

Fantasy Grounds VTT
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Fantasy Grounds VTT
Fantasy Grounds VTT gives tabletop RPG groups a shared virtual table for online or around-the-table play, combining dice, character sheets, tokens, maps, notes, and automated mechanics. The Steam PC version supports single-player, multiplayer, co-op, and cross-platform multiplayer. It includes rulesets for several D&D editions and Pathfinder, plus CoreRPG support for other systems. The interface language is English. It was released on November 5, 2020; Steam user sentiment is 80%% positive across 1,089 reviews.
Credits
Lowest recorded in 36 months
$0.002025-11-07 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language
The Steam PC version lists English as its interface language. No audio-language claim is provided.
Play modes
It supports single-player, multiplayer, and co-op play, with cross-platform multiplayer categories listed for the Steam PC version.
Steam PC access
The game is listed as free on Steam and provides tools for running games as a Game Master, joining as a player, and creating characters locally.
03Frequently asked questions
What is Fantasy Grounds VTT?
It is a virtual tabletop for tabletop role-playing groups, with dice, character sheets, tokens, maps, notes, and automated game mechanics.
Which rulesets are supported?
The listed included rulesets are AD&D 2E, D&D 3.5E, D&D 4E, D&D 5E, and Pathfinder.
Can I create my own adventures?
You can create adventures, reuse monsters, items, and spells from modules, and create additional rulesets and modifications.
Can players and Game Masters use it together?
The platform supports hosting games as a Game Master and joining games as a player.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I heartily recommend Fantasy Grounds. It is the best and most powerful Virtual Tabletop in production today, and I am a proud supporter and user. However, there are some unsettling things happening in the industry right now, and VTTs are in danger of becoming obsolete. I'm a Dungeon Master, and I have been looking long and hard at publishing my own intellectual property and my own supplements for a game that has been open source for the last 22 years. Open source means that no one has the right to it, and everyone can benefit from it. It has taken me years of research, rote memorization, musing, and digging deep and hard into myself to perfect a craft that I have come to love. I love it because it is one of the best mediums of self-expression that there is, and because it can be a deeply intimate and spiritual experience with people who you care about in a story where people overcome their problems and good overcomes evil. Now a greedy corporation called Wizards of the Coast wants to update this Open Gaming License to flip the tables. This new agreement would require me and all content creators who use any part of their system, or anything too similar to it, to pay huge royalties and sign away the rights to their intellectual property. Any custom characters, places, nations, cultures, entire campaign settings written for such a system and marketed as compatible could be taken and reprinted, redistributed, and resold without paying the author a single penny. And to add insult to injury, this new agreement allows Wizards of the Coast to terminate the license at any time, yet they retain all rights to the author's intellectual property. Finally, the previous Open Gaming License is terminated, and any content made under it is retroactively brought under the umbrella of this new license. And that means that Wizards of the Coast owns most of the intellectual property in the Tabletop Roleplaying Game industry, because Dungeons and Dragons is the biggest game in that sphere by far. Even worse, it means they can terminate the sale of competitive product lines by terminating the license that the product is built upon. This is a grab for a monopoly, make no mistake. Wizards of the Coast may legally have the right to do this because of how the original Open Gaming License was worded, but it was not the intended spirit of that document. Any nerds reading this post, I call upon you to vote with your dollars and exercise your right to boycott Wizards of the Coast if they confirm and enforce the new OGL that is now in circulation as it is presently. It is an unacceptable change in the structure of the hobby, and it will lead us down a path of exclusive microtransactions, skins, proprietary virtual tabletops, and phasing out the tradition of pen and paper over playing from a phone. To allow this to happen will irrevocably damage the gaming community. Don't go down this path with them. If you have any sympathy for the countless artists who earn their livelihood from this industry, please leave a like and share this post, and then head down to this link and sign the petition: https://www.opendnd.games/ Thank you for reading, and may you have success in every check.Show moreShow less
Edit: I have completely abandoned Fantasy Grounds now and have switched over to FoundryVTT for all my games. Ignore my playtime for this product, as I generally use FG off-steam. I decided to attach my key to steam so as to make a review. I've been using Fantasy Grounds since 2013, actively. Running concurrent games since I bought it. The program has been great and I've introduced other players to it as well. At the time, and perhaps up until a year or so ago, I considered Fantasy Grounds one of the best virtual tabletop programs around. I still do in some aspects - I find it far superior to the likes of Roll20, but I have in the past recommended Roll20 over FG based on the needs of the person. I have never been a fan of Fantasy Grounds exorbitant price cost - despite SmiteWorks offering different price models, they never represented good value to me and it has been my number one complaint about the