do 70 separate uploads. Ignore the Escape the Nightmare card, that shouldn "t be there

Once your deck is imported into the game, you can drag and drop individual cards to set up your game however you like. This is how players will encounter it when they load the mod, so doing as much setup as possible is good - but bear in mind that any randomization will be saved, so if you shuffle a deck then everyone who loads your mod will get the cards in the same order.

Useful commands:

Move a card: Click and drag (doing this on a deck will take the top card of the deck)
Flip a card face up / down: Press "F" while holding the card
Shuffle a deck: Click and hold on a deck and wave the mouse furiously
Stack cards together: Place them on top of each other or drag and select a bunch and then click and hold the mouse while waving it furiously (This will collect all selected cards and shuffle them)
Resize the cards: Press "+" or "-" while holding to rescale the card.
Zoom: Holding "ALT" on mouse over will show a zoomed in version of the card so that you can read it more easily.
Delete a card: Hit DEL while holding the card.
Undo: The left facing arrow icon (first icon along the bar at the top of the screen)

Once you "re happy that your game is as you" d like your playtesters to find it, it "s time to upload it for the internet at large to see.

The upload button is pretty self explanatory - you give the game a title, a description and tag some types and a player count and then hit go.

The only pitfall is that you "ll need an image for the workshop thumbnail. This image needs to be square and will be displayed at 100x100 or 256x256 depending on where someone is looking at it.

Once you "ve uploaded it, quit out of TTS and have a look at steam. Hit Community and then Workshop to get to the steam workshop.

Then scroll down a bit and click on "Your Files" which doesn "t look like a hyperlink, but it is! That" ll show you your uploads and you can pick your newly uploaded game.

At the top left is a URL. That "s the URL that you want to give to anyone who is planning on playing the game - it" ll lead them to this page and they can hit the "Subscribe" button which will mean that they automatically download updates to this game from now on. Go ahead and subscribe to your own game!

The "owner controls" at the bottom right are also pretty handy. As well as putting some more detail into the games description, you can also include a link to your site about the physical game.

Also, by default your game will have one image and it "ll be a super zoomed in version of your square image - it" s nicer to show off some box art and cards from the game and the like. You can upload new images there (Note that steam will display them at something daft like 636 x 358 which can make them look weird if you "ve not prepared them at that size)

Finally, whenever you change the mod that little line that says "6 change notes" will update. If you hit the view button, you "ll see steam says something like" Modified on date X "You can edit the change notes to display what you actually did if you like.

Once you "re happy with the workshop page, boot up TTS again to make sure that it all works.

If you uploaded and subscribed correctly you should see your little square image displayed on the "workshop" row. Give it a click and see what happens.

All going to plan you should now be looking at your game, exactly as you "d like a new player to see it. If that" s what "s happened, great! Now you just need to tell people it" s there and you "ll be able to enjoy playtests with people all over the world without needing to create and post a million prototypes.

Obviously there "s more that you can do beyond this brief tutorial: You can see that I" ve changed the table and included a rulesheet as well as the steps previously taken. I couldn "t possibly highlight all of the components you might want your game to improve, but you can" t go wrong by playing around in the "objects - custom" category and trying things out.

I hope this whistle stop tour of online playtesting is useful to you. If you fancy taking a peek at SatW then the link for my workshop mod is right here. Happy gaming and see you online


What are the best Tabletop Simulator mods? We asked Dominic Tarason to dig through the Steam Workshop, turn a blind eye to potential for intellectual property to be infringed, and pick out the best the community has to offer.

If there’s one thing that RPS has been trying to teach us over the past few years, it’s that tabletop gaming is cool, possibly even sexy, and definitely done by some handsome folks (hello there,). Sadly, not all of us are blessed with a local circle of sexy and handsome friends to play with. Enter Berserk Games and their solution: [official site].

Something of a rising star of Steam Early Access, Tabletop Simulator boasts the ability to simulate (fancy that) a 3D, physical tabletop with up to 7 other players online. While it comes bundled with a handful of copyright-free board / card game staples, its real strength lies in its easy moddability, allowing you to import just about any tabletop, playmat, token, card or custom dice that you can find an image file or 3D model of and share it with others. Combined with full Steam Workshop support, it's a potentially huge boon for those with tabletop gaming friends in far away places, and (unsurprisingly) a bit of a legal minefield.

