Has Wizards of the Coast Given Up on Sigil?

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Sigil seems destined to a slow, spiraling demise after layoffs hit the team overseeing the project. Overnight, news broke that approximately 90% of the team responsible for building Sigil, Wizards of the Coast's new VTT, was let go shortly after the system's public launch. The version of Sigil made available to the public was clearly a work in progress - not only did it require a computer with significant specs to run, it was also only available on Windows computers. The layoffs are the latest sign that Sigil was a solution in search of a problem, a project with no clear endgoal other than to serve as a shinier version of tools already existing for D&D players. EN World has reached out to Wizards for comment about the layoffs.

Project Sigil was initially announced as part of the One D&D initiative back in August 2022. The VTT was supposed to serve as a new entry point for D&D, with cross compatibility with D&D Beyond and additional functionality with D&D's ruleset to make the game easier to play. However, even the initial announcement seemed to lack a strong elevator pitch, other than offering a shinier 3D VTT compared to Roll20 or Foundry. However, many players and D&D commentators immediately pointed out the likely monetization that came with this project, with miniatures, adventures, and even core classes all up for grabs in terms of microtransactions.



Sigil's development continued for over two years, with Wizards offering press and fans new looks at the in-development project at several high-profile events. A Gen Con D&D Live show utilized Sigil for a dragon vs. dragon encounter featuring Baldur's Gate 3 characters (played by their voice actors) caught in the middle. However, the use of Sigil stunted the live show experience, turning a boisterous and raunchy show into a lifeless technical glitch-filled slog. With the players focused on the computer and constantly calling for aid, it was a damning indictment of what Sigil could do to a D&D session.



In early 2025, EN World was invited to a D&D press event at Wizards' headquarters in Renton, WA. The event included an hour-long look at Sigil, which was billed as more of a level builder than a traditional VTT. While the designers showed off how relatively easy it was to build a quick encounter within Sigil, they admitted that most tables wouldn't use the VTT to run every encounter. They also couldn't answer fundamental questions about the VTT, such as monetization or what the design goals for the VTT was. Again, it very much felt like a solution for a problem that hadn't been introduced. At one point, the designer noted that their plan for Sigil's development was largely dependent on what users actually wanted in the system and expressed hope that users could use the VTT for systems beyond D&D 5E. It was also pointed out to developers that there was significant crossover with Maps, a D&D Beyond feature that used 2D maps and tokens that seemed to be far easier to implement with the release of new D&D products. Other than acknowledging the overlap and stating that the two systems worked differently, there wasn't a clear answer as to why Wizards was developing two VTT-esque products at the same time.

Sigil launched in February 2025 as something as a surprise. While a longer beta period was originally planned, the full launch of the project was instead announced via a 140-word press release. The project was limited to D&D Beyond subscribers, with a paid subscription needed to unlock full services. The strangely terse press release and muted launch had all the makings of a market dump - that Wizards of the Coast was cutting its losses after spending significant resources trying to build a system with no clear-cut audience or goal in mind.

As of now, it's unclear how Sigil will be supported moving forward - will it roll out new set pieces and miniatures as new adventures and content with the upcoming Dragon Delves launch? Will it get any significant updates at all now that there's only a handful of employees left to work on the project? Or is Sigil destined to fade into obscurity, the latest in a series of failed online products headed by Wizards that was meant to launch alongside new editions. Only time will tell.
 

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Christian Hoffer

Christian Hoffer


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Feels very similar to the VTT plans, including 3d character builders, in the 4th edition days.

For more history on that here's the interview with the 4th edition design team by Jon Peterson:


and the 4th edition round table on GenconTV with Peter Atkenson.


Both are fantastic histories into 4e and the digital approach they took back then. History definitely seems to be repeating itself.

I think it was extremely smart for WOTC to continue development of the 2d Maps VTT integrated with D&D Beyond side-by-side with Sigil. You definitely could have seen an overcaffinated VP talking about eliminating redundancy and focusing on a single moonshot VTT instead of a normal one that just works.
I thought the exact same thing to be honest. I remember how long the character maker took for 4e, and then all these other promises that never came to fruition (to be clear, 4e was a lot of fun, but the digital side was not great)
 

I think it's the "first party" part that sunk them. WotC isn't a software development firm.
I completely agree, and yet they keep trying (and failing) to reinvent themselves as one.

At some point, someone in upper management has to realize what the word is for trying the same thing over and over and expecting different results...except, of course, that upper management keeps changing, with the new guys thinking that they can succeed where their predecessors failed.
 




but the digital side was not great
I have to say I disagree, at least terms of functionality.

We had a character builder that:

A) Worked better and had better usability than Beyond's one.

B) Automatically had ALL mechanical content in it.

C) Only required one person to subscribe.

We had a monster builder that:

A) Actually worked automatically and easily, and had guidelines. Whereas Beyond is just HTML, essentially. And damn hard work.

B) Could pull in information from multiple different monsters.

C) So you could reskin a monster and/or give it extra abilities or level it up in minutes, in some cases even seconds. This is simply not possible with Beyond.

We had a rules encyclopedia where:

A) The search actually worked and reliably found what you were looking for.

B) All the rules were included for the price of the subscription. Not just what you'd purchased/linked.

So frankly whilst it was a lot less attractive visually than Beyond, I think the actual product was significant superior as a customer offering.

The one thing that was disastrously bad though was billing. WotC had Digital River doing the billing, and they were completely incompetent, I mean just terrible. They'd do stuff like double-bill you randomly, fail to let you log in, and generally were incredibly painful to work with. When I complained about their double-billing at one point they double-refunded me (rather than just refunding me the extra billing), and refunded me for more months than I said, so this didn't even work to their advantage!
 

I have to say I disagree, at least terms of functionality.

We had a character builder that:

A) Worked better and had better usability than Beyond's one.

B) Automatically had ALL mechanical content in it.

C) Only required one person to subscribe.

We had a monster builder that:

A) Actually worked automatically and easily, and had guidelines. Whereas Beyond is just HTML, essentially. And damn hard work.

B) Could pull in information from multiple different monsters.

C) So you could reskin a monster and/or give it extra abilities or level it up in minutes, in some cases even seconds. This is simply not possible with Beyond.

We had a rules encyclopedia where:

A) The search actually worked and reliably found what you were looking for.

B) All the rules were included for the price of the subscription. Not just what you'd purchased/linked.

So frankly whilst it was a lot less attractive visually than Beyond, I think the actual product was significant superior as a customer offering.

The one thing that was disastrously bad though was billing. WotC had Digital River doing the billing, and they were completely incompetent, I mean just terrible. They'd do stuff like double-bill you randomly, fail to let you log in, and generally were incredibly painful to work with. When I complained about their double-billing at one point they double-refunded me (rather than just refunding me the extra billing), and refunded me for more months than I said, so this didn't even work to their advantage!
You forgot to mention the DDI's use of Silverlight.
 

"A first party VTT for the most played TTRPG in the world" seems like a no-brainer to me.
It isn't, or wasn't, just a VTT, though. They have Maps for that. This was supposed to be an innovative, first-of-its-kind 3D VTT with special effects.
 
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So have they decided that they can't do that now? What changed? Why did they pretty much fire the development team?
What changed is that the gaming public's response to the Sigil beta was a big fat "meh". So wotc has surely realized that the market for a 3d VTT is way smaller than they expected, and no amount of improving Sigil is going to get them a user base large enough to sustain the project financially.
 

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