Draw Steel Codex 0.0.855 is Now Available
Turn Rewind: Take It Back
Moved into the wrong square? Used the wrong ability? You can now rewind your turn . While you play a turn, the Codex quietly saves the board before the turn starts and again before and after every ability and every move. Rewind to any of those moments and pick a different play.
- Ctrl+Z to rewind: During your turn, press Ctrl+Z (or type /rewind) to open Turn History. It's a narrow panel at the side of the map, so you can still see the board.
- Every step of your turn: Turn History lists what happened, in order: the turn starting, each ability you used and each move. Click Rewind to here on any step to put the board back as it was: positions, Stamina, conditions, effects, summons and map objects. Changed your mind again? Redo to here rolls it forward. While the panel is open, Ctrl+Z and Ctrl+Y step back and forward one step at a time.
- Rolls are marked: Dice rolls show in red between the steps. Rewinding past a roll undoes it, so rolling again counts as a reroll. The rolls stay in the chat log, so everyone can see what happened.
- Choose a different path: If you do something new after rewinding, the steps you rewound past are dropped. Rewinding all the way to Before the turn started hands the turn back, so your side can choose who goes instead.
- Even mid-ability: You can rewind while an ability is still resolving. It's cancelled for every player, and any roll requests it sent to other players are withdrawn.
- Everyone sees it happen: A rewind plays a tape-rewind effect with a << REWIND label on every screen, and the tokens slide back to where they were.
- For players and Directors alike: Players can rewind their heroes' turns, and the Director can rewind monster turns. A Director playing an absent player's hero gets a history for that turn too.
- What it doesn't undo: Walls broken by forced movement, other maps, and the chat log.
Revert Turn is better too. The Director's snapshot is now taken between turns and again once everything has settled. You can no longer revert into the previous turn by mistake, and music and ambience keep playing when you revert.
Turn Rewind is brand new, so please tell us how it feels and report anything it doesn't put back.
Faster Map Switching
- Maps load ahead of time: The Codex now keeps the maps you're likely to visit next loaded in the background: maps where the heroes are, maps players can view, and maps you've visited this session. Hovering over a map in the Maps panel starts loading it before you click.
- No more loading screen: Traveling to a map that's already loaded now dissolves straight from the old map to the new one.
- Less work on every switch: Changing maps no longer reloads the whole game's assets. In our test game, a switch went from almost a second to about a third of a second.
- The Maps panel highlights the map you click straight away.
Classes & Abilities
Shadow audit: 15 Shadow abilities and features are now fully implemented, including Pinning Shot , Staggering Blow , Misdirecting Strike and the College of Black Ash's In a Puff of Ash . Gameplay changes:
- Gasping in Pain: The ally who gains the surge is now chosen within 5 squares of the target. Before, it was within 5 squares of you.
- I Work Better Alone: Now checks whether your allies are next to the target, including altitude. Before, it checked the target's enemies, so it failed against heroes. Cancelling the power roll no longer banks the surge.
- Teamwork Has Its Place: The edge only applies when one of your allies is adjacent to the target, including altitude.
- You Were Watching the Wrong One: The surge goes to the ally automatically when only one qualifies. When several do, you choose from the flanking allies. The surge is offered as a trigger after you use the ability.
- Careful Observation: You can observe 1 creature, 2 at 7th level and 3 at 10th. Observing another replaces the oldest. The bonus no longer applies, and the effect ends, when the creature is out of range or line of effect.
- Night Watch: Enemies now take a bane on Search for Hidden Creatures while a Night Watch Shadow is in range, and the roll dialog shows it.
- Shadowfall: You teleport to the first free square at the end of the line after the damage. The action log records how far you teleported.
- Black Ash Eruption: Pushes the target straight up, as the rules say.
- Look!: Now affects only enemies in the area. Before, it affected allies too.
- Chain Reaction: A red line preview shows every target the chain will hit, and one power roll applies to all of them. Each jump needs line of effect from the creature it jumps from. Objects can now be targeted.
- I Am You!: You steal only the target's signature ability and use their bonus for the roll. The stolen ability is flagged with a red "new" dot.
- Trained Assassin: You no longer lose the extra surge when a bane on your power roll is cancelled out by edges.
Other classes:
- Conduit:Words of Wrath and Grace no longer lets every target give nearby allies a Recovery to spend. Lightning Lord's three lines all start from the Conduit, not from the targets of the first line, and you're no longer prompted once per target of the first line.
- Censor:Judgment's damage for an Oracle now turns holy damage into fire damage automatically when the target has Purifying Fire.
- Troubadour:Allow Me to Introduce Tonight's Players now checks for the first turn of the encounter correctly.
- Talent:Scan offers Search for Hidden Creatures again.
- Beastheart:Stormrage Echo no longer fires from a dead companion. A dying companion still echoes.
- Summoner: With the Ensnarer's Extended Barbed Strike, the minions choose which of them does the pulling.
- Null Field: Its effect no longer refunds the Maneuver you spent on Null Field.
- Aid Attack: No longer gives the aiding creature an edge on its own attack.
- High Elf and Wode Elf Otherworldly Grace is now automated. One save ends condition or effect on you ends at the end of your turn instead. If you have several, you choose which one. Rivals and High Elf monsters use it too.
