Fully live · Play now

Other AI game masters can fudge the dice. This one can't.

A real D&D 5e or Pathfinder 2e campaign you can play solo, any hour. A deterministic engine rolls every die and enforces every rule, so the AI narrates the story but can never fudge an outcome. No credits, no meter. Play the whole month flat, or bring your own AI and own it for life. Fully live, solo-built, tuned daily.

A note on focus: our heart is in D&D 5e right now - that is where every new class, spell, and bit of polish lands first, daily. Pathfinder 2e is fully playable today; it gets its own dedicated wave once the table fills.

Never played a tabletop RPG? Perfect.

No rulebook, no math, no group, no experience needed. You just say what you want to do, in plain words - the engine rolls the dice and runs the rules, and the AI teaches you as you play. Your first hero takes about two minutes.

Start here - it's free →
Try free - 100 Veil Essence, no card · a full campaign with real builds, an endgame, and a living world · $29.99/mo all-you-can-play, no meter · or bring your own AI for $49.99 once
Server-rolled dice - never fudged Persistent world & NPC memory No token rationing, no out-of-credits wall
VERIFY THE DICE YOURSELF →
Weathered hands weaving a glowing charm at a guild workbench beneath the House guild banners
A living economy

Four disciplines. Daily work orders. Your name on your masterworks.

Learn patterns from guild masters, roll the weave on every craft, gamble a masterpiece on a Fraying Needle - and sell at prices that drift with the world's moods. All server-enforced. Never pay-to-win.

Five adventurers at a ruined gate - warrior, healer, archer, rogue and wizard in torchlight
Solo or co-op

Bring your party. One Game Master serves you all.

Up to five players share one living campaign - tank, healer and three more chairs at the same table. Included with the subscription: no party fee, no guest pass arithmetic.

A lantern-lit city at dusk with faint golden threads rising from its rooftops into the sky
While you sleep

The world keeps moving when you look away.

Prices drift, feuds sharpen, rumours travel, and the night decides what hunts in the dark. Come back tomorrow to a different town - and a ledger that can prove every change.

The endgame · live now

The Sealhouse

Beat the campaign and the Veil pulls back - not to another kingdom, but to the underside of all of them. The Sealhouse is the Court beneath the world, where twenty-eight fallen realms sit bound, each guarded by a Witness, around the Loom Seal at its heart.

The AI Game Master can't fudge the dice - so when you fell a Witness, the Verdict is sealed into the chain and publicly provable. No save-scumming. No taking it back. It happened, and it cannot be unwritten.

A few of the Twenty-Eight Witnesses
Witness of the First Cold
Witness of Red Iron
Witness of the Unblinking Verdict
Witness of the Black Orchard
◆
+ twenty-four more
sealed in the Court, waiting to be discovered
⚔ Sign a Testimony
A sealed docket of Witnesses to confront in order. The deeper you climb, the more the docket Frays - harder, and prouder.
◆ A Verdict, sealed forever
Every fall enters the tamper-evident chain - a Proof anyone can verify. Your deeds outlive the fire.
★ The Great Recount
One shared docket for the whole world each month - a public, proof-ranked ladder. Earliest finisher, rank one.
◎ Sealed Threads & Titles
Prestige you wear - Court ring skins, worn titles, and challenge tokens that let you Fray a run or call a chosen Witness.
The apex · the final seat

The Warden of the Final Thread

Fell all four Witnesses of a worthy Testimony - a sealed docket drawn from the Court of twenty-eight - and it ends before the Loom Seal itself, risen as a guardian woven of cooling gold thread. This is the last proof - the one the whole climb is for.

BEGIN YOUR ASCENT THE GREAT RECOUNT → SEE A SEAL PROVEN →
Honest about the art

The art is AI. On purpose - for now.

Most studios would hide this. We won't: the characters and scenes you see are AI placeholders, and that was a deliberate call. The hard part - the part no one else has built - is underneath: a cheat-proof engine that rolls every die in the open, and an AI Game Master that tells the story but can never fudge the outcome. We spent the effort there first, shipped it, and handed it to you in placeholder skin - because we'd rather learn you love the idea before we spend a fortune dressing it up.

If enough of you do, the next thing we fund is a real artist - hand-crafted characters, scenes, and an interface worthy of the engine beneath them. Chip in what you like. You're not buying finished art; you're funding the upgrade - and backing a kind of game that has not existed before.

Fund the artist →

Every contribution funds a real artist for LoomMaster, under The World Table - hand-made characters, scenes, and interface. Secure checkout via PayPal; the engine is already yours to play, free to start, no card needed.