I'll come back that minefield later, but for now: here are four of the best Tabletop Simulator mods, what they do and how they play.

The huge flexibility of TTS is something of a double-edged sword. While it sometimes simplifies complex processes (such as setting the table for a game involving hundreds of little pieces), it can also render the simplest of things surprisingly difficult. A slip of the mouse can disturb whole boards and send pieces tumbling off into the void, only to messily respawn back in the center of the playfield. It's merciful, then, that the host is given full control over time itself, able to roll back and undo any physical action as required. States can also be saved, loaded and shared easily.

The application itself is being constantly updated, with new features being added every week or two. I can’t predict just what it’ll support in the future, but I can tell you how it works in the here-and-now. I sought to assemble a crack team of tabletopologists to bring you this report; I failed, so instead I got together a loose, confused and occasionally slightly drunk bunch of nerds in lab-coats. Turns out that’s all you need. Let the science begin!

Android: Netrunner

It was easy enough to find a mod offering the basic contents of the starter box-set for the game (a generous package in of itself, with 4 corporate and 3 runner decks), but something felt wrong just laying these cards out on a virtual wood surface. With a little help from RPS comment-box regular and Netrunner boffin Sir Custard Smingleigh, I decided to get a little bit jazzy.

After about two hours of tinkering, tweaking and hunting for resources, we can now play Netrunner as it was always intended: On a spiraling glass table, hovering above a virtual cyberpunk cityscape, with a full set of authentic looking counters (including some custom shiny metal credit-chips courtesy of Smingleigh) and a professional looking playmat.

As a final accent to the table, we added a virtual browser tablet (one of TTS's newer additions), linking to the official PDF rulebook for the game, just in case you want to double-check something mid match. It even fits in with the rest of the decor! I’ve not tried it yet, but the good Sir also claims to have a script that converts community-standard NetrunnerDB deck files into TTS playable decks, giving you access to every card (and every pre-assembled deck) for the game.

The Results: If anything, Netrunner plays even better in TTS than simpler card games, such as Apples to Apples or Cards Against Humanity - possibly better than on a real tabletop. Management of counters and tokens is made easier by the ability to magically copy-paste or delete them at will, and the Examine button (Alt, by default) allows you to read the contents of any card played face-up, even if it's way over on the other side of the table and upside down relative to you.

Basic manipulation of cards is intuitive enough, although you do need to use the keyboard to flip and rotate them - you can’t really use TTS one-handed. The UI can be a little finnicky when it comes to performing hidden actions. By default in TTS, each player is given a space where they can view their own cards and counters away from the prying eyes of other players, but more is needed for Netrunner. Each player can define areas of the table as hidden whenever required, making anything possible. While this could theoretically allow for some cheating, we’re running on the assumption that you’re playing with gentle-folk that would be above such scurrilous acts.

X-Wing: The Miniatures Game

Another Fantasy Flight product, and one near and dear to the hearts of aging PC gamers. X-Wing is a light tabletop wargame about space dogfighting, eschewing tape-rulers and dense rulebooks in favor of relatively simple commands and movement templates dictating how your little X-Wings and TIE Fighters move around the starry playfield.

On tabletop, it's pretty quick and accessible stuff, letting you play a basic match in under an hour. The main drawback is the staggering price of some of the miniatures, especially the larger ones, but that’s not so much an issue here.

Containing all the pieces from the starter box set, the rulebook is accessible from Fantasy Flight's official page, meaning you can just jump in and play. However, due to a broken link, we had to provide our own starfield tabletop image - TTS prompted us for one upon starting.

The Results: X-Wing is definitely playable on the virtual surface, although not ideal for a variety of reasons. The largest of which is that precision movement of miniatures, mini-rulers and movement templates is especially fiddly outside of grid-based movement, and unless you religiously remember to use the Lock feature (L by default) to nail down any piece you want kept still, it's all too easy to send TIE fighters pinging off the tabletop and into virtual shag-pile void beyond.

