D&D General 'Project Sigil' 3D Virtual Tabletop Finally Laid To Rest

Platform will remain active until October 2026.
Project-Sigil-Spell-in-Action.webp

After 'sunsetting' the active development of Dungeons & Dragons' ambitious 3D virtual tabletop back in March, when 90%--about 30 people--of the team was laid off, Wizards of the Coast has confirmed that development on Project Sigil is ending permanently.

In a message on D&D Beyond, WotC thanked users for their support. Those who have used a Master Tier subscription in the last 6 months will gain a 6-month credit. Sigil will still be available to use until the end of October 2026.

We have made the difficult decision to end development on Sigil. This was not a decision made lightly, and it followed months of reflection with all teams involved. We’re deeply grateful to everyone who explored Sigil with us and shared in its journey. Your passion and feedback meant the world.

At Wizards of the Coast, our goal is to create experiences that help you tell incredible stories together, whether at the table, online, or anywhere you gather to play.

When we introduced Sigil, we imagined a powerful 3D virtual tabletop where you could share maps, minis, and environments with your friends and fellow players. While that vision inspired thousands of players and creators, we couldn't sustain the level of ongoing development support that Sigil—or our community—deserved. That’s on us. What we’ve learned from Sigil, and from your feedback, will guide how we approach future digital tools. We’ll take the time to do it right in pursuit of developing the best D&D experiences possible.

To everyone who built and played in Sigil—developers, DMs, players, and creators alike—thank you. Your time, creativity, and feedback made Sigil what it was. We know this decision hurts, especially for everyone who built campaigns, shared feedback, and believed in Sigil’s future. You deserve clarity about what happens next.
 

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This kind of thing bums me out.

It feels like there’s no such thing as institutional memory at WotC.
They just lost two huge pieces of that with Perkins and Crawford leaving.

I could be totally wrong but I feel like between WotC being used as a career stepping stone for the suits and an even higher level of disdain for the game designer, all sense of history and past mistakes is lost.

Then again, if you keep standing up and saying, "no," to the boss, the boss will just replace you.
 


I disagree. A great 3d system would be a game changer. It's just so hard. Making it 3d doesn't make it a video game at all. I didn't get this argument at all. Doing all the math makes it more of one.... Though I agree most want that.

3-D always had the usability issue. Not for players so much as DMs. Much harder to design a 3-D encounter than a 2-D one. Players would have a big learning curve for 3-d as well.
 

They just lost two huge pieces of that with Perkins and Crawford leaving.

I could be totally wrong but I feel like between WotC being used as a career stepping stone for the suits and an even higher level of disdain for the game designer, all sense of history and past mistakes is lost.

Then again, if you keep standing up and saying, "no," to the boss, the boss will just replace you.
I think the only staff member still there from prior to 5E is James Wyatt.
 

No one was looking for smartphones when they started making smartphones, now everyone has them...

That's the other side of the coin from this situation, so not really relevant.

And let's be honest, what WotC produced in years is subpar compared to far smaller outfits like TaleSpire accomplished before they Sigil came out.

I don't really find the repeated reference to another application that I have never heard of to be persuasive, sorry.

I do not argue that WotC is good at software development. They generally aren't. I am pleasantly surprised that folks report that D&DB's Maps feartures actually work pretty well.

But their being generally bad at it indicates that making the right decision for once is more pleasantly remarkable, not less.
 


At most quite a few gamers seem to want their VTT to handle all the system bits and math with a click, but not the fully visual experience of a video game. If they'd stuck with that full automation, it probably would have been a winner.
That, right there, is what I'm looking for. If I'm using a VTT, why do I have to constantly have to deal with the mechanics of the game? I've got a whole computer right there. I don't want to futz about figuring out which modifiers to add and when. I don't want to have to kludge together some sort of frankenstein monster just to get a Barbarian's Wolf totem aura to work.

Play to strengths.
 



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