Founder seat · PayPal
Pick the flat monthly subscription, or claim a one-time founder Mirror Shard for lifetime access - first 200 only.
MONTHLY
$29.99/mo
Smart Trinity routing - we run AND pay the AI, no own-AI needed. All-you-can-play, no per-message billing. Cancel anytime.
RECOMMENDED
MIRROR SHARD · LIFETIME
$249
One-time Mirror Shard = lifetime LoomMaster. First 200 founders only - plus a founder badge + exclusive cosmetics.
BRING YOUR OWN AI · MCP
$49.99 once
Bring the AI you already use - any MCP-capable client, smoothest on Claude. It connects over MCP: your AI narrates and covers its own usage; we run only the cheat-proof engine. Pay once, own it for life - no subscription. Solo only - co-op party play is on the web tier.
One flat $29.99/mo. Cancel anytime. PayPal-secured.
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See the Founders' Wall - every seat, named ▸
The Hall of Founders
Two Hundred Seats · No More
The first seats await their names.
Carve your name · $249
FREE TO START
Sign up gets you 100 Veil Essence free - enough to roll a character + take your first turns. After that, one flat subscription: $29.99/mo (smart Trinity routing - we run the AI, you just play), or bring your own AI over MCP (solo only) for a one-time $49.99 - or the founder Mirror Shard ($249 one-time, yours for life, first 200 only).
FOUNDER LOCKED IN
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ROLL YOUR FIRST CHARACTER →
The whole game is live - roll a character and start your campaign right now. The world remembers everything you do.
Pain point #1 in every existing AI Game Master

NPCs that actually remember you.

Spare the goblin king in session 3 and his envoy finds you in session 7. The merchant recalls your last haggle; the faction tracks every favor and slight. That is real world-graph state saved to disk - not a context window that quietly forgets after a couple hundred messages.

Pain point #2

Honest dice the AI can't fudge.

Every roll, DC, and hit-point swing runs on a deterministic engine with seeded dice - never the language model's imagination. The AI narrates what happened; it never decides whether you hit. No quiet number-fudging, no easy-power-fantasy drift, and a tamper-evident chain means a result can't be rewritten after the fact. Pathfinder 2e shipped 2026-05-28 - same deterministic engine, full Core ruleset (degree of success, three-action economy, focus spells).

Pain point #3

No per-message billing. Play freely.

No token meter, no per-message charge, no out-of-credits wall, no ads. Run a six-hour Saturday session for the same flat $29.99/mo. A generous monthly fair-use ceiling exists only to stop industrial abuse - bots and runaway loops - and a normal solo player, even a heavy one, never comes close.

Pain point #4

Your character, your call. Always.

The Loom narrates the world and plays every NPC - but it will never put words, thoughts, or actions in your character's mouth. That boundary is enforced in the Director routing layer, not just politely requested in a prompt. Your character is yours, no exceptions.

Provably fair

Proof, not a promise

Every roll, DC, and hit-point swing is decided by a seeded, deterministic engine - never the language model. The AI narrates what happened; it never decides whether you hit. And every result is sealed under HMAC-SHA-256 into a tamper-evident chain, so a number can't be quietly rewritten after the fact. You don't have to take our word for it - you can audit it.

Seeded dice
Each roll is drawn from a seeded stream the model can't touch - so the same seed always replays the same dice, bit for bit.
Sealed chain
Every event is HMAC-chained to the one before it. Change a single roll and the whole chain breaks - the tamper shows.
Public verify
Open the Loom Seal page, paste a sealed run, and check the chain + the dice histogram yourself. No trust required.
Verify a sealed run → Browse the transparency log →
Play together

Bring your whole group to one table

Co-op party play is live for both Pathfinder 2e and D&D 5e: several players share one AI Director - a real table where the Loom runs the game, rolls every die, and enforces every rule. (One ruleset per table: a party is all-5e or all-PF2e.)

Each player, fully tracked. Your own character, history, NPC memory, and roleplay decisions - every PC is a first-class agent in the world.
No extra party fee. Party play is included in the $29.99/mo tier and the lifetime Mirror Shard - no guest pass, no per-table charge.
Each player brings a seat. Everyone signs up with their own active subscription; you start a party in about two minutes.
Start a party → How seats & pricing work →
Depth that holds you

This is a deep game, not a demo

A huge content wave just landed - new endgame regions, dozens of new foes that actually fight you, real build choices, and a world that keeps changing while you play. The kind of depth that turns a try into a campaign.

A bestiary that fights back

40+ new foes, including multi-phase region bosses.

Themed elites with signature telegraphs and real tactics - they shove you off high ground, drag you into a hazard, and coordinate across a pack. Boss fights shift through phases. The engine runs all of it; the AI Game Master narrates it and can never soften a hit.

New worlds to fall

Two new endgame regions - a drowned reliquary and a stormspire.

The Tidewrack Reliquary, a drowned court of the dead sunk under black tide-water, and the Stormspire Heights, a storm-wracked sky-fortress crowned by a riven thunderhead. Each holds its own Sealhouse Witnesses to confront - and a Verdict sealed into the chain when you win.

Builds that are yours

Subclasses, feats, and a post-cap Ascendancy board.

