Gummi

Gummi

Nov 13, 2026  ·  4 min read

Faster combat turns

Character tokens in a turn-order arc with a heart and a shield

Welcome to the first QP Friday announcement since launch! What a week. Thank you to everyone who jumped in, tried the new plans and the Initiative Tracker, and told us what worked and what didn't. A lot of what follows came straight from your messages on Discord, so keep them coming.

Most of our week went into the Initiative Tracker. The big one: you can now apply damage by typing a number. Open a character's hit points, type 7, and press Enter to deal damage or Shift+Enter to heal. No more clicking minus seven times or doing the subtraction in your head mid-fight. Hit points can also go below zero now, for those of you whose games track how far past dead a character is.

You asked for a way to keep hit points to yourself, and here it is. The heart icon on an encounter now cycles between hidden, GM only and everyone, and new encounters start at GM only. Next to it, a sheet modifier can now be marked Use for AC, so the GM sees each character's armor class right on the tracker. It's called Defense, Evasion or Armor in the systems that use those words.

We also gave two of our favourite systems their own way of handling initiative. RuneQuest campaigns get a 1–12 strike-rank track, where players declare their intents and pick their strike ranks from a card in chat. Call of Cthulhu campaigns set the turn order from each investigator's DEX, and players can mark a readied firearm (+50) straight from chat.

Over on mobile, version 10.0.1 is out on the App Store and rolling out on Google Play. Players can now clear an RSVP if their plans change, iPhone users can take their profile photo with the camera when they sign up, and it comes with the long list of fixes below.

#Bug Fixes and minor additions

  • Added a … menu to encounters in Notes so you can duplicate or delete them

  • Tidied up the Encounters panel: an empty encounter shows one clear next step, and picking characters no longer shifts the list around

  • Fixed a crash when opening a session with a linked character below zero hit points

  • Fixed sheet edits sometimes getting lost right after closing and reopening a sheet

  • Clicking a character's hit points in the tracker now opens only the HP editor, not the whole sheet

  • The Schedule Assistant now moves your whole schedule when you say "We're moving to Tuesdays", not just the next session

  • Fixed a false "unsaved draft" warning after previewing a schedule without changes

  • On the campaign page, Go to session now sits above the next session card, the GM's button reads Edit schedule, and the "Create a schedule" button no longer gets cut off

  • Hidden rolls are now only sent to the GM and the person who rolled, and other players never receive sheet tabs the owner has hidden

  • Scenes on phones use less memory and load faster

  • Your plan and trial now load reliably even when the app stores are busy

  • If you own Core for life and also have a Pro trial, Home and Billing now show your trial

  • Scene, campaign and note images made with Claude or ChatGPT now show up in Quest Portal

  • Call of Cthulhu: the Possessions tab is finally spelled correctly, and every investigator's gear exports to PDF

  • In 10.0.1: the RSVP buttons stay on the Lobby card after you answer

  • In 10.0.1: creating a character without a plan shows the trial or plan offer instead of a spinner that never stops

  • In 10.0.1: accepting a campaign invite no longer fails because of chat, and unread chat badges clear properly

  • In 10.0.1: campaign music repeats without errors, and a newly equipped dice skin shows up in your session right away

  • In 10.0.1: the dice count badge fits inside the dice picker, and text in confirm dialogs is centered

  • In 10.0.1: your onboarding checklist ticks off "Create a Campaign", and VoiceOver can reach the sign-in fields

Now go roll some initiative, and let us know in the suggestions channel what the tracker should do next!

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More fun at the table, less fuss around it

The tavern falls quiet. You spent all week on this villain: the scarred voice, the secret letter, the slow reveal in the final act. Your players have other plans. They have just set fire to the only bridge out of town, the paladin is deep in an argument with a goat, and the rogue has quietly pocketed the letter that was supposed to unravel everything. Somewhere across the river, your villain stands alone in the rain, waiting for an entrance that will never come. The bard leans back, grinning. Four faces turn to you.

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