Multi-map scenes
Towers, dungeons, layered locations — switch maps live as the party moves through the world.
No rules engines, no combat automation, no clutter. Clean visuals, fast setup, total control in the DM's hands. Your players see the world. You run the game.
Veil exists for one simple reason: nothing else felt right.
I tried the big VTTs. Some were too bare-bones. Others buried you under setup, subscriptions, add-ons, and endless configuration. The costs stacked up, the interfaces got in the way, and what should have been quick and powerful felt slow and complicated. Eventually, we dropped VTTs altogether and stopped using maps.
But my players — many of them new — liked the maps. They made things a little easier. We just needed something that worked for us.
So... I built it.
Veil is a DM-first virtual tabletop. The DM controls the world. Players are viewers — focused on immersion, not buttons. No rules engines. No combat automation. No status tracking. Just clean visuals, fast setup, and the freedom to run the game the way it's meant to be run.
Powerful where it matters, invisible where it doesn't. This isn't a replacement for the tabletop. It's a veil pulled back just enough to let everyone see.
Powerful where it matters, invisible where it doesn't. Tools that stay out of your way until you need them.
Towers, dungeons, layered locations — switch maps live as the party moves through the world.
Reveal areas as the party explores. Walls, doors, dynamic lighting — without the busywork.
Drop creatures, drag them live, or set patrol paths the players see in real time.
A clean, distraction-free mirror of the action — perfect for a TV, tablet, or shared screen.
Communicate distance and intent without slowing the table. Quick pings, fast measurements, no menus.
Pairs with The Long Road and the Encounter Manager. Travel, arrive, slip into Veil, then drop into combat.
Veil stays out of your way until the moment matters — then it carries the scene.
Drop a map, set the grid, lay walls and lighting. Spin up the player view on a second screen and you're ready before the players settle in.
Reveal what they see. Keep secrets hidden. Drag tokens, ping the door, measure the leap — the players feel the table without ever seeing your tools.
Combat erupts? Slip into the Encounter Manager. Travel resumes? Hand off to The Long Road. Veil keeps the visual; the toolkit carries the rules.
A complete tabletop visual layer — not a plugin, not a module. Every feature below ships on day one.
Layered locations and quick switching between scenes.
Dynamic line-of-sight with walls, doors, and reveals.
Ambient and point lights with colored tints.
Drag, drop, and set patrol paths your players see live.
Quick distance & pointer tools that stay out of the way.
A separate, clean view for the TV or shared screen.
DM View is your control room. Player View is clean and focused — showing only what you've revealed.
Run encounters with a clean, dramatic map presentation built for live play.
One account across every tool a game master needs. Worldbuilding, travel, combat, lore, and tabletop — all wired together.
Plate tectonics, rivers, regions, settlements, and POIs. The layer beneath the story.
Routes, weather, encounters, and pace. Travel as story chapters — with consequences.
Encounter Manager, NPCs, references, and the login hub for the entire suite.
Free to start. Built to scale with you. Run up to 3 sessions on the free plan, or subscribe to unlock unlimited sessions and everything across the toolkit.
Want early access, updates, or a place to share feedback? Reach out — Veil is being shaped by real table play.