Real build choices the engine actually enforces - subclass features (Eldritch Knight, Veilstalker, the arcane traditions and more), a grounded feat system, fresh cantrips, and a post-cap Ascendancy board that keeps your hero growing after the level cap. Every node folds into the same honest math as a rolled affix.

A world that moves

A living realm and an endgame that never runs dry.

Faction blocs rise and feud, NPCs live out their own arcs, and omens stir across the regions whether you are there or not. At the cap, the Sealhouse scales on forever with a fresh paragon climb - and a weekly Sealed Ladder ranks the whole world on proof, not bragging.

Play the whole thing → See the endgame →
Now live · everything shipped

The full Loom, live now

It is all here and playing now - D&D 5e and the full Pathfinder 2e Remaster on one honest, deterministic engine, across all 12 classes. Plus async play-by-post, custom homebrew, campaign sharing with a live spectator view, a rules-aware Director, a living shared world, an optional tactical grid, and opt-in co-op party multiplayer. Playable now.

Two complete rulesets

D&D 5e and the full Pathfinder 2e Remaster, on one engine.

Run a D&D 5e campaign or the full Pathfinder 2e Remaster across all 12 classes - the same honest engine, real dice, real DCs, the full Director toolset on both. Behind both: a deep catalog the engine controls - more than 500 monsters across both rulesets, high-level spells (meteor swarm, time stop, wish), hazards, ancestries, and classes. The Director picks from it, never invents.

Roll a character →
Party play & companions

Bring friends or AI companions into one world.

One shared, remembering campaign: multi-character parties with turn order on the Judge tier, host invites, and session resume that keeps initiative, conditions, and hero points. Roll with AI companions and familiars too. The first step from a solo table toward the wider Loom.

Start a party →
Cheat-proof by design

The dice, the rules, and your agency - enforced in code.

A seeded engine rolls every die server-side, so neither the AI nor anyone else can fudge a result. 5e and PF2e rules run deterministically, recovery checks are server-rolled, and the Director can never act for your character. Integrity is the product, not a setting.

How it stays honest →
Bring your own AI

Play through any MCP client - yours for $49.99 once.

Already pay for an AI? Connect any MCP-capable client (Claude Desktop, Claude Code, and more) over MCP. Your AI narrates and covers its own usage; our server runs only the cheat-proof engine. One-time $49.99, no subscription - the same engine and content as the web tier. Solo only - co-op party play is on the web tier.

Connect your AI →
Emergent combat

Grease the floor. Throw a torch. Shove them into the fire.

Combat is a chain you set up, not a number you trade. Lay elemental surfaces - burning ground, a slick of oil, a conductive flood - then ignite, douse, or electrify them; shove a foe one band back or onto a hazard; take the high ground for advantage on your shots; spend the Loom's Favor to bend a roll. Every die in the chain is rolled by the engine and the AI only narrates what it resolved - so the most cinematic moment in the fight is also the one it provably cannot fudge.

Step to the table →
Read the fight, never get stuck

See every blow land - and press H the moment you want to know more.

Every spell, strike, and skill shows a small icon the instant it resolves; foes wear their conditions - Frightened, Prone, Poisoned - right on the initiative bar, and a bloodied enemy says so. New to all of it? Press H for a searchable in-game Codex on every class, race, background, condition, and system in plain words - or just ask the Loom in chat and it guides you like a patient table-mate, no wiki tab required. The depth is real; the on-ramp is gentle.

Open the table →
Read the Codex - free, no signup

The whole game explained, in plain words.

The same in-game knowledge base, now public on the web. Every class, race, background, condition, spell, and system - written plainly and searchable, with no login. Skim it before you ever roll a die, and start your first hero already knowing the table.

Open the Codex →
The Build Log · Building in the open

The Build Log

One continuous log, newest first. Every milestone below is shipped and live right now - the full D&D 5e and PF2e Remaster across 12 classes, real spells that do exactly what the rules say (Bless, Bane, Banishment, Invisibility), guided onboarding, procedural worlds, async play-by-post, custom homebrew, campaign sharing, a rules-aware Director, a living shared world, an optional tactical grid, session recap, the spell-slot tracker, opt-in co-op party multiplayer, and now a true endgame - the Sealhouse, where twenty-eight Witnesses and the Warden of the Final Thread wait beneath the world. No "coming soon": open any milestone to read what landed.

