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

If they are smart they'll do what Games Workshop does, sell it off to an indie developer to complete/incorporate for a licensing fee.
But they're not smart and they'll probably eat the loss for some idiotic IP fear. Hasbro has just consistently shown itself to be terrible at tech and just full of very backward ideas.

The relationship with Larian just shows they are very painful to work with and don't know how to manage or fairly deal with creatives.
 

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I think it's a weird take that Sigil was a solution in search of a problem.
Folks were expressing the user perspective, not the corporate one. From Hasbro's perspective, sure: the root problem is "under monetization of the D&D brand." So the idea was to offer users a solution to their 3d VTT problem, except that not enough users had a 3d VTT problem to solve, and the cheap 2d VTT, Maps, takes care of those who just need an easy VTT.
 

Folks were expressing the user perspective, not the corporate one. From Hasbro's perspective, sure: the root problem is "under monetization of the D&D brand." So the idea was to offer users a solution to their 3d VTT problem, except that not enough users had a 3d VTT problem to solve, and the cheap 2d VTT, Maps, takes care of those who just need an easy VTT.

What I was taking away from Sigil was that WotC really wanted to blend BG3-style graphics and play with the VTT in order to bring more people into the game. That may not be what existing players were asking for, but speaking for myself, if they had been able to do that, I would've been interested to at least try it.

It literally would've been a "Build it and they will come" type of endeavor (these don't always work out).

I just feel like this was always going to be a multi-year development effort akin to a AAA release, and the feasibility of that in the near term wasn't going to happen.
 

What I was taking away from Sigil was that WotC really wanted to blend BG3-style graphics and play with the VTT in order to bring more people into the game. That may not be what existing players were asking for, but speaking for myself, if they had been able to do that, I would've been interested to at least try it.
Same. It certainly was the most attractive looking VTT
I just feel like this was always going to be a multi-year development effort akin to a AAA release, and the feasibility of that in the near term wasn't going to happen.
Agreed. It seemed they gave up too quickly because they didn't get the immediate result they wanted.
 

What I was taking away from Sigil was that WotC really wanted to blend BG3-style graphics and play with the VTT in order to bring more people into the game. That may not be what existing players were asking for, but speaking for myself, if they had been able to do that, I would've been interested to at least try it.

It literally would've been a "Build it and they will come" type of endeavor (these don't always work out).

I just feel like this was always going to be a multi-year development effort akin to a AAA release, and the feasibility of that in the near term wasn't going to happen.
Exactly. The problem Sigil was trying to solve was not enough people playing D&D. It was a bold attempt that ultimately proved too expensive given the current economic climate, so now a simpler version that only aims to be a tool for existing players who want to use it is what Sigil will be for the foreseeable future.
 

What I was taking away from Sigil was that WotC really wanted to blend BG3-style graphics and play with the VTT in order to bring more people into the game. That may not be what existing players were asking for, but speaking for myself, if they had been able to do that, I would've been interested to at least try it.

It literally would've been a "Build it and they will come" type of endeavor (these don't always work out).

I just feel like this was always going to be a multi-year development effort akin to a AAA release, and the feasibility of that in the near term wasn't going to happen.
I suspect that that they wanted to be able to sell the VTT - offer a basic kit to get you started, and then sell expansion packs, character models, etc. But I guess we'll never know. I don't think Sigil will be anything for the foreseeable future - I think it'll linger as a "beta" for a bit, and then quietly go away as Maps remains the defacto VTT and gains more features.
 

I suspect that that they wanted to be able to sell the VTT - offer a basic kit to get you started, and then sell expansion packs, character models, etc. But I guess we'll never know. I don't think Sigil will be anything for the foreseeable future - I think it'll linger as a "beta" for a bit, and then quietly go away as Maps remains the defacto VTT and gains more features.
There could be a case for integrating the 3D terrain, map builder and minis into Maps, and ditching the fancier Sigil UI for the existing Maps one (which I think is great because of its simplicity).
 

There could be a case for integrating the 3D terrain, map builder and minis into Maps, and ditching the fancier Sigil UI for the existing Maps one (which I think is great because of its simplicity).
I definitely don't think we'll get the 3d terrain, not at anything like what Sigil offered (e.g. needing the Unreal engine). I could see Maps getting 3d miniatures and 2d terrain tiles or features that could be plunked down as part of a map-builder feature. But I'm sure the budget is way lower for Maps, and that low-fi approach has been very successful for them. It would be a bad idea to overcomplicate it.
 

I have a 3D printer so when I had a rune knight fighter I just printed two versions of the mini and painted them the same. If I can simply replace my mini on the game mat you can replace the token. :)
Yes, I can (and have) swapped in a random token of the appropriate size since there is no Enlarged Duergar token or Small or Tiny Ochre Jelly tokens, etc. However, now that Maps has the ability to run encounters within it instead of needing to use the separate Encounter Builder, tokens are associated with specific stat blocks.

If replace the Medium sized Duergar token with a Large token, I'll end up with some random stat block. Yes, there are workarounds to this. It just would be nice to be able to resize tokens.
 

Yes, I can (and have) swapped in a random token of the appropriate size since there is no Enlarged Duergar token or Small or Tiny Ochre Jelly tokens, etc. However, now that Maps has the ability to run encounters within it instead of needing to use the separate Encounter Builder, tokens are associated with specific stat blocks.

If replace the Medium sized Duergar token with a Large token, I'll end up with some random stat block. Yes, there are workarounds to this. It just would be nice to be able to resize tokens.

I was just kidding. I've played around with maps a bit but I generally use a separate screen or monitor for my monster stats but with the improvements to Maps I can see why you'd want to keep it the same entry.
 

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