| Where it runs | A browser tab on any desktop or mobile device. No installer. | The browser, plus Steam and native apps — their Steam page lists PC, Mac OS X, iOS and Android. |
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| Price to play | Free to play, and free to build and publish. Optional $1.99 or $4.99 a month adds private and friends-only tables, monthly chips and a faster earn rate. Nothing about creating is behind the paywall. | Free to play. Their Steam page says no subscription is required and caps the free tier at two games open at once; in the browser there is a free Bronze plan plus paid Silver and Gold plans. Those prices sit behind a login, so we are not going to state one. |
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| Price to create | Free, with no cap on how many games you publish, how large they are or what they contain. | The free designer plan allows one game with two setups and 200 MB of storage. Creating custom 3D models or object sounds requires a paid designer plan. |
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| Catalogue | Small and new. Most games today are played with friends from a shared link rather than found in a public catalogue. | Advertised as 2,500+ board games, many licensed from real publishers. (Their Steam page says 2,400+ — their own figures differ by source.) |
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| The table | A Bullet/Ammo rigid-body simulation compiled to WebAssembly, with mass, friction, bounce and damping set per object. | Their Steam page advertises "realistic physics" alongside ready setups and customisable cameras. We have not benchmarked the two against each other and are not going to pretend we have. |
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| Rules | Not enforced by the platform. A game's author can automate rules with TypeScript if they want to; most do not. | Not enforced either — their own words are that it is a sandbox with "no AI to enforce the rules". |
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| Scripting | TypeScript in an in-page Monaco editor, compiled in the browser and run sandboxed. Entirely optional — decks, boards, zones and snap points are built visually. | They advertise creating a game with no programming knowledge required. We found no first-party page describing a scripting API either way, so we claim nothing. |
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| What each player needs | A free account, for every player at the table — that is a real cost of joining, and we are working on guest seats. Nothing to download on any device. | An account to host; their site says guests do not need accounts to play. |
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| Where your game lives | A public GitHub repo you own, with the models, art, manifest and scripts in it. Anyone can read it, fork it, or keep playing it if we disappear. | On Tabletopia, inside their platform, subject to their moderation queue. |
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| Importing your own models | GLB and glTF plus FBX, OBJ, COLLADA, STL, PLY, 3DS, 3MF, OFF, LWO and DirectX .x, converted to GLB in the browser on the way in, with an inspection report and in-place optimisation. | Custom 3D models are a paid designer-plan feature. |
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| How play is networked | Peer-to-peer over WebRTC. Our server introduces players and keeps the room list; your moves never round-trip through it. | Not documented publicly, so we make no claim. |
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| Headsets | WebXR virtual reality — open the table link in a standalone headset's browser. Controllers and hand tracking both work. | Augmented reality through Tilt Five glasses, per their Steam page. |
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