
Virtual tabletop experience for TTRPG groups with updated visuals and vast library support, including D&D 5E, Pathfinder, and more. Create unforgettable adventures with tools like dice, sheets, tokens, and maps. Prep less, play better with automated game mechanics.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Genres
Stats
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Alright so I have hosted a variety of games on Fantasy Grounds. From before when all we had was Fantasy Grounds (Classic), to FGU, to now being known as Fantasy Grounds VTT. Here's what I know and learned, and why I'm saying it's simply not good. The Costs; especially when it comes to your not-core DnD. Starfinder, Pathfinder, Call of Cthulu ect. The costs add up the sales are scarce and often not enough to be valuable and sometimes even what is released is made irrelevant and you have to buy it AGAIN. Example - Pathfinder Second Edition you need to buy every little bit from core rules to your very basic Beatiary which is fine it's not core expect to need to put down a little extra. The core rules get rewritten but you already bought the books from FG VTT so you think you're fine I mean you spent 40-60$ a book for the GM Handbook, Core Rules, and Players Handbook so you should own them when they go through a simple rewrite I mean it's a digital copy that's what it's good for right? Nope. Buy them again and your previous books aren't being updated as the program is so their automation isn't supported so unless you cough up another 200$ your game won't function properly. Fantasy Grounds relies on this automation to stand out, and it's not the only one who does it these days. But the fact of the matter is after a 300$ License, thousands buying 85 books for PF2E. Just for features that should be automated to need to be made custom, and then those custom spells break once the next update comes out. It's exhausting and it makes DnD somehow even harder to play than before. It's a drain and a drag; the digital medium should be a cost effective method to have access and automation to information that is released consistently, for free, and is supported for free by the people who made the info. Example Archives of Nethys for PF(2E). These books totaling thousands of dollars without having Automation, or even the correct information. Biggest Example being the stuff for Thaumaturge, nothing is automated, all of it should be. It became easier for us to do things by hand than to use FGVTT so what is the point of FG? Re-Charging for content, still selling outdated non-updated and unsupported content. Support is non-existent on their discord or through their support channels. Not to mention the community they fostered full of bots, phishing links, and unsavory characters. I can't recommend FG VTT LESS. I use it, and unfortunately may continue to; but if you intend to use it find yourself a DM who already paid for all this ♥♥♥♥ and don't buy it yourself. Every year there are better VTTs that care more, are automated better, and may actually do and have what you want. FG VTT is out of features and the only updates are to break things and bill you for a fix. Move on, there's better literally anywhere else.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fantasy Grounds is a huge disappointment for longtime users. They made the software totally free but slapped on a “loyalty program” full of niche third-party products — not even essential stuff like the D&D Player Handbook. No store credit, no meaningful compensation, just junk most people will never use. The learning curve is brutal. A VTT is supposed to make playing easier and faster, but Fantasy Grounds makes everything slow, confusing, and frustrating. On top of that, the interface feels outdated compared to modern VTTs. Early adopters paid big for this platform, and what we got in return is insulting.
Fantasy Grounds VTT isn’t a traditional game you can simply pick up and play. It’s a virtual tabletop platform designed for running online role‑playing campaigns—Dungeons & Dragons, Pathfinder or whatever system your group prefers. If you’re willing to rely on community‑made rulesets and content, it’s actually easier to use than many other VTTs, and it becomes quite versatile once you understand its workflow. I think the learning curve isn’t a curve. It’s a cliff. Expect to spend time watching YouTube tutorials, browsing the forums and searching for guides online just to get comfortable. Mastery doesn’t come quickly and many new users bounce off long before they understand how the system fits together. Cost is another factor. The core engine isn’t cheap, and once you add the content modules— the packs, Dungeons and Dragons handbook, Dungeons and Dragons monster manual and Dungeons and Dragons master’s guide —the total easily exceeds $140 AUD. The old saying applies: you rarely get what you pay for. Most “free” VTTs will still require you to purchase the same licensed content anyway, so the cost isn’t unique to this platform. Even with well‑developed rulesets, you’ll still need to tweak things to automate tasks properly. Third‑party extensions can lighten the load, but the good ones usually require additional investment. Between the complexity and the setup time, it’s no surprise that many players feel overwhelmed early on and quit before they ever see the platform’s strengths.
IF IT AIN'T BROKEN, DON'T FIX IT! BRING BACK THE OLD LAUNCHER, IT WAS PERFECT!!! I HATE THIS NEW LAUNCHER!!! I CAN'T EVEN LAUNCH MY CAMPAIGN NOW!!!
Makes it a breeze to run a game. I'm running Dungeon Crawl Classics for a group of friends in other countries, including three players new to ttrpgs and one who has never played a video game, and it's going well. Also using the Star Trek Captain's Log module for solo.
Incredibly difficult to use, nothing is where you'd expect it to be. I absolutely hate fantasy grounds, I've tried to like it but even after hudreds of hours of use it's so hard to use for me. I've stopped playing games I loved because the DM would only use fantasy grounds and I couldn't bear to use it anymore.
A very useful tool for playing online games of Dungeons & Dragons - recent changes mean almost everything is automated once the characters have been created and given their weapons/spells etc.
I personally like the new launcher for I can finally search within extensions and themes! This is my kinda VTT. I tested them all before. I even used a TTRPG vault in Obsidian. Nothing works for solo mode better than FGU. Not to mention best solo support is in here. Aside from all the functionality. automation, and even some unique ruleset-specific mechanics, we have; * Full Mythic GM Emulator v2 with variations, [in the Forge] * Almost all Paul Bimler solo toolkits and adventures; The Solo Adventurer's Toolkit and TSAT 2, Spelljammer version, TONs of Choose Your Own Adventure style gamebooks for D&D 5E [in dmsguild], * SoloDark and Solo Adventures for Shadow Dark RPG, * Cyberpunk RED Single Player Mode, * Star Trek Captain's Log Solo, * Fallout 2d20 Solo Module, * Lots of free adventures in the Forge that can be Soloed with Mythic, * The list goes on... [Guide] Free Content for FGU: https://steamcommunity.com/sharedfiles/filedetails/?id=3634708338 I actually love the Neverwinter Nights style UI, and Im all for it. Most importantly, I never saw any CEO of any company personally answer questions with patience and stay honest in business. Except in SW.
would have 4 months ago however with recent changes and syntax alterations my tables archive is utterly borked and the tidal wave of errors overloading my players computers is unplayable WTF FG
This is a great way to enjoy DnD games with people all over the world. Fantasy Grounds will keep track of your party's character sheets, story notes, images and maps. It lets you roll dice, run encounters and more. There's a lot of automation built in - or you can do everything manually if you like. Highly recommended for the low low price of free!
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.