- Ancient Loremaster's Rare Books no longer counts Dead Languages.
- Character panel: When climbing reduces your speed, the panel now works it out from your current speed, not your base speed.
- Underwater: Creatures that can't swim now take a bane on power rolls underwater.
Monsters
- Ogre Goon's Grabby Hand now costs 1 Malice.
- Bugbear's Throw no longer damages allies.
- High Elf Palinode's Recall: Recalled allies now land in a free square next to the palinode instead of on top of it. The palinode gains its temporary Stamina too.
- Human Brawler's Haymaker no longer gives its +2 grabbed bonus to targets that aren't grabbed.
- Angulotls: Several data fixes, including Wet and Leapfrog.
- Mystic Goblins are no longer in the main bestiary. They come with the Delian Tomb adventure.
- Archer's Stakes on the Delian Tomb's Castle Andreas map now deal damage when walked through and give goblins cover.
- Monster AI:
- New AI for Angulotls and War Dogs.
- Minion squads plan the whole squad's moves first, then move and strike together.
- Monster turns are planned much faster.
- When a monster's ability makes heroes roll to resist, the AI no longer waits on a roll summary dialog.
- The AI waits for a hero's end-of-turn prompts, such as Revitalizing Limerick, before taking its turn.
- The AI no longer gets stuck waiting on a mandatory trigger.
Combat
- Acting before claiming a turn: Using an action or maneuver while your side is choosing who goes now runs the start of your turn properly. Heroes who acted first were missing their start-of-turn heroic resource and triggers.
- Director-started turns: When the Director starts a hero's turn, that hero's start-of-turn triggers, such as an Elementalist's persistent abilities, now fire.
- Triggers during prompts: A trigger that interrupts an ability's prompt now finishes first, and then the ability's prompt comes back.
- Stepped Terrain: Environmental Keywords have a new Stepped Terrain option. In those areas, and on top of solid blocks, a 1-square height change is a sharp step instead of a slope, but only for forced movement. Pushing a creature into the step is a collision, and pushing it off the edge makes it fall, just like a cliff. Walking and charging still treat it as a slope.
- Half-cover walls: Height-limited walls that give half cover no longer block line of effect.
- First Turn of Encounter: A new GoblinScript value for abilities that care whether this is the first turn of the encounter.
- Body Banks: Body Banks support custom target text and more target options: Ally, Enemy, Self or creature, Self or ally, and Each enemy and object.
Journal
- Negotiation pages are easier to read at a glance. Attitude, Interest, Patience and Impression sit in a row under the description. Motivations and Pitfalls are side by side, and the rules reminder is in two columns. Glossary hints now work on negotiation pages.
- Montage pages now scroll, and show their description, twist, hero limits, challenges in two columns, and outcomes. Begin Montage is only shown to the Director.
- Monsters in your encounters: When a journal page includes an encounter, the Director sees that encounter's monsters underlined wherever the page mentions them. Hover to see the creature at a glance, and click to pin its stat block. The monster band is marked too. Hover it to see its Malice features and how it fights.
- Glossary hints now use a solid underline.
- Save failures: If the journal can't save, it now says Save failed!, keeps retrying, and asks before you close the page. Before, a failing save could lose your text silently.
- NPC template: Now has Known to the Players, Secrets and Director Notes sections. The old text-only Montage and Negotiation templates are gone. Create Montage and Negotiation pages from their own types instead.
- A Director-only block's Reveal to Players link no longer runs into the text after it.
Maps & Vision
- Map zoom: Scrolling a panel on top of the map no longer zooms the map.
- Below ground level: Walls and floors at negative elevations are no longer invisible.
- Remembered areas: Panning no longer reveals the remembered view of spaces behind walls.
- Player view: The player vision overlay no longer looks washed out or too dark after the Director edits objects.
- Dragging tokens: Alt+mouse wheel while dragging a token changes its altitude and no longer changes the floor too.
- Smooth stone walls can now be climbed.
Sound & Chat
- Audio levels: Reloading or joining a game no longer plays sounds at 100% volume for a moment. The Director's and players' audio levels apply right away.
- New sounds: The victory card and the big banner notifications now have sounds.
- Language scripts: Speech in a language you don't know now shows in that language's own script: Dwarvish runes, Goblin scratch marks and Infernal.
- Chat: The In Character language picker no longer runs outside the Chat panel when the panel is narrow.
Other Fixes
- Damaged settings files: If your computer loses power while the Codex is saving, the damaged file no longer locks you out of a campaign. Settings are now saved in a way that keeps either the old file or the new one intact.
- Panels stay on screen: In-game panels can no longer be dragged off the edge of the window and lost.
- Compendium importer: The import panel can be moved and resized.
- Character import: The titlescreen now offers Codex character import. Forge Steel import now explains why it rejected a file instead of failing silently.
- Bug reports: Sending a report now shows a clear confirmation.
- Downtime: Project rolls for a follower owned by the party now go to the player who asked for the roll.
- Treasure choices now show the item cards, with their pictures.
- Module creators: Store Listing images upload again.
- The white flash when the Codex launches is gone.
This announcement was originally published by DM Hub on Steam on Oct 13, 2026.
Open the original on Steam