Every milestone shipped · live and playing now
The first session, made gold - an opening written for your hero
2026-06-26: We rebuilt the first twenty minutes so a newcomer FEELS the depth without drowning in it. Your opening scene is now written for YOUR character - race, class, background and backstory woven into Lastlight, not a generic intro. The quest log leads with a single Main Objective and tucks the side threads under an optional heading. The game quietly leads you to your first real craft - the mender plants the idea early, and the things you carry home from your first delve are named as makings, a charm to bind and a draught to brew, with a gentle nudge to learn the craft. The rival Houses became legible at a glance: one line tells you your deeds move them, and where you stand opens or closes the world to you. And a whole class of combat bug was hardened away - a weapon whose name begins with a crafting word can never again be mistaken for a craft command and refuse your swing.
LIVE
Show all earlier milestones ▾
Companions you can lose, worlds you can hand to a friend, and a seal duel
2026-06-26: A wave about what makes a campaign truly yours. Every companion arc now reaches a crossroads - betray what they stand for and they do not sulk, they leave for good; a bond you can lose is a bond that means something. Every campaign world is generated from a seed, so one link drops a friend into the SAME world you are playing - same regions, same factions at war - while your story through it stays your own. Put your sealed dice head-to-head with a rival in a Seal Duel - whose natural 20s, whose fumbles, both chains re-verifying live. New caster set bonuses and endgame uniques reward a chosen playstyle - a wizard's spell save DC, a druid's thorns, a bard's opening tempo - so your loot finally expresses your build. Wrong a House badly enough and it becomes your nemesis - the plot that schemes against you between sessions now targets the faction you personally drove to enmity, not a random rival; the world remembers exactly who you crossed. And a natural 1 in a desperate moment can earn a sliver of the Loom's Favor - the engine's own honest mercy, never the AI's whim.
LIVE
Foes close the distance - and the reach feats answer in full
2026-06-26: The positioning game got its missing half. A melee bruiser you keep at range now CLOSES the gap to bring its weapons to bear - the mirror of the caster's kite that already shipped - and a Polearm Master punishes that approach with a reach strike the instant the foe steps into range, the enter-reach opportunity attack that was the last gap in the feat. Sentinel grew teeth on both sides: it still locks a fleeing foe in melee, and now it guards your companion too - strike your beast and a Sentinel hero reacts with a blow of its own. Lucky learned its defensive half: spend a luck point to FORCE a foe's attack to reroll and keep the worse die, the panic button against a crit. Every one is a real sealed roll, off by default and on when you choose the feat. Alongside, a sweep of conversion fixes from an honest funnel audit - the character-builder path now gets the same guided opening + share moment the quick-start does, the trial upgrade nudge reaches you with room to decide instead of at the wall, and the healer fantasy finally has a one-tap door.
LIVE
Feats that finally move the dice - Lucky, Sentinel, Polearm Master and more
2026-06-26: The feats you pick at level-up became real mechanics, not flavour text. Lucky gives you 3 luck points a day to reroll the d20 and keep the better die - a real sealed reroll, never a 20 wasted. Inspiring Leader's oration wraps you and your allies in temporary HP; the Healer feat patches a wound or stabilizes the dying with a kit. And the reach feats came alive on top of the engine's opportunity-attack system: Sentinel LOCKS a kiting foe in melee - your OA drops its speed to 0 so the archer that tried to slip away is pinned at your side; Polearm Master adds a bonus-action butt-end strike with a glaive or spear; and a War Caster's opportunity attack can be a cantrip - a Fire Bolt, not a feeble jab. Each is a tappable card or a spoken intent, each a real die the engine rolls, each documented in the Codex.
LIVE
Real multiclassing - and every subclass gets its signature move
2026-06-25: The deepest build-craft wave yet. Real multiclassing landed - combine two classes on the proper combined-slot rules, with ability-score prerequisites enforced, a Fighting Style picker the moment you multiclass into Fighter, and a Signature Builds gallery of proven combos (Sorcadin, the Bladesinger, the Gish) tagged with role and difficulty, in both onboarding and the full builder. And every subclass's signature move is now a real, sealed roll you tap from the hotbar or Skill Book: Channel Divinity - the Tempest cleric's Destructive Wrath, War's Guided Strike, Grave's Path to the Grave, Light's Radiance of the Dawn; Metamagic - Heightened and Quickened Spell; a Wild Mage's Tides of Chaos and true Wild Magic surges; a ranger's prey-marks (Slayer's Prey, Planar Warrior, Colossus Slayer); a Vengeance paladin's Vow of Enmity; a Battle Master's Riposte; a Lore bard's Bardic Inspiration and Cutting Words; an abjurer's Warding Flare; Defensive Duelist. Reactions surface as in-combat chips you actually tap, feats finally move the dice (War Caster, Alert, Savage Attacker), marks persist across turns, and twenty new Codex entries document every one. A standing adversarial-AI audit swept the whole wave and caught two real combat bugs before any player could. All sealed rolls. All live.
LIVE
Durable honours - the title ladder, the Collection Crown, and the Gauntlet's reward
