What's new
The Bag is pre-alpha and changes often — this is a running log of what's shipped, newest first.
Version numbers are 0.Major·Feature·Change·Fix — a digit each, for how significant a release was. We don't expect the first digit to move for a good while.
- v0.1800
A guide for testers
Added
- New guide at thebag.quest/guide, linked from the front page: how to get started as a DM or a player, what's worth trying, what the loot generator's critical fail is (it isn't a bug), and what's still rough.
Fixed
- The front page still advertised choosing your starting gear as coming soon, months after it arrived.
- It also described the wallet as a single party-wide pot, which stopped being true when coin purses started tracking real denominations per character.
- v0.1700
Junk, and the occasional empty chest
Added
- Low-level hauls now include a few worthless oddments — a bent nail, an empty tobacco pouch, a rusted key that fits no known lock — so early loot feels like a pile of stuff rather than three coins.
- Loot can now come up as a critical fail: junk and a few copper instead of treasure. Rarer the tougher the encounter — a bandit's stash busts far more often than a dragon's hoard — and searching a single body comes up empty twice as often as cracking open a chest.
- v0.1601
Granted items keep their value
Fixed
- Items given out by a DM — or rolled by the generator — arrived worth nothing, so the merchant refused to price them. They now keep their value all the way through, including via the party stash.
- A two-handed weapon sent to the party stash and taken back is two-handed again.
- v0.1600
The loot generator
Added
- New Generate screen for DMs: roll a hoard from an encounter's Challenge Rating, or for the party's level. Reroll until it fits, then save it as a named package for later or send it straight to a player.
- Guests can roll loot too, straight into their own bag — handy for solo or light play.
- Magic items are now searchable when adding or granting an item, clearly marked with their rarity.
- v0.1510
Fix where an item can be worn
Changed
- Selecting an item now lights up every slot it can go in, not just when dragging it.
- Every item has an edit icon next to Equipment for adjusting exactly where it can be worn — for homebrew, or when the catalogue simply disagrees with how your table plays it.
- v0.1500
Belts, pockets, and marking what matters
Added
- You can now mark an item as important — a quest item, a family heirloom. Marked items show a star, and dropping or removing one asks you to confirm first.
Changed
- Belts and pockets now hold any consumable. Pockets previously fit nothing at all, and belts fit almost nothing.
Fixed
- Long item names no longer spill outside their tile and over neighbouring items, especially after rotating.
- v0.1410
Equip-target highlight now shows before you click, not just while dragging
Changed
- Selecting a bag item now highlights every equipment slot it could actually go in — the same glow dragging already had, now for tap-to-select too. Tapping an invalid slot used to just silently do nothing.
- v0.1400
Version tag and this changelog
Added
- Added a version tag and a running "What's new" page — the one you're reading.
- v0.1300
Pre-alpha heads-up and a feedback form
Added
- Added a one-time heads-up for pre-alpha testers (updates can happen with no warning, don't rely on saved data yet).
- Added a feedback form — homepage, or Settings → Feedback once you're signed in. Nothing's required; whatever you fill in goes straight to the developer.
- v0.1200
Equip restrictions, bag search, undo, and campaign management
Added
- Items can now only be equipped to slots that make sense — no more swords on your head.
- Added search to the bag — find an item without hunting through a cluttered grid.
- Dropping or removing an item now offers an Undo.
- Campaigns can be renamed, given a color, and deleted; creating one no longer forces you to be the DM.
- DMs can save reusable loot templates instead of rebuilding the same rewards every time.
- Hovering a bag item now shows a quick info tooltip; dragging one highlights exactly which slots it can go in.
Changed
- The item inspector shows what's currently equipped in a slot before you replace it.
Fixed
- Fixed a drag-and-drop indicator that relied on color alone to show valid vs. invalid.
- v0.1100
Guest improvements, real coin tracking, and merchant sync
Added
- Guests can now import a character from D&D Beyond too, and returning guests get a "continue where you left off or start fresh" choice.
- Guests get a Coin Purse, and players can adjust their own currency directly (if the DM allows it).
- Added "Consolidate Currency" to tidy a pile of coins into fewer, larger denominations for a small fee.
- Merchant trading now syncs in real time across the whole table.
Changed
- Coin Purse is now reachable from both the Equipped and Bag panels.
- New guests now pick their class and level upfront instead of starting from a pre-filled demo character.
Fixed
- Fixed the item inspector overflowing off-screen on mobile.
- v0.1000
Pre-alpha testing begins
Major
- The Bag goes live for testing at its own domain, with the core of what's here today: a spatial grid inventory, a body diagram for equipped gear, campaigns with DM and player roles, session codes to join a table, a merchant trading table, D&D Beyond import, and a starting-equipment picker.
Added
- Added password sign-in as the primary way to log in, with magic-link email kept as a fallback.
- Coin Purse now tracks actual coin denominations (cp/sp/gp/pp), not just a single total.
Changed
- Switching between campaigns and characters now works from mobile, not just desktop.