Documentation Expanding
Econo-Forge is a campaign economy tool for tabletop GMs running
systems-heavy tables—especially Pathfinder and D&D 5E. It replaces spreadsheet
shop tracking with a database-backed world: shops, stock, and prices that move when
supply runs thin or the party clears a shelf.
This documentation explains how to get access, what GMs and players can do today, and
how items, inventory, market volatility, compendiums, population, species, character creation, encounter prep, and simulation ticks
fit together. Sections are updated as features ship; see the
changelog for release notes.
What you will find here
- Getting Started — access request, registration, and first login paths
- GM Management Hub — campaigns, world generation, population, compendiums, maps, encounters, simulation, and players
- Player Use — joining a campaign, creating D&D 5e characters, using dashboard tabs, viewing class spell options, shared maps, shops, and inventory
- Item & Inventory Concepts — pricing, stock, folders, templates, compendiums, and game-day ticks
- Roadmap — what we are improving next for GMs and players
- Changelog — release notes for Alpha and earlier demo milestones
- Terms & Privacy — general site rules and privacy notes
- FAQ — limitations, map visibility, rulesets, and infrastructure expectations
Use the sidebar to jump between sections, or search above to jump to the best match.
Getting Started
Econo-Forge is in early access. Submit the access form to receive a registration key and
continue straight to account creation.
1. Get your registration key
From the landing page, choose Register For Access and submit the form at
Register For Access. Tell us whether you are a
GM, player, or both, and which ruleset you run. Your registration key is issued immediately
and you are redirected straight to account creation—no waiting for approval email.
2. Register with your registration key
After you submit the form, you are redirected to registration with your key pre-filled.
Finish account setup, then log in.
3. Log in
Use Login. After authentication, the app routes you
to the right home screen—GM dashboard or player view—based on your role and campaign membership.
4. GM path: campaign and world
- Create or select a campaign from your campaigns list.
- Optional: run the world generation wizard to seed regions, cities, shops, starter inventory, and species population assumptions.
- You can also skip generation and build regions, cities, shops, species entries, monsters, and map details manually over time.
- Land on the Game Master Dashboard to manage the economy, map, encounters, player access, and simulation between sessions.
5. Player path: join a campaign
Ask your GM for a campaign join code. The GM reveals it from dashboard join
tools. Redeem the code on the player side to attach your character to that campaign. In D&D 5e
campaigns, new players can use the character creation wizard before browsing shared maps, cities,
shops, and visible encounters from the player home screen.
Without an active campaign, you can still use a solo character vault to manage
a character sheet; full world browsing requires joining a campaign.
GM Management Hub
The GM dashboard is your control center for one active campaign at a time. Everything below
assumes you have selected that campaign in session.
Dashboard and simulation
From the Game Master Dashboard you can advance the economy by game-day ticks—not
in real time during play, but between sessions when you choose to run a period (day, week, month,
or year) or pause the world.
- Supply On — each tick applies simulated daily sales and periodic shop restocks, then recalculates prices from updated stock.
- Supply Off — ticks update prices only; no simulated sales or restock on that path.
- Volatility — campaign market volatility runs from 0 to 10 and scales price/demand randomness on future simulation ticks.
The Market Overview panel includes the same day/week/month/year/pause controls as the Simulation
panel. Quick-nav form actions such as Volatility, Supply, and Debt return to the Market Overview
tab instead of dropping you back on the map.
Long simulation periods run as background jobs (worker + Redis). If the
simulation service is unavailable, you may see a user-safe offline message rather than partial
updates—wait and retry rather than clicking repeatedly.
World setup
- World generation — a three-step wizard: name your world, sculpt the map, then configure economy and species before procedural generation fills regions, cities, shops, and inventory. Map placement of cities and shops stays optional afterward.
- Regions and cities — edit regions, add cities, set settlement population, and review the Region and City Compendiums from the dashboard.