The other limitation of TTS is less extreme. Due to not supporting dial-display systems, you can’t declare your (hidden) movement plans as you do in the tabletop version. Thankfully, a workable alternative is a deck of tokens with the various maneuvers for each ship drawn on it, but even that gets a bit messy when you’ve got more than a few ships on the board. Despite these issues, it’s fun and relatively fast to play still, and any embarrassing miniature-handling mistakes can be undone with a click of the Undo button, a feature sorely missing from Reality v1.0.

We play X-wing miniatures sitting at the computer.

Tabletop Simulator is a simulator of any board game. At this point in time, he is mature enough to play X-wing in it.

But to figure out how to do it from scratch is not trivial. So I decided to write a manual.

For starters, I propose to watch a short video where I "show the product with my face":

Interested ??

Then here is the instruction "what to do to play".

1. Preparation

Actually, you need Steam if you don't already have it. We go to http://steamcommunity.com/, load the client with the button in the upper right.

Install, start accounting, bind a card to pay for Tabletop Simulator.

1.1 Purchase, installation of the simulator

In the Steam client, look for the Tabletop Simulator:

We go to his page, buy, install.

In general, that's all.

Unless I would launch it once after installation, before proceeding.

1.2 Subscribing to mods adding X-wing components

UPD. from February 2017 - since this article was written the links are outdated, here is the current mod

We are interested in the "Subscribe" button.

Now ignore the next three subsections.

1.2.1 X-Wing Miniatures Game - Complete Collection - Star Wars

First, let's add a mod that contains everything. Ships, tokens, cards, templates etc.

We find it by searching in the Steam workshop by name, or just follow the link

We are interested in the "Subscribe" button:

(you must be logged into your steam account in the browser)

Now, in the simulator, you can do this:

(the blue dream of any fan of both Star wars and board games :)))

Please note that this is a subscription, in the sense that the updated version of the mod will be installed automatically for you. So read the changelog and be ready to change. For example, I encountered a significant change while writing the instructions :))

Wanguyu that one day the convenience of updating will bring problems - like a mod, it may disappear, at the request of the copyright holder. Wait and see.

1.2.2 X-Wing table (with Automated Movement)

In the same way, we add the second and last mod, which is a convenient table with a set of necessary maneuvers and tokens.

The main thing is that he is specially trained to automate the movement of ships, this is very valuable.

1.2.3 Collections of components

Ships, upgrade cards, maneuver discs, all this, preferably, divided by factions.

All this, though one-time, but hemorrhoids, so you can do it easier than poking a lot with your hands.

download the archives.

We unpack these archives here:

C: \ Users \ <каталог пользователя> \ Documents \ My Games \ Tabletop Simulator \ Saves \ Chest

It should look something like this:

[end is DEPRECATED]

And, I congratulate you, we have finished all the one-time actions.

2. The game, for the first time and not only. As well as the basics of playing Tabletop Simulator

So, what actions will you perform each time (some not everyone, but regularly).

2.1 Start of the game server, to which the opponent can connect

Launch Tabletop Simulator:

We are interested in Multiplayer-> Host Server(our rival is obviously Server Browser) -> enter some server name and password (we will inform our opponent about them) -> Create Server.

(when someone connected to our server, his nickname was displayed in the upper right corner. Right-click on it and select Promote, otherwise he will not be able to participate in the game.)

A window will open with a choice "what kind of game do we want to run." We are interested in the pictogram Steam Workshop in the upper left corner:

A list of "mods" to which you are subscribed will open.

If you followed only these instructions of mine, you will have two mods. We need X-wing table, click on it:

So, we are at the gaming table. There are as many as two playing fields on it (both will be useful to us at once, except for a game of four, but each pair is independent). The picture of the fields can be changed - read the text in Notebook(pictogram in the top menu), it contains a reminder of the main points (in English):

What we see here:

  • in the center, between the fields - a set of tokens needed in the game, as well as cubes;
  • right and left - maneuver templates, distance ruler, asteroids;
  • colored rectangles above and below (gray, red, green, blue) - this is the "private area" of the player. There should be placed what should be hidden from the eyes of the opponent. In the X-wing, it is the maneuver disc;
  • the rectangle (here - with the Resistance symbol on the near side, and the Empire - on the far side) between the private zone and the field is our part of the table.
    In it we will place the cards of ships, pilots, count the removed shield tokens and received damage cards.