2026-06-22: The endgame's honours got a durable redesign so nothing ever looks stale as the Court grows. A new Collection Crown tracks the fraction of the Court you have sealed - Half-Court Sworn at half, Keeper of Every Seal when every Witness is yours - and it always reads right, whatever the roster size. The prestige ladder became a fixed, evocative arc capped by Loomwright of the Whole. And the Gauntlet - a curated boss-rush of ten of the Court's harshest Witnesses and the Warden, back to back - now pays a Sigil premium plus the feat title Walker of the Gauntlet for a clean clear. Rewards are scope-relative throughout, so the economy never re-stales as new regions and Witnesses are added.
LIVE
The mega-wave - a wider world, deeper builds, shared decisions
2026-06-21: The biggest wave yet. Forty-plus new foes across two new endgame regions, the Tidewrack and Stormspire, with multi-phase bosses and tactical elites that run a recognizable opener-build-climax rhythm. Three new subclasses fight for real - Eldritch Knight, Veilstalker, Arcane Traditions - and past the level cap a paragon board opens: the Loomwoven Ascendancy, woven with points you earn felling Witnesses, never bought. A full six-set synergy suite gives gear real playstyle identity, legible right on the item card. Co-op tables can now decide together with the Party Council - the whole table votes on the fork and the host enacts its will - and the Sealed Ladder ranks every verified Loom Seal by the natural 20s the engine could never fudge. The Director even started telling the truth about your footing: the ground you stand in, and which foes are too stunned to strike back. And for the worthy, the Gauntlet opened: a curated boss-rush of ten of the Court's harshest Witnesses and the Warden, back to back, every seat frayed, sealed into one Proof.
LIVE
The Loom Forge - shape the gear you earn
2026-06-20: Crafting got an endgame and the Court grew teeth. At the Forge bench you can now reforge a single affix and seal the stat you love, Transmute an item's base within its slot, and Set-forge a reforge toward a themed set - quality and affixes only, never raw power. Two whole new regions opened (the Hollowdeep and the Unwoven Verge), the Sealhouse gained tactic-changing Court modifiers each with a reward to match its warning, and the lairs themselves fight back, firing their hazards round by round. And for the completionist: the true ending, where the Loom Seal is finally made whole.
LIVE
The Sealhouse deepens - vows, a Forge, a docket you craft
2026-06-19: The endgame filled out across three phases. You now swear your own Clauses - vows with honored or broken stakes - craft your own docket with the Reading Stone, spend an Ascendant Token to bend a run, and chase a quarterly Seasonal Seal with an earnable title. New immune elites joined the roster (the Gloomweaver, the Hoarfrost Seer, and the Cinder Archon), mounted combat and environmental hazards landed by the book, and the Skill Book was rebuilt to read clearly, with in-game explainers for how its Threads and the Court actually work.
LIVE
Every class plays like itself
2026-06-18: All twelve classes and their subclasses now fight like themselves - caster parity across the board, Paladin auras and Divine Smite, Battle Master maneuvers, Monk Stunning Strike, Barbarian Rage as a real limited resource, the full Rogue kit - all on a new saving-throw resolver. The martial action economy came alive in the interface: a real action menu so a fighter is never "only a dagger," a resource readout for Rage and superiority dice, and tappable reaction chips for the reactions you actually have. Foes started fighting smart, with target priority, morale, and lair actions, the world began remembering your deeds across epochs and tilting its feuds in response, and a shared Loom Seal now unfurls as real visual proof anyone can check.
LIVE
The Sealhouse - the endgame opens
2026-06-17: The Court beneath the world is live - the true endgame. Fell Brassgate and the Sealhouse opens: twenty-eight Witnesses seated around the Loom Seal, and above them all the Warden of the Final Thread. Step to a seat, read the Witness's dossier, and Confront it - a real, sealed fight you begin from the Court itself, no guesswork. Climb the tier ladder and the Fraying sets in: harsher, rotating mutations the deeper you push. Every Verdict is sealed into the chain forever and provable on the Loom Seal page. The prestige you earn - Sealed Threads - buys only Court skins and worn titles, never power, so the summit stays skill and never a wallet. It is featured on the front page and marked on the world map, so even a brand-new hero can see the peak they are climbing toward.
LIVE
Every icon hand-drawn - the world goes glyph-free
2026-06-17: A full art-and-polish sweep. We audited every image the game can show - foes, spells, scenes, items, and the whole Codex - and filled the last gaps, so there is not a single placeholder left anywhere in the game. The landing's "provably fair" panel and the tavern now wear hand-drawn line-art sigils instead of stock emoji, matching the rest of the world's look, and fresh illustrations landed for the combat rules and the Court's apex regalia. It is the small, unglamorous difference between something a tool spat out and something built on purpose, end to end.
LIVE
Spell-Truth wave - every spell does exactly what the rules say
2026-06-15: We audited every spell against its own tooltip and fixed the ones that were bluffing. Bless rolls a real +1d4 into both your attack rolls AND your saving throws, on the engine, while you concentrate. Bane drops a foe's attacks by 1d4 (CHA save). Banishment puts a foe out of the fight entirely - no turn, no counter. Greater Invisibility flips the advantage both ways; base Invisibility hides you the same way but ends the instant you attack or cast, exactly as written. Every die is rolled by the seeded engine where the AI cannot fudge it - and the whole Codex is now illustrated, all 208 entries, open to everyone.