- Shops and markets — view grouped shops, adjust shop details, review the Shop Compendium, and use market overview tools to see how stock and prices are distributed.
Species and monster compendiums
- Species Compendium — D&D 5e GMs can review base species, add custom species, and maintain population percentages, traits, stat modifiers, and notes.
- Monster Compendium — D&D 5e GMs can maintain campaign-scoped monster templates for encounter prep.
- Population by species — city summaries and player map popouts can show settlement population context when the GM has configured it.
Campaign compendiums
- Class and Spell Compendiums — D&D 5e GMs can inspect campaign class and spell data used by character and player spell views.
- Region, City, Shop, and Item Compendiums — dashboard tables centralize search and review for core world and catalog records.
Maps and player visibility
- World and city maps — place cities, shops, points of interest, and existing encounters on the correct canvas.
- Show to players controls whether a point of interest or encounter appears on the player map and player encounter tools.
- Encounter placement drops an existing encounter marker where you click without opening the battle tab or creating a duplicate encounter.
D&D 5e encounter tools
D&D 5e campaigns include a battle board for GM-managed encounters. GMs can use the Monster
Compendium while preparing combat, share selected encounters with players, allow player token
placement, and use the radial action menu for turn actions. The encounter list also supports
permanent removal with a confirmation step.
Catalog and items
Maintain the shared item catalog (name, type, rarity, base price) and per-shop
inventory rows. Manual edits apply immediately; simulation ticks then move stock and prices
according to supply and demand rules.
- Manually stock already-created catalog items into one or more shops.
- Select multiple items for bulk stock, delete, rename, move-to-folder, or shop-removal actions.
- Organize catalog rows with item folders and import OGL-safe D&D 5e item templates as a starter library.
Players and join codes
Invite players with campaign join codes, manage NPCs, and open character sheets from the players
area. You can redeem player codes when moving characters between campaigns if your table uses
that workflow.
Player Use
Players interact with the same economic ledger the GM simulates—what you see at the shop should
match what the GM sees after the last tick.
Join a campaign
Redeem the join code your GM provides. For D&D 5e campaigns, the character creation wizard can
walk you through identity, species, class, background, abilities, and review before the character
joins the campaign. Once linked, your player home screen opens a tabbed dashboard for your
character, inventory, campaign map, market overview, and any visible D&D 5e encounters.
Dashboard tabs
- Character keeps character sheet details close to the campaign tools.
- Spells shows selected cantrips/prepared/known spells and a class-filtered list of visible campaign spells available to your character.
- Inventory lists owned items and equipment.
- Map shows the GM-provided world or city map in a read-only view.
- Market Overview summarizes campaign-wide shop prices and stock.
- Encounters appears in D&D 5e campaigns when the GM has shared at least one encounter.
Browse, buy, and review the market
- Navigate by city and shop to see what is on the shelf.
- Prices and stock reflect the campaign’s current world state after simulation has run.
- Purchases spend your character’s currency and add items to your inventory when stock allows.
Shared maps and encounters
Player maps use the same background and marker layout as the GM map, but remain read-only. Cities
and shops open summary popouts, including population and species breakdowns when the GM has set
them. Points of interest and encounters appear only when the GM marks them
Show to players. Visible encounter popouts can take you to the Encounters tab.
On a shared battle board, your own character is highlighted. You can place your token on an empty
tile when allowed and use available turn actions such as Move, Attack, or Wait.
Inventory and equipment
Your personal inventory lists owned items; equipment slots (weapon, armor, accessory) track what
your character has equipped. Selling or buying updates both your ledger and the shop in one flow
so counts stay consistent.
D&D 5e spells
In D&D 5e campaigns, the Spells tab resolves selected cantrips, prepared spells, and known spells
from the campaign Spell Compendium. If your sheet does not have selected spells yet, it still shows
visible spells available to your class so the tab is useful while spell selection workflows mature.
Solo character vault
If you are not in a campaign yet, you can still open your character vault to edit a sheet. Join
a campaign when you are ready to browse the shared world and shop in play.
