📅 4 January 2026 ✍️ Stephen 🏷️ Dev Blog #2

10,000 Lines, One Big Refactor, and Walls That Actually Stop You

ChronicleVTT hits a milestone, gets its code cleaned up, and finally learns that walls should probably be solid. Also: doors, windows, and the art of the fake wall.

It's been a busy few weeks. The kind of busy where you look up from your code and realize you've accidentally written a small novel. Except instead of a thrilling plot, it's mostly React state management and increasingly aggressive comments like "// TODO: WHY DOES THIS WORK".

But we got there. ChronicleVTT has officially crossed a milestone:

10,000+
Lines of Code
(Then we immediately deleted 500 of them. Progress!)

Yes, the codebase hit 10,571 lines — and then promptly got a haircut. The v4.3 refactor pulled out a bunch of components into their own files, brought things down to a slightly-less-terrifying 10,048 lines, and generally made the whole thing easier to work with. Future me will thank present me. Present me is just tired.

The Great Wall of ChronicleVTT

The big feature drop this update? Walls, doors, and windows.

I know what you're thinking: "Walls? Groundbreaking." But hear me out — these aren't just decorative lines on your map. They're functional walls with actual collision detection. Your tokens can't walk through them anymore. Revolutionary, I know.

🚪

Doors can be opened and closed mid-session. Windows block movement but allow line of sight. And the real party trick? Fake walls — they look solid until a token walks through them. Perfect for secret passages, illusory barriers, or just messing with your players.

Dynamic Environments (Now With More Drama)

The three-state map system has always been ChronicleVTT's signature feature. For the uninitiated: you can set up Before, Transition, and After states for any scene. Floor collapses? Bridge extends? Trap triggers? One click, and every player sees it happen together.

We've refined how these work with the new wall system too — so you can have doors that actually open when you trigger a transition, not just visually but functionally. The dungeon layout changes. The collision changes. The players panic. Perfect.

What Else Made the Cut

🐉 SRD Bestiary305 monsters, ready to drop onto your map
📋 Character SheetsFull D&D 5e sheets with D&D Beyond import
⚔️ Combat SystemInitiative, turn tracking, targeting, conditions
👻 Ghost MovementPreview your move before committing to it
🎭 Token TypesPlayers, allies, and hostiles with distinct visuals
🔔 Toast NotificationsNo more browser alert popups. We're civilized now.

Free Forever (With Fine Print)

One thing I want to be clear about: ChronicleVTT will always have a free tier. Not a 14-day trial. Not "free until we change our minds." Actually free, forever.

The free tier has limits — storage caps for uploaded assets — but for a lot of groups, especially those just getting started, it'll be enough. The paid tiers unlock more space and features for GMs who need them, but the core experience? That's yours.

The ethos: ChronicleVTT is designed around making TTRPGs accessible, fast, fun, and quick to play. Everything a GM and player needs to jump right in — bespoke maps, sounds, themes, SRD monsters — comes included. And for those who want it, maximum customisability to tailor adventures exactly how you'd like them.

What's Next

Pre-alpha testing is still on track for Q1 2026. Between now and then: board state saving, a built-in audio library, and tutorials that teach new players and GMs the interface without requiring a human sacrifice.

Get Notified When Pre-Alpha Opens

Join the dev blog for updates on features, testing access, and the occasional gif of things breaking.

Thanks for reading. Now if you'll excuse me, I have 10,000 lines of code to stare at.

— Stephen, Chronicle Games