Brief Memo:

  • with the mouse wheel held down - move around the table. The same can be done with WASD;
  • the mouse wheel zooms in and out;
  • double-clicking the wheel quickly brings you to the section of the table where the cursor is now. Or with the Z button;
  • turn the camera while holding down the right button;
  • take objects with the left button;
  • if it is a deck of cards - by clicking and pulling, take the top card.
    Clicking, waiting a second or two and pulling - take the whole deck;
  • you can draw a frame and select several objects;
  • the object that the cursor is hovering over (or several selected objects together) can be deleted with the Del button or a context menu item;
  • mistakenly deleted objects can be restored with Ctrl + Z. Any other actions are also canceled in this way;
  • Ctrl + C and Ctrl + V work too.

Well, or, if we have nothing to get out yet, we will gather ourselves a detachment.

2.2 Saving the "build"

The concept is as follows:

  1. We put the ship on the table (several copies are put, according to the number of pilots, each with its own pilot ("cookie")).
    We transfer the ship with the required pilot and his map to our table area.
    Rename Large ships - add "LGS" to their name at the end, this is a mod requirement. The script for the automatic movement of ships handles large and small ships differently, but it is only able to distinguish large from small by these three letters at the end, we must add them manually.
  2. We call the upgrade decks, look for the necessary cards in them, transfer them to our table area.
  3. We call the disks of maneuvers for the necessary ships, we transfer them to our area of ​​the table.
  4. We count the shields for each ship, transfer them to our table area.

For all this we need to open the "Chest":

Host(in the top menu) -> Chest-> Saved Objects and see further

2.2.1 Selecting a ship

This is how the complete chain looks like:

Button Saved Objects opens collections. In the list you see the collections added in section 1.2.3.

In addition, we will expand this list at the end of this paragraph.

Notice the triangular arrow on the right side of the line (here - Imperial ships). Here Imperial ships is a folder (Folder). Hovering the mouse cursor over it, we will see this arrow, by clicking on it (exactly on it, this is important), we will open the contents of the directory. Here these are gray lines, each corresponding to one ship. For example, Decimator. Let's click on this gray line-button.

Several ships of the selected type will appear on the field:

Here we have 4 Decimators, each with a separate pilot (his name is displayed on hover), and a deck of Decimator pilot cards.

(on this table, the deck falls among tokens and dice, because of this it often gets up "on the priest", and then it is easy not to notice, be careful. Alternatively, you can collect your build on some simpler table).

we need three actions:

  1. Drag the ship with the required pilot to our table area.
  2. (if it is a large ship) Call the context menu for it, the penultimate line in the menu is the name of the ship. Add LGS at the end.
  3. Call the context menu for the deck -> Search-> Private Search

Then select the extra ships and maps -> Delete.

We repeat for each ship of our squad.

2.2.2 Selecting an upgrade

In a very similar way Host-> Chest-> Saved Objects -> Upgrade Cards(expand with an arrow) - > [deck of the selected type, eg Crew].

A deck will fall on the field, right click -> Search-> Private Search... A window appears with the cards of this deck, from it we drag the desired card.

If there are a lot of cards, we use the search.

If we need several copies of the map, drag one, and then Ctrl + C Ctrl + V.

(I made myself one deck with all, all the upgrades (due to the number of elements, it is displayed as a bag), so that I can add one of it, and then inside it, just search for what I need to look for)

One way or another, we lay out the necessary cards on our table area.

Then select the extra decks and cards -> Delete.

2.2.3 Selecting Maneuver Discs

In a very similar way Host-> Chest-> Saved Objects -> X-wing Auto Duals(expand with an arrow) - > [line with the required ship] (search is also available here, top line).