What is still evolving
Core browsing, buying, map review, and shared encounter play are available, but the player
experience continues to improve—filters, polish, and table-side workflows may change between
releases. Check the changelog for player-facing updates.
Item & Inventory Concepts
Econo-Forge treats items, shop stock, and player gear as one system so scarcity and price moves
stay believable across a long campaign.
Items
Each item in the catalog has a name, category/type, rarity, description, and
base price. GMs can add or edit items; shops reference the same catalog entries.
Compendiums
D&D 5e campaigns can also use campaign-scoped compendiums for species and monsters. Species
entries help drive character creation choices and population context; monster templates support
encounter prep without changing shop inventory or item pricing.
Shop inventory
Every shop holds inventory rows: how many units are on hand and how price
modifiers apply. After simulation runs, the app reads effective price and
effective stock from world state so GM and player views agree.
Game-day ticks
- One tick advances the campaign by one game day.
- With supply enabled, ticks apply bounded daily sales, then recalculate prices from remaining stock.
- Shops restock on a schedule (typically every 15–30 game days per shop), scaled by settlement size.
Running a week or month of game time is a batch operation—useful between sessions, not something
the table waits on mid-combat.
Transactional integrity
Buys and sells update player currency, player inventory, and shop stock together. If a purchase
fails (insufficient funds, out of stock), you should see a clear message and no partial change.
Maps and encounters are separate state
Map markers, points of interest, population details, species compendium entries, monster templates,
encounter visibility, and combat board state do not change shop inventory by themselves. They are
campaign tools layered beside the economy so the GM can reveal locations and encounters without
altering stock or prices.
Product Roadmap
Econo-Forge is now in Alpha. This page summarizes what the team is prioritizing next.
It is product-facing guidance—not a delivery schedule or contract.
Now: progression, combat depth, and player bestiary
- SRD level-up/down, subclass compendium, and the level-up wizard shipped in Alpha 1.3.1.
- Battle-board spellcasting, multiattack, concentration, and player monster journals are live for D&D 5e campaigns.
- Dashboard panels now refresh in place for level changes, spell picks, and shop trades without losing your place.
Next: polish and reliability
- Continue replacing older standalone list pages with dashboard panes where it improves flow.
- Simulation performance and predictable game-day ticks between sessions.
- Stronger automated tests for readiness, locks, visibility filtering, combat routes, and regression-prone flows.
Later: scale and depth
- Runtime configuration documentation for self-hosted and production deployments.
- Deeper economy and encounter features once state authority and tick safety are fully documented.
For shipped changes, see the changelog.
For setup help, start with Getting Started.
Changelog
Release notes for Econo-Forge Alpha. Entries are listed newest first.
Alpha 1.3.1 Progression & Combat Update Latest
June 23, 2026. Builds on the Alpha 1.3 campaign hub with SRD level progression, subclass compendium tooling, player bestiary journals, battle-board spellcasting and multiattack, marketing intake flows, and dashboard UX that keeps panels open while you level, trade, and manage spells.
Character level progression (D&D 5e)
- Players can level up and level down from the dashboard character sheet; a hover preview shows the next level's HP, features, spell slots, and pending choices before you confirm.
- New level-up wizard walks through Ability Score Improvements (+2 or +1/+1), subclass selection, and class trait picks; Decide later defers unresolved choices to a pending banner on the sheet.
- Level-up applies average hit-die HP + CON, class features, spell slots, cantrip/known/prepared caps, and Warlock pact magic; level-down reverses the last level including ASI, subclass grants, and trait keys.
- New characters receive full level-1 SRD progression on creation finalize; GMs can set a campaign max player level (1–20) in character-creation settings.
- Level changes refresh the sheet in place via AJAX—the character panel stays open instead of reloading the page.
Classes, subclasses, and traits compendiums
- SRD 5e class progression tables (levels 1–20) seed per-class hit dice, features, spell-slot rows, and player-choice definitions; GMs can edit progression text and add custom classes.