company. Fast forward today and we now have Fantasy Grounds Unity; a new iteration that is continually evolving, that sadly, maintains a similar price point. I supported FG:Unity in Kickstarter and will continue to support the program by utilizing it, but Fantasy Grounds is no longer the go-too program that I can recommend to others. Now it is becoming increasingly difficult to recommend and SmiteWorks isn't really open to feedback in this regard it seems. They very much are sticking to their current model. The reason for me, a long-time supporter of Fantasy Grounds and user, to become increasingly distant from Fantasy Grounds Unity is because: Value - Fantasy Grounds does not represent good value in light of availability between FoundryVTT and Roll20. FoundryVTT in particular offers amazing value above the rest. Costing only $50+VAT, FoundryVTT even lets you share your license with one other GM - with the caveat that fair usage still applies (don't abuse it) and that you can't GM the same game but you can take part as a player in a shared licensed game. This is far more than what FG allows. Along with that Foundry allows you to host to as many players as you wish, something that only Ultimate users in FG can do and that will set you back over $100 or more. It has become almost impossible to recommend FG:Unity or even Classic in light of this. Functionality - Fantasy Grounds Unity is a disappointment. Coupled with slow development, bugs (to be expected) and features that I miss from Classic (like mood setting is gone, bizarrely) as well as some unintuitive UI decisions, overall I am not happy. I can't help but look at other competitive tabletop programs, and compare what they are doing with their program to Fantasy Grounds Unity. Unity still achieves a higher level of automation functionality compared to any other VTT program on the market, but that gap is slowly closing now, and as already mentioned above, number one handicapp for FG Unity is value. I have always supported Fantasy Grounds in the past and continue to do so, as i am certainly not jumping ship anytime soon to any other program. Yet I can't help but feel the development for FG: Unity is going to end up as a disappointment when compared to emerging virtual programs, and FG's price point continues to baffle me. Fantasy Grounds is not top-dog anymore and there are other programs that represent better value and do certain things better than FG:Unity does. The program simply cannot get away with charging the same amount to customers as it has always done. And while I will continue to use the program, because I have so many years invested in it, it isn't something I can recommend to others anymore without emphasising the existence of other programs. SmiteWorks is not adapting to changing markets and the bottom line is that Fantasy Grounds Unity is not worth the asking price. EDIT - I've decided to update my review for the response below, in addition: I no longer use FG Unity. After frustratingly trying to get it to function for a dnd game I was trying awhile back, I just gave up, threw my hands in the air and switched over to Foundry now altogether. I now use FG Classic and Foundry, and only classic due to an old community ruleset that I still use. As soon as that ruleset is available on Foundry, that's it. I'm done. Jumping platforms ain't easy especially when you have a considerable amount of investment in a program. However, my players have taken to Foundry very well and the program has come a long way with a fast paced development. Fantasy Grounds is stuck in the past. Foundry is moving to the future. Developer Response: "We believe our pricing is very fair compared to competition. Roll20 has a $10/mo pro service. We offer this same price on our system or a 1-time fee, which we believe is far superior to a subscription." - Except Roll20 is free, and all the people who I know who GM Roll20, and there's quite a few who don't pay the sub. The one-time fee is superior to a subscription, and it is what i went with. Does it represent good value though for the program? Well i believe i went into detail concerning that and my conclusion was no, it doesn't. "Foundry has a cheaper per license cost for the root software, but it has zero support for licensed DLC." - It now supports official licenses and DLC. "You have to either self-host (same model as Fantasy Grounds Classic) or buy an additional service to host a web server. For a program where you have to enter everything yourself or buy DLC on another platform and service first, we think our price is fair." - Considering I've used FG Classic for years and had to resort to port-forwarding, the self host feature isn't an issue for me. That and the ease at which people can join is far better than it is through the application. Additionally; "For a program where you have to enter everything yourself" I'm not sure what this entails, as I find manual data input on Foundry to be far less than FG. Implementing weapon inputs on the DnD ruleset in FG is tedious at best whereas Foundry supports drop down and clickable boxes, and all in a clean and intuitive interface. My overall experience in that regard has been a solid win for Foundry for less manual input. "DLC prices on Fantasy Grounds are cheaper than Roll20 almost across the board. Many of their new releases are $49.95 and our prices are $29.99 for the same DLC, but our DLC includes better automation. This adds up to hundreds of dollars of savings for avid gamers." - I do agree here that the prices are cheaper generally compared to Roll20 stuff. However Roll20 isn't asking for a massive one-time fee, so it takes a few purchases before savings are actually felt. That and the one-time fee with FG doesn't really get you much content, other than simply bypassing the subscription and forgoing the need for players to buy the license (if it's the Ultimate license). All I can