LIVE
Your look stays - and the engine reaches v3.1.1
2026-06-13: The cosmetics you wear - auras, frames, your Founder marks - now stay put across every reload and exit, and equipping one is a quiet confirmation instead of a wall of repeated text. And the deterministic core that rolls every die reached v3.1.1 - a new, hardened release of the already-public engine, cleared by five hand-checked security rounds. The same one Rust core, byte-identical across TypeScript, Python and Rust, on npm, PyPI and crates.io for anyone to read, run, and verify.
LIVE
The dice you can see
2026-06-12: A suggested action can now BE a roll. The Loom tags an option with a real skill and your own modifier - [Persuasion], [Insight], [Stealth] - and tapping it makes the server roll that exact check, at an honest difficulty, BEFORE the scene is written, so the story follows the die and never the reverse. When a past memory shapes a scene, the Loom shows you the real record it drew on. Combat learned distance - a bowman opens across the field, a brute starts in your face, and firing point-blank reads on the roll the way 5e means it. The first true dungeon opened: the Sunken Loomworks, four rooms under the fens, each cleared only when every foe is truly down. Plus a skills hotbar (press 1 and the bolt flies), a crafting endgame with a gambler's reroll and a harvest on every kill, and a one-tap public Seal of any triumph - the dice, provably un-fudged, for anyone to verify.
LIVE
The world breathes, fights, and remembers
2026-06-11: The deepest single update LoomMaster has shipped. Real leveled spellcasting - fifteen new spells across levels 2-5, rituals, a slot economy the engine enforces, concentration that truly breaks, and area spells that catch every foe in the blast. Tactical combat reads the field: distance matters, leaving melee provokes a real opportunity attack, and a paralyzed foe genuinely cannot answer. The world now MOVES between your visits - prices drift, House feuds sharpen and cool, rumours rotate daily, and each night themes what hunts in each wild. Two companions - Kessa Reed, the weary old soldier, and Pip Brightlet, the runaway apprentice mage - can earn a place at your side, each with a personal story arc that unfolds the longer the road runs. And the Houses pay off at the extremes: inner-circle work for those Held at the Loom, and for those Cut From the Cloth, a single hard redemption door back. All of it server-authoritative, event-sourced, and honest - the dice were never the AI's to invent.
LIVE
A Journal that remembers your every thread
2026-06-07: The Living Journal opens in play - a server-authoritative record of everything the Loom has seen you do. Your standing with the six Houses, the deeds it recorded, the quests you carry, and the regions you have reached, all read straight off the same honest event chain as the dice - never a fabricated entry. It is the thread of your story, kept where nothing can quietly rewrite it.
LIVE
The Houses of Lastlight remember you
2026-06-07: Six civic Houses keep their own ledger on you - the lantern-keepers, the smiths, the archivists, the gate scouts, the kitchens, and the gardeners. Your deeds, not your words, move your standing across five tiers, and the Director narrates how each House's people meet you - warmth, wariness, or a closed door. The Houses are rivals, so winning one quietly cools its enemies: you cannot be a hero to all six at once. A new in-game Codex tells you who each House is, what wins and loses their regard, and exactly where you stand. Server-authoritative and event-sourced on the same honest chain as the dice.
LIVE
The world gets a real server spine
2026-06-06: The authoritative real-time server layer - the spine a persistent world needs to survive contact with real players - is built and hardened. A tamper-evident HMAC event chain, a durable write-ahead outbox, monotonic fencing against split-brain state, thin-client resync after a crash or a pod handoff, and observability on the parts that can't be allowed to lie. The client stays thin; the server owns reality - if something crashes, reconnects, retries, or races, the world rolls back to the last verified truth instead of inventing a new one. An AI-orchestrated multi-agent review ran adversarially against every change and caught real issues - a JWT auth-bypass path and durability gaps - before this layer ever reached a player. Not the finished world yet: the foundation that lets one exist.
BUILT
The engine goes cross-language - and public
2026-06-05: The deterministic core LoomMaster runs on - range bands, the reaction economy, the 5e and PF2e rules adapters, the HMAC-SHA-256 event chain - now runs byte-identically in TypeScript, Python, and Rust (one Rust core compiled to WebAssembly, PyO3, and a C-ABI). Published source-available: npm (loom-engine), PyPI (loom-engine-rpg), crates.io (loom_math, loom_combat, loom_events). 4,131 tests green, external security + determinism audit passed. This is the proof behind "the engine owns the dice, the AI only narrates" - same seed, same result, in every language, on every machine.
LIVE
Polish + Hardening (recent)
Recent: session recap, the spell-slot tracker, deeper combat, mobile polish across every surface, and a triple-AI adversarial code audit that swept the seams and fixed every confirmed finding. All live.
LIVE
Remaster + Open World (Waves 11-20) The Loom widens from a solo table into a shared, living world - the full Pathfinder 2e Remaster across all 12 classes, async play-by-post, custom homebrew, campaign sharing with a live spectator view, a rules-aware Director, a living shared world, an optional tactical grid, and opt-in co-op party multiplayer. LIVE ▾