- Twelve core SRD subclasses (one per class) seed with trait-linked feature grants; the GM Classes panel uses expandable class folders and a dedicated subclass editor with trait pickers (not comma-separated keys).
- Class and subclass mechanical traits merge into the Traits Compendium with prerequisites for required classes and subclasses; class feature chips on the player sheet pull descriptions from compendium trait summaries.
- The GM Traits slide-out now supports sortable columns (Name, Key, Category, Effects, Prerequisites) like the Spells compendium.
Player dashboard UX
- The Spells workspace auto-saves when you drag spells into cantrips, prepared, or known lists (with a manual Save now fallback).
- Market buy and sell actions update credits, stock, and inventory in place—the market/shops panel stays open instead of reloading.
- The Inventory panel uses a stacked card layout so equipment unequip, sell, and equip controls are no longer clipped in the narrow slide-out.
- Separate dashboard tabs for Character, Inventory, Spells, Monsters, Market, and Encounters; item tooltips on market and shop rows show player-safe combat stats.
- Redesigned campaign selection hub with a GM campaign table and player character cards in one scrollable view.
Player monster bestiary
- New Monsters dashboard tab for personal bestiary journals—observed HP, AC, speed, abilities, attacks, legendary actions, resistances, and notes, never the GM's full stat block.
- GMs mark compendium entries Known to players to share them proactively; players can also Add to bestiary from an encounter inspect panel during battle.
Combat (D&D 5e)
- Multiattack for monsters—SRD multiattack prose (e.g. one bite and two claws) parses into ordered attack swings resolved as one action.
- Extra Attack for player classes—Fighters and similar classes gain multi-swing Attack actions from class progression traits.
- Spellcasting on the battle board—prepared/known spells and cantrips cast from sheet snapshots; automated resolution for direct-numeric spells (attacks, saves, single-target damage, healing, and area effects on the 5 ft grid).
- Per-combatant spell slot tracking with remaining/total display; concentration start/replace/end, CON saves on damage, and linked effect cleanup (GM-toggleable in battle settings).
- Unarmored Defense and related class traits (Barbarian CON, Monk WIS, Draconic Sorcerer, etc.) adjust AC in combat equipment calculations.
- Expanded SRD 5.1 monster dataset feeds multiattack parsing and compendium seeding.
GM tools
- Shared character sheet partials for GM player/NPC editors—same form, styles, and tooltips as the player sheet; GMs set NPC level directly without player level controls.
- World setup Step 3 can return to Step 2 (map sculpt) without abandoning the campaign.
- Legacy GM campaign list redirects to the unified
/campaigns hub with seat counts and inline delete.
- Map Studio preserves existing studio edits when uploading underlay images unless regeneration is explicitly requested.
- Nation and region map pins show ruler and shop-owner NPC name, class, and level on hover.
Marketing and landing
- Landing page hero repositioned as a full GM campaign hub; new CTAs for Creators, Public Deck, and Request Investor Deck.
- Public deck PDF at
/public-deck; investor deck and creator partnership intake forms with email notification (not stored in the database).
- Updated SEO and social meta copy to reflect maps, compendiums, economy, and table tools—not economy-only positioning.
Reliability
- Runtime schema bootstrap for
PlayerMonsterJournal and monster known_to_players columns on older databases.
- New regression coverage for level progression (up/down, ASI, warlock slots, campaign cap), SRD subclasses and class traits, multiattack, player bestiary, spell guardrails (concentration, area spells, slot tracking), trait-driven combat abilities, investor/creator forms, and shared character sheet partials.
Alpha 1.3 Campaign Hub Update
June 23, 2026. Econo-Forge moves from an economy-first tool to a unified GM campaign hub: dashboard shell, map-first world setup, hex Map Studio, Traits Compendium, SRD monster seeding, deeper D&D 5e combat profiles, player spell workspace, nation tools, and landing-page copy that reflects the full product surface.
