SamSuka
PathCompanion
PathCompanion

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Release 26 is live!

Last release before the end of the year!

Some End-of-Year stats!

This year has been amazing for PathCompanion. The active user-base of the app has more than doubled since January this year. Achieving >100% year-over-year growth is really exciting for me. There are now over 2000 unique people using the app per month on average. The discord server has also doubled in membership. New people keep joining and adding new thoughts to our conversations, and bug reports keep coming in. So far I've fortunately been able to keep on top of all the bug reports that come in. I can generally spend 1 day a week getting all the new bugs knocked out. Each new bug fixed means the app is that much more stable, so keeping on top of the bug reports is key or else the snowball can get out of hand.

The current state of the app is pretty solid. I've worked a lot this year on customization, including adding manual bonuses that can be toggled on and off, custom spells, custom actions, custom race creation (by combining other race features), and custom items. I also implemented over 250 archetypes.

I had some help with data entry this year, which has been incredible. Now I can really enumerate all the stuff left to do. Wondrous items, mundane items, etc. are mostly all in the app ready to be implemented.

Finally, I added GM mode and multi-player functionality, which was a huge addition, and I've pretty proud of what I was able to build so far. There are obviously huge improvements I can make, but the ability to track encounters, dole out loot from the GM account, and apply spell effects to fellow party members was an absolute game-changer for many users.

Looking forward to 2025

Release 26 notes

This release was about items. Custom items was the biggest priority. They're in a decent state. Definitely usable, but I believe some improvements can be made.

Like I said in the section looking forward to 2025, there are around 4000 items I'll need to implement. Some of these are mundane items like tools and clothing. For the most part many of these won't have any work to do, but there are some situations (like cold-weather clothes) where clothing really does add effects, and I don't want to overlook anything like that so I'm leaving them marked as unimplemented until I have a chance to look through and see if any effects need to be added to them.

I added a couple other quick features, such as aging bonuses/penalties and generic dice rolling options.

New Features

New Archetypes/Prestige Classes/Items

Bug Fixes

UI Changes


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