The Loom widens from a solo table toward a shared, living world. Everything below is live and playing now - including opt-in co-op party multiplayer.

    Foundation (Waves 1-10) The honest core: an AI Director with persistent memory, server-rolled dice it cannot fudge, full D&D 5e rules, character creation through leveling, combat, status effects and death recovery, procedural worlds, guided onboarding, and Bring-Your-Own-AI over MCP. FULL LOG ▾
    WAVE 1
    AI Director with persistent memory
    9-tool dispatch (roll_dice, skill_check, character sheets, world graph, SRD rules, 5e rule application, NPC memory, chat). Trinity safety gates: deterministic dice (seeded PRNG), byte-budget enforcement, content validators. Persistent NPC memory across sessions.
    LIVE · MAY 2026
    WAVE 1.1
    Premium narration + prompt caching
    The narration tier steps up to our premium model - a significant quality jump in storytelling, NPC voicing, and scene-setting. Smart prompt caching keeps warm turns fast and responsive.
    LIVE · MAY 2026
    WAVE 2
    MCP integration (bring your own AI)
    LoomMaster as an MCP tool server via the Model Context Protocol. Connect any MCP-capable client (Claude Desktop, Claude Code, and a growing list) to LoomMaster - your conversations become persistent campaign sessions. 9 Wave-1 tools + 3 session-plumbing tools exposed via MCP. Atomic per-call commit + reconciler-safe crash recovery; same Veil Ceiling as web traffic.
    LIVE · MAY 2026
    WAVE 3
    Combat + scene transitions
    Damage on the Judge tier (deterministic, not LLM-decided): resistance/immunity/vulnerability math, attestation-gated narration. Dynamic scene transitions with HP recovery on long rest. Quest completion + memory persistence. 3 new tools: apply_damage, scene_transition, record_quest_completed_memory. The full solo 5e play loop is now live.
    LIVE · MAY 2026
    WAVE 4
    Rewards + status effects + death recovery
    Reward grants on quest completion (XP / gold / inventory). 5e status effects (poisoned, stunned, grappled, ...) with duration + save mechanics. Death saves, revival, hit-dice spend, and long-rest recovery. Per-scene NPC manifests so the Loom stops inventing NPCs. Persistent in-combat flag. Live and playable today.
    LIVE · MAY 2026
    WAVE 5
    Leveling & advancement
    Earn XP, level up, and grow your character on the deterministic engine: hit points and proficiency scale by class, ability-score increases, and SRD feats - all replayable from the event chain. The full solo 5e progression loop, character creation through leveling, is live.
    LIVE · MAY 2026
    WAVE 6
    Guided onboarding & the Living Tutorial
    LIVE: a brand-new character plays a complete seven-scene loop on the real engine - leave Lastlight, fight up the Darkwood through risen skeletons, a sunken crypt and the Hall of Names to the Drowned Circle, rescue the missing one of Lastlight, and come home. Scene, enemy HP, a tracked quest and loot surface as you play - and every martial class fights like itself (Sneak Attack, Rage, Fighting Style, Martial Arts, Lay on Hands, Favored Enemy). No rulebook required.
    LIVE · MAY 2026
    WAVE 7
    Procedural campaigns + living world
    The Loom's deepest tier writes a fresh world spec per campaign - regions, factions, quests. Faction tension dynamics and cross-session NPC memory aggregation make every run its own living world. Shipped 2026-05-25.
    LIVE · MAY 2026
    WAVE 8
    Pathfinder 2e ruleset
    A second full ruleset on the same deterministic engine - proving the Loom adapts to any system, not just 5e. Builder, level-up to L20, focus spells, hazards, rituals, animal companions, encounter generator all shipped 2026-05-28. Content extended through 2026-05-29 with a 246-entry bestiary across L-1 to L20, capstone rituals, magic items L8-L15, and three finale-arc skeletons.
    LIVE · MAY 2026
    WAVE 9
    Party play & companions
    Bring friends or AI companions into one campaign - a shared, remembering world with turn order on the Judge tier. The first step from solo play toward the wider Loom MMORPG. Shipped 2026-05-28 - multi-character parties, host invites, session resume preserving init / conditions / hero points, companion + familiar panel.
    LIVE · MAY 2026
    The honest question