GM dashboard shell
- The GM home screen now uses a persistent top HUD for campaign name, in-game calendar, day/week/month/year/pause simulation controls, supply on/off, and market volatility.
- An icon nav rail opens slide-in panels for Map, Nations, Cities, Shops, Items, Market, Simulation, Players, Species, Traits, Classes, Spells, Encounters, and Monsters.
- Players and NPCs open in an embedded dashboard editor so GMs can add or edit characters without leaving the workspace.
- Shared
gm_dashboard_shell.css styling aligns GM and player dashboard chrome.
Map-first world setup
- New campaigns follow a three-step wizard: Step 1 name and ruleset, Step 2 sculpt the map, Step 3 configure economy and species before procedural generation fills regions, cities, shops, and inventory.
- Incomplete setup campaigns redirect back into the wizard; skipping from Step 1 still creates a playable shell.
- Step 2 and Step 3 preserve the map canvas through generation so sculpted terrain survives world fill.
- Documentation now describes the three-step flow instead of a single-shot world generation form.
Hex maps and Map Studio
- World, city, and shop maps can use a procedural hex grid pipeline (climate, hydrology, terrain derivation, and scoped cell layouts).
- Map Studio on the GM dashboard supports painting hex terrain plus rivers, roads, and routes; underlay image upload; and regeneration guards when studio edits exist.
- Legacy raster terrain grids migrate forward to hex-backed layouts when older map metadata is loaded.
- City and shop map scopes generate their own hex cells for local canvases.
Nations and regions
- The Nation Compendium surfaces axis position, map colors, assigned rulers, city counts, and whether a nation boundary exists on the world map.
- Region editing adds nation color fields, ruler assignment shortcuts, and magic-tech axis hints.
- GMs can draw and save nation boundaries on the world map from the dashboard.
Traits Compendium (D&D 5e)
- New dashboard Traits Compendium stores campaign-scoped mechanical traits (senses, movement, defenses, saves, conditions, and prerequisites)—not SRD prose.
- Core species templates seed trait keys that flow into combat profiles; custom species can reference compendium traits.
- Class-level trait keys and prerequisites (level, ability scores, granted traits) merge into player combat profiles when encounters run.
Monsters and combat (D&D 5e)
- SRD 5.1 monsters auto-seed into the Monster Compendium for D&D 5e campaigns (including skip-setup flows) while preserving GM edits on re-seed.
- Combat profiles now resolve species and monster resistances, immunities, cover, flanking, Lucky, and related mechanical effects during encounter play.
- Encounter and battle-board logic expanded to use the new profile builder and serializers.
Player dashboard
- Player home adds a top HUD with character identity, class/level, campaign name, campaign selection, and join-code tools.
- The Spells tab now includes a drag-and-drop workspace for cantrips, prepared spells, and known spells, with save-to-sheet support for D&D 5e characters.
- Class-filtered spell library chips remain available when no spells are selected yet.
Character and NPC creation
- D&D 5e NPC creation uses the same wizard-style flow as players, including point-buy and random-roll helpers where enabled.
- GM character-creation settings persist per campaign; vault character sheets can copy when a player joins a campaign.
- Custom species, classes with flexible skill options, and trait-linked species details finalize into immutable character sheets.
Marketing and positioning
- The public landing page now describes Econo-Forge as a full GM campaign hub (world, maps, compendiums, economy, and table tools)—not only a shop simulator.
Reliability
- Runtime schema compatibility helpers patch missing campaign-scope columns on older databases during bootstrap.
- Added regression coverage for world-setup stages, hex generation, Map Studio APIs, traits compendium, SRD monster seeding, D&D 5e combat profiles, nation boundaries, and dashboard shell markup.
Alpha 1.2 GM Workspace Update
June 14, 2026. GM dashboard compendiums, bulk item management, item folders, OGL-safe item templates, campaign market volatility controls, Market Overview simulation controls, and clearer player spell visibility.