The disc of maneuvers is presented in a specific scattering, but this is how it should be. Drag it somewhere closer to the rest.

2.2.4 Shields

Shield tokens are in the center.

Move the cursor over their stack, left-click and, without releasing, right-click as many times as you need shields for one of your ships. You take that many tokens.

Put them somewhere on the table, select them, context menu -> Group.

Drag the resulting single column onto the ship map.

Repeat for each ship.

Ufff, everything.

2.2.5 Saving a build

There are now several ships, cards, and tokens in your area of ​​the table.

Select them all -> context menu -> Save to Chest.

A window will appear to save your set of objects, in our case, the build.

Provide an adequate name and click on the button Folder to choose in which directory you will save this squad.

It makes sense to create separate catalogs like "Builds of Scams", "Builds of Imps", "Builds of Rebel". If there are no such now, create (as usual Host-> Chest-> Saved Objects -> Create Folder).

Save the build in the correct folder.

2.3 Starting the game and playing

We will have one-time actions at the beginning of the game, and actions every turn. Let's start in order.

2.3.1 Start of the game

Everything is as if not at the computer:

  1. Arranged asteroids.
  2. Arranged ships.
  3. Shuffled the damage deck.
  4. We connected the maneuver disk with the ship (it's not like at the computer, but oh well).
2.3.1.1 Asteroids

Asteroids and wilds are located at the edges of the fields. Pull something out of the pile / bag. Two heaps of asteroids - from the original starter and from the new one.

And now, with the numbers 1..6 on the keyboard, change the pulled out asteroid / wilds to the asteroid of the desired configuration / size.

2.3.1.2 Ships

We take it with the mouse and set it.

Q, E or the mouse wheel will rotate the ship.

2.3.1.3 Damage Deck

Located in the right corner of the field.

Right click on it -> Shuffle.

2.4.1.4 Linking the ship to the maneuver disk

Places the ship's maneuver disk (in the form of a bunch of maneuvers) in its private area of ​​the field (the opponent will not see them, i.e. he will not see which one we have chosen).

We place the ship in the center of this group of objects. Our goal is for each maneuver to be 1 distance from the ship:

We call the context menu for the ship -> the bottom line -> we write the command sd in it -> without pressing Enter or something else, we poke the mouse somewhere to the side to close the menu.

In the chat on the left, something like "twelve maneuvers linked successfully" should be written. Check if the number in the log matches the number of maneuvers for this ship. If not, some of the maneuvers are far away, drag them closer and repeat.

We transfer the ship to the field, leave the disks in this area invisible to rivals.

2.3.2 Game progress

The most interesting thing is the maneuvers:

  1. Hover the cursor over the desired maneuver, turn it over with the button F.
  2. Place it upside down on the field near the ship.
  3. PROFIT !!! 111

But seriously, there will be buttons on the disc Delete and Flip... The first is needed if you change your mind and want to replace the maneuver, the second is for the implementation of the maneuver.

Click it, the button will appear Move, press it and the ship will perform the maneuver itself:

The button on the disc changes to Delete, by pressing we will return the disk to its place, to our private zone.

(After moving the ship is locked. To unlock the context menu -> Toggle-> uncheck the box Lock)

for a barrel, use the commands (in the bottom line of the context menu):

xe = Barrel Roll left
xr = Barrel Roll right
xef = Barrel Roll left forward
xrf = Barrel Roll right forward
xeb = Barrel Roll left back
xrb = Barrel Roll right back

cs = decloak straight
ce = decloak left
cr = decloak right
cef / ceb = decloak left front / back
crf / crb = decloak right front / back

We select the ship that shoots.

Distance and arch can be measured "classically" by taking the distance ruler. But this is often inconvenient.

So we call the context menu for the ship, enter the letter r in the bottom line -> close the menu by clicking somewhere outside of it. The tool for determining the distance and sector of fire will appear:

As you can see, now the Tie-fighter is in the shooting sector of Gost, and at the third distance from him.

Delete this thing with the button Remove at its base, right under the ship.