    Why not just use a free AI as your Game Master?

    A free chatbot will happily play Game Master. It will also fudge the dice, forget your world between chats, invent rules when the story needs them, and narrate your own character's actions for you. LoomMaster makes all four impossible by design.

    A free AI chatbot
    • Rolls dice in its head - and nudges them so you win
    • Forgets your world once the chat scrolls away
    • Invents and bends rules to keep the story moving
    • Happily writes your character's actions for you
    LoomMaster
    • A seeded engine rolls every die - it can't fudge, and neither can you
    • A real database remembers NPCs, factions, and choices, run to run
    • D&D 5e and Pathfinder 2e rules enforced by a deterministic engine, not vibes
    • You always hold your own character - agency enforced in code
    A Game Master that can't fudge, and can't be fudged. That is the whole product.
    Find your lane

    Where LoomMaster fits

    There are many ways to tell a story with AI. Here is the honest map - and the one thing LoomMaster is built to do better than anything else.

    Freeform AI story sandboxes
    Best for open-ended, anything-can-happen improv - the tale bends to whatever you type. The trade: no real ruleset, so outcomes are vibes, not dice.
    AI writing & co-author tools
    Best for collaborative prose and fiction - you are crafting a story, not playing a game with mechanics, loot, and consequences.
    AI-GM bots for group 5e
    Best for running D&D with friends - shared character sheets and a shared campaign, social play around a virtual table.
    Human-run virtual tabletops
    Best for a real human Game Master and a real table - maximum freedom, if you have the people and can all make the same night.
    General chatbot personas
    Best for character chat and roleplay - good company, but not a structured adventure with rules, dice, and stakes.
    What LoomMaster is for

    A real, rules-true D&D 5e or Pathfinder 2e campaign you can play solo, on demand, any hour - no group, no scheduling, no Game Master to wrangle. The engine rolls every die and applies the rules itself: the AI narrates the world, it never decides whether you hit. And the world and its people remember you, run to run.

    One-time
    Bring your own AI?

    Bring the AI you already use. Connect TheWorldTable to any MCP-capable client (Claude Desktop and others) as an MCP server: your AI narrates the adventure and covers its own usage, while our server runs only the parts that must be cheat-proof - it rolls every die with a seeded generator, enforces the 5e and Pathfinder 2e rules, records each result in a tamper-evident chain, and remembers your world run to run. $49.99 one-time - pay once, own it for life, no subscription, ever - you bring the AI, so there is nothing recurring for us to bill. The web tier charges every month; this you pay once and own. Solo only - co-op party play is a web-tier mode.

    Straight answers

    Questions, answered

    Is it really unlimited?
    Yes. One flat $29.99/mo - no token meter, no per-message charge, no out-of-credits wall. Play as long and as often as you like. There is a generous monthly fair-use ceiling, but it exists only to stop bots and runaway automation; a normal solo player never comes anywhere close to it.
    Can the AI cheat the dice?
    No - and that is the whole point. Every roll comes from a seeded, server-side generator and every rule is applied by a deterministic engine, not the language model. The AI only narrates what already happened, and each result is written to a tamper-evident chain so it can't be quietly rewritten. A Game Master that can't fudge, and can't be fudged.
    What happens after the free trial?
    Your 100 free Veil Essence let you roll a character and play your first turns with no payment and no time limit. When they run low, subscribe for $29.99/mo - or claim a one-time founder Mirror Shard - to keep going. Your character, world, and memories carry straight over; nothing resets.
    Do I need my own AI?
    No. On the $29.99/mo web tier we run and pay for the AI - just sign up and play in your browser, nothing to install. If you already use an AI like Claude and would rather bring your own, a separate BYO tier over MCP - any MCP-capable client, smoothest on Claude - is a one-time $49.99 (you own it for life), where your AI covers its own usage and we run only the cheat-proof engine.
    Are there other AI Game Masters that can't fudge the dice?
    A few projects pair an AI narrator with some form of rules engine - the honest architecture is catching on, and we publish our own deterministic core as source-available packages. The differences that matter: LoomMaster's dice are seeded and rolled SERVER-side (a tamper-evident chain - neither the AI nor a modified client can touch a result), the full D&D 5e and Pathfinder 2e Remaster rulesets run in the engine rather than a thin dice-roller, and your world lives in a real database instead of a context window. If a GM can't show you where its dice are rolled and how a result could be audited, assume the AI is imagining them.
    Is "unlimited" really unlimited - no energy bar, no daily turn cap, no dumber model?
    Yes - and each of those words is deliberate. No daily turn allowance that stops your Saturday session at lunch. No "energy" meter that throttles you for playing too much. And no quiet model downgrade: the unlimited play IS the smart play - routine turns run on a fast frontier model and the engine auto-escalates to the strongest one on complex beats, on the same flat $29.99/mo. The only ceiling is a generous monthly fair-use cap aimed at bots and runaway scripts; a heavy human player never meets it.

    More questions? Read the full FAQ →

    Built on the Loom Engine

    One engine, two products. The same Director-routed Trinity behind LoomMaster also powers Mythcore: Omniveil, our AI-driven MMORPG in open pre-alpha. The persistent-memory tech that lets your Game Master remember a campaign is the exact tech that lets a living MMORPG world remember every player who ever passed through it.

    And the deterministic core is now published source-available - one Rust core that runs byte-identically in TypeScript, Python, and Rust, on npm, PyPI, and crates.io. It cleared an external security and determinism audit with 4,270 tests green. Cross-language byte-parity is what makes the dice honest: the engine owns the math, the AI only narrates.

    See the engine in action →