GM item and catalog workflow
- GMs can manually add existing catalog items to shops without creating duplicate item rows.
- Item lists now support multi-select bulk actions for stocking, deletion, renaming, moving to folders, and removing rows from shop inventory.
- Item folders help organize catalog rows, and the first D&D 5e item template import flow seeds OGL-safe starter content while preserving GM edits.
Dashboard compendiums
- Region, City, and Shop Compendiums now sit beside the Item Compendium in the GM dashboard.
- Legacy Players/NPCs and Cities list URLs now redirect into the relevant dashboard panes instead of opening obsolete standalone views.
- Market quick-nav POST actions return to the Market Overview pane after submit.
Market overview and simulation
- Campaign-level market volatility now scales demand and price event randomness on future ticks, with the active value shown in the Market Overview metadata.
- Market Overview includes day/week/month/year/pause controls and refreshes after simulation runs so price and stock deltas are visible in place.
- Empty market states now explain that volatility applies to stocked shop inventory on the next simulation tick.
Player spells
- The player Spells tab now shows selected cantrips, prepared spells, and known spells when saved on the character sheet.
- When no spells are selected yet, D&D 5e players still see visible campaign spells available to their class.
Alpha 1.1 Map and Encounter Update
June 10, 2026. Player dashboard tabs, campaign map parity with the GM map, population and species visibility, D&D 5e encounter visibility, GM species and monster compendium tools, the character creation wizard, and GM map tools for placing and managing encounters and points of interest.
Player dashboard
- The player home screen now uses tabs for Character, Inventory, Map, Market Overview, and (in D&D 5e campaigns) Encounters.
- Market Overview shows campaign-wide item prices and stock; Shops by city browsing remains on the same page.
- The Encounters tab loads the live battle board when the GM has shared an encounter with players.
Player map
- Campaign maps use the same backgrounds, markers, and popouts as the GM map, in a read-only view.
- City and shop markers open summary popouts; city popouts include population details and species breakdowns when the GM has configured them.
- Encounters and points of interest marked Show to players appear on the player map with the same marker styles as on the GM side.
- Visible encounter markers open a compact popout with a shortcut to the Encounters tab.
Worldbuilding and character tools
- GMs can manage a campaign-scoped Species Compendium, including custom species, population percentages, traits, stat modifiers, and notes.
- World generation and city editing now support population by species so campaign maps can surface richer settlement context.
- The Monster Compendium gives D&D 5e GMs campaign-scoped monster templates for encounter prep.
- The D&D 5e character creation wizard walks players through identity, species, class, background, abilities, and review before creating the character.
D&D 5e encounters
- GMs control whether players can see an encounter with Show to players in battle settings (saved with other encounter settings).
- Players only see encounters the GM has shared; hidden encounters stay off the player map and Encounters tab.
- On the battle board, a player's own character is highlighted in yellow; players can place their token once on an empty tile and use Move, Attack, or Wait on their turn.
- Fixed the action radial menu on GM and player battle boards so Close dismisses it and actions reset cleanly after use.
GM map and encounters
- Place existing encounters on the world or city map from the encounter dropdown—click the map to drop the marker without opening the battle tab or creating a duplicate encounter.
- Multiple encounter markers can appear on the same canvas; the encounter list includes Remove with a confirmation before permanent deletion.
- Points of interest now have a Show to players checkbox when adding or editing; unchecked POIs stay GM-only.
- Encounter picker refreshes when switching to the Map tab so newly created encounters appear in the dropdown.
Reliability
- Added regression tests for player map and market APIs, encounter placement and deletion, POI and encounter visibility filtering, and dashboard markup.
Alpha 1.0
June 2, 2026. Alpha 1.0 carries forward what we learned from the tech demo: clearer first-run guidance, cleaner campaign selection, and room for larger test worlds.
Onboarding and campaign flow
- The GM onboarding player step now routes to the campaign player tools and highlights the Reveal and Add controls in sequence.