To shoot everything is simple:

  1. Take the red cubes from the slide in the center of the table. We take the first with the left button, while holding it with the right button, we get the required number of cubes.
  2. We transfer them to the field.
  3. Select, press the button r, one or more times - so we will throw them.
    In fact, it can be simpler - while we hold them down with the mouse button, just shake them with the movement of the mouse, and then release them. (in the same way, you can shuffle a deck of cards - holding and shaking it, in the x-wing it will come in handy for the deck of damage at the beginning of the round)
  4. If you need to re-roll them (Predator there or capture the target) - re-roll by highlighting and pressing r(or again, just "shake" the mouse).
    If you need to change the value by changing the eye to a hit by throwing off the focus token, or there is a hit on the eye sensor with a jammer - move the cursor over the cube and press numbers 1..8 on the keyboard, each number corresponds to some edge.

Well, in the same way, the opponent operates with green cubes.

Then we manually count the hits, remove the shield tokens, take the cards from the damage deck and place them on the cards of the corresponding ships.

It seems that everything is basic.

Tabletop Simulator is the only simulator where you can let your aggression out by flipping the table! There are no rules to follow: just you, a physics sandbox, and your friends. Make your own games and play how YOU want! Unlimited gaming possibilities!

Create your own original games, import custom assets, automate games with scripting, set up complete RPG dungeons, manipulate the physics, create hinges & joints, and of course flip the table when you are losing the game. All with an easy to use system integrated with Steam Workshop. You can do anything you want in Tabletop Simulator. The possibilities are endless!

Endless games

Tabletop Simulator has it all. The base game includes 15 classics like Chess, Poker, Jigsaw Puzzles, Dominoes, and Mahjong. Additionally, there are thousands of community created content on the Workshop. If you're the tabletop gaming type, we include an RPG Kit which has tilesets & furniture, as well as animated figurines that you can set up and battle with your friends, with even more options in the Chest. There’s even an option for Game Masters so they can control the table!

Create Games

If you're into creativity and prototyping, you can easily create your own games by importing images onto custom boards & tables, create custom decks, import 3D models, create scripts, and much more. You can choose to upload your creations on the Steam Workshop or share them privately with your friends.

Fun for all ages

Everyone can play Tabletop Simulator! Play a classic board game with grandma, have poker night with the guys, or start your epic RPG adventure with your crew. Play almost any tabletop game you can think of! Being a multiplayer-focused game, up to 10 players can play at any given time.

DLCs

Our downloadable content (DLCs) are different from other games, as we partner with developers and publishers to bring their games into Tabletop Simulator. Each DLC is custom created with high quality assets and special themes that match their games. And best of all, only the host needs to own the DLC for everyone at the table to play.

Key Features

  • Online sandbox with unlimited games to play how you want.
  • Multiplayer physics with objects that collide and interact just how you would expect.
  • Create your own mods easily with full Steam Workshop support and 3D model importing.
  • Take games to the next level with Lua scripting support.
  • Play just like you do in real life; pick up, rotate, shake, and throw any object.
  • Up to 10 people can play together on the same table.
  • Team system with voice and text chat.
  • Save & load individual objects and complete games.
  • Hotseat allows you to play locally on the same computer with your friends.
  • Browse the internet, listen to music, and watch videos in multiplayer, in-game on a tablet.
  • Perfect for RPGs - build your very own roleplaying dungeons with our modular tileset, RPG Kit, Multiple States and Tablet (useful for character sheets).
  • Great admin tools to enable or disable player permissions and to eliminate griefing in public games.
  • 360 ° panoramic backgrounds that change the lighting and atmosphere.
  • Included games: Backgammon, Cards, Chess, Checkers, Chinese Checkers, Custom Board, Dice, Dominoes, Go, Jigsaw Puzzles, Mahjong, Pachisi, Piecepack, Poker, Reversi, RPG Kit, Sandbox, Solitaire, and Tablet.

About Us

Berserk Games is an indie developer studio composed of a team of two experienced modders that wanted to make new and exciting experiences. We are gamers first just like you, that had a dream to make something their own. You might know us from our mod work on Chivalry: Medieval Warfare,