Scenes
Environment plus boards, saved together and switched in one tap.
A scene stores the environment (every layer and dial, not just its name) together with the list of boards loaded for it. The strip at the top of the Session screen shows your scenes in order.
Making one
Set the environment, load the boards, then press + New scene and name it. Whatever is on screen at that moment is what the scene remembers.
Loading one
Tap the scene. The environment switches (crossfading loops if one was already playing), the boards swap, and — with the auto-play tick on — the environment starts playing. If the scene drifts while you play, you can still swap a board or move a dial without leaving the scene.
Keeping it up to date
When the loaded scene no longer matches what's on screen, a Save changes button appears next to it. Press it to store the current setup into that scene.
The ⋯ menu
| Item | What it does |
|---|---|
| Auto-play environment | Tick: loading the scene starts the environment. Untick if you want to press PLAY yourself. The chip shows a small ▶ when it's on. |
| Rename | Change the name. Scenes are numbered in order automatically. |
| Duplicate | A copy, placed right after the original and loaded. Change what needs changing, press Save changes. |
| Replace with current setup | Same as Save changes, from the menu. |
| Move left / right | Reorder. |
| Delete | Removes the scene only. Your environments and boards stay. |
The environment a scene keeps is a copy
A scene stores the environment itself, not its name. So a scene plays the way it did the night you saved it, however much you change that environment afterwards, and deleting an environment never breaks a scene that used it.
It cuts both ways: editing an environment on the Environments screen does not reach back into scenes already saved with it. Load a scene and a line under the strip says so, with the two ways across beside it:
- Save to my environments… — writes the scene you have now out to your environment list: back over the one it came from, over another of yours, or as a new one. Overwriting asks first and names what it is replacing. Built-in environments can't be written over, so pushing one saves it as your copy under that name. What gets written is the environment as built — the quick tweaks you make on the Session screen are for the moment you are in, and don't become permanent just because you saved.
- Update from (name) — the other direction: this scene's copy is replaced by the saved environment it came from. Only offered while an environment of that name still exists. Its boards are untouched, and no other scene changes.
Neither reaches any other scene. They keep their own copies, which is the whole point of the copy.
To change a scene without touching your environment list at all, load it, set the scene how you want it, and press Save changes.
Campaigns and adventures
Running more than one game? A campaign holds its own set of scenes, so two games never get jumbled together. The bar above the scene strip shows which campaign is open; switch and the scenes below change with it.
Inside a campaign, an adventure groups the scenes that belong to one thread of the story — the mine, the village, the missing cat. They all exist at once and none of them is "first": when the party picks a direction, you pick that adventure and its scenes are what the strip shows. Every campaign starts with one called Main story, and until you make a second nothing is filtered and there is nothing new to learn.
A scene belongs to one adventure. Its ⋯ menu offers Move to … for each of the others once there is somewhere to move it to.
Campaigns need an account — they live on the server, which is what makes them safe to delete and possible to move between devices. Without one you simply have the scenes you have, as before, and no campaign bar at all. Sign out and every scene is shown again, whichever campaign it was in; nothing is hidden by signing out.
| Item | What it does |
|---|---|
| New campaign… | Last entry in the campaign dropdown. Names a new, empty campaign and opens it. |
| New adventure… | The same, in the adventure dropdown beside it. Also in that dropdown's ⋯ menu. |
| Rename | Change its name. |
| Move left / right | Reorder the list. |
| Export to a file | Downloads the campaign — its scenes, their environments, and the boards those scenes load — as one file. |
| Import a campaign… | Opens such a file as a new campaign. |
| Delete | Not immediate — see below. Never offered for your first campaign, which is where any scene made before campaigns existed lives. |
| Restore | Appears on a campaign that is being deleted, for as long as the three days last. |
Deleting a campaign or a scene never deletes a board or an environment. Those are your library; a scene only points at them.
Deleting an adventure never deletes a scene either: its scenes move to Main story, which is where a scene that names no adventure already lives. That is also why the main one can be renamed but not deleted. Because nothing is lost, there is no undo window on it — unlike deleting a campaign, below.
Deleting a campaign is a three-day change of mind
Nothing is destroyed when you press Delete. The campaign stays in the list, marked deleting, N days left, with a Restore button beside it, and its scenes are still there if you switch to it. Restore puts it straight back, as though you had never pressed it. We also email the address on your account to say it is happening, so a campaign deleted by mistake on a Friday doesn't quietly run out its three days before you next open the app.
After three days it leaves your account and stops appearing on your devices. A copy is held for thirty days from the deletion in case you ask for it back — after that it is gone for good. The copy is of the campaign and its scenes only: your boards and environments are never part of it, because deleting a campaign never touched them. The privacy page says the same thing in its own words.
Moving a campaign to another device, or another GM
Export to a file writes everything that campaign needs into one file: its adventures, the scenes, the full environment each one remembers, and any board those scenes load. Built-in boards you have never edited are left out, because whoever opens the file already has them.
Import a campaign… opens that file as a new campaign alongside the ones you have. It never changes anything you already own: any board it brings arrives as a new board of its own, even if you have one by the same name, and the campaign itself is renamed if the name is taken. Import the same file twice and you get two copies rather than one overwritten one.
Next: Accounts & sync →
Updated 24 October 2026