- Campaign selection now separates GM campaigns from Player campaigns so mixed accounts can choose the right mode faster.
- The landing page topbar is easier to read in light mode while keeping the dark-mode glass styling.
Simulation and access limits
- The GM dashboard keeps day, week, month, year, and pause controls available before the first simulation run.
- Auto-issued access keys now use the Alpha phase, and Alpha keys use the restored legacy limits.
Tech Demo Hotfix 1.2.2
June 2, 2026. Simulation pause reliability and worker deployment alignment.
Simulation controls
- Pause now stays clickable while a day, week, month, or year simulation run is in progress.
- Pause requests now reach the Celery worker, which stops the run after the current tick finishes instead of ignoring the click.
- The dashboard now recognizes paused simulation jobs as complete, unlocks the run controls, and reports how many days completed before the pause.
Operations
- Added regression coverage for paused job polling and worker-side pause behavior.
- Confirmed the Celery worker redeploy flow: web and worker must run the same digest-pinned image for new simulation controls to take effect.
Tech Demo Hotfix 1.2.1
May 22, 2026. GM dashboard deletion fixes and region management updates.
Bug fixes
- Fixed a bug reported by Domi where deleting regions or cities could fail because of a non-null foreign key cascade.
- Regions and cities can now be deleted successfully, with remaining records moved to safe fallback groups.
- Fixed shop and item deletes redirecting to the wrong page after completion.
- Deleting shops or items now keeps GMs on the GM dashboard.
UI and dashboard flow
- Added delete buttons for regions.
- Moved Regions, Cities, and Shops into the GM dashboard so core management actions are in one place.
- When a region is deleted, its cities remain available under Unspecified Cities.
- When a city is deleted, its shops remain available under Shops Without a City.
Tech Demo Patch 1.2
May 20, 2026. Public docs cleanup and production reliability fixes.
Documentation and footer links
- Moved changelog content into the Documentation page so release notes live beside guides, Terms, and Privacy.
- Footer links now open the correct Documentation sections for Changelog, Terms of Service, and Privacy Policy.
Production reliability
- Fixed the Create character page failing on Linux/GCP because of a template filename casing mismatch.
- Improved campaign delete handling for campaigns with simulation state so deleted campaigns can archive metrics and clean up safely.
Tech Demo Patch 1.1
May 19, 2026. Account experience and in-app feedback for the live tech demo.
Account menu
- Global account menu on authenticated GM, player, and campaign pages — avatar trigger, greeting, and sign out in one place.
- Live GM and Player campaign counts in the menu for quick context.
- One-click link to switch campaigns from any supported screen.
Profile avatars
- Upload a profile image (JPEG, PNG, WebP, or GIF) from the account menu.
- Username initials shown when no avatar is set; cache-busted URLs after upload.
Help & feedback
- In-app bug reports with category, severity, reproduction steps, and expected behavior.
- Feedback and suggestion forms with structured categories for the demo team.
- Submissions capture session mode, account role, and page context so the team can follow up faster.
Economy
- GMs can now choose whether to use Supply and Demand mechanics for a campaign.
- When Supply and Demand is enabled, shops sell items each game day and restock on a 15- to 30-day cadence.
- Prices update based on available supply and related shop/economy factors.
Debt
- GMs can now choose whether players are allowed to buy items when the purchase would make their currency go negative.
Terms of Service
These general terms apply to Econo-Forge Alpha. They are written for clarity and are
not a substitute for formal legal advice.
Use of the service
- Use Econo-Forge for lawful tabletop campaign planning, economy simulation, inventory tracking, and related play support.
- Do not attempt to bypass authentication, access another table's campaign, scrape private data, or disrupt the service.
- Accounts, access keys, join codes, and campaign content may be limited, revoked, or removed if abuse, security risk, or operational harm is detected.
Alpha status
Econo-Forge is evolving from tech demo findings into Alpha. Features, limits, copy, pricing
assumptions, and data shape may change as the product matures. Avoid relying on Alpha behavior
as a permanent contract.
Your content
You are responsible for campaign names, item text, character information, feedback, and other
content you submit. Do not upload content you do not have permission to use.
No guarantee of uninterrupted service
The app may be unavailable during maintenance, deployment, infrastructure failure, or demo
testing. Use exports or table notes for anything you need outside the app during a session.
Privacy Policy
This general privacy policy describes the data Econo-Forge may process during Alpha.
It is intentionally plain-language and should be revisited before a commercial launch.
Information you provide
- Account details such as username, email, role, password hash, and registration key status.
- Campaign and gameplay data such as campaigns, worlds, maps, points of interest, encounters, species, monsters, settlement populations, shops, items, inventory, character sheets, join codes, and simulation activity.
- Support and feedback data such as bug reports, suggestions, severity, reproduction steps, page context, and uploaded avatar images.
How data is used
- To authenticate users, route them to GM or player tools, and enforce campaign access.
- To run campaign tools including world generation, population summaries, species and monster compendiums, maps, encounters, market views, stock, pricing, character creation, and simulation jobs.
- To process access-form submissions, issue registration keys, diagnose bugs, improve Alpha, and respond to feedback.
Sharing and retention
Alpha data is not presented as a public dataset. Access is limited to the app flows and authorized
admin/support review. Retention and deletion rules may evolve as formal account controls are added.
Your choices
Avoid entering sensitive personal data into campaign content or feedback forms. If you need help
with account data, submit a feedback request from inside the app or use the listed community/contact channel.
FAQ / Known Limitations
Do I need a key to register?
In most early-access deployments, yes. The access request form records your details and
issues a registration key automatically. If your group runs a private instance with keys
disabled, your admin can confirm local policy.
Is access request approval manual?
On the public site, Register For Access auto-issues your registration key and
sends you to account creation. Admin triage is a separate backoffice path for held or legacy
pending rows—approving there emails a registration link with the same key model.
Which rulesets are supported?
World generation defaults to D&D 5E item assumptions. Pathfinder-style tables
are a common fit for the economy model, but Econo-Forge is not a licensed rules product—treat
stats and pricing as table aids you can adjust.
What are the Species and Monster Compendiums?
In D&D 5e campaigns, GMs can use the Species Compendium to manage base and custom species,
population percentages, traits, stat modifiers, and notes. The Monster Compendium stores
campaign-scoped monster templates for encounter prep.
Where does city population by species appear?
GMs can set population and species breakdowns during world setup or city editing. When configured,
those details appear in city summaries and player map popouts so players can understand settlement
context without seeing GM-only notes.
How does D&D 5e character creation work?
The character creation wizard walks players through identity, species, class, background, abilities,
and review. Other rulesets can still use simpler character creation while D&D 5e gets the guided flow.
Why can't players see a map point or encounter?
Player maps only show campaign content the GM has revealed. For points of interest and D&D 5e
encounters, the GM must turn on Show to players; hidden content remains GM-only
even if it has already been placed on the GM map.
Can players use the battle board?
In D&D 5e campaigns, players can open shared encounters from the Encounters tab. They can place
their own character token when allowed, see their character highlighted, and use the available radial
actions on their turn. GM-only encounter setup controls remain hidden from the player view.
Why did simulation say the service is offline?
Background simulation depends on Redis and worker processes. If that stack is down, period runs
return an offline response instead of half-updating your campaign. Retry after a few minutes;
contact your host if it persists.
How fast are ticks?
A single game-day tick is designed to stay lightweight, but running a full in-game year is a
large batch—expect progress feedback rather than instant completion. Do not assume sub-second
world updates.
Are Terms and Privacy formal legal documents?
The Terms of Service and Privacy Policy sections are general demo-facing pages. They should be
reviewed before any commercial launch or broader public rollout.
Where do I report bugs or ask for features?
Use in-app feedback channels if you are logged in, or reach out through the community links on
the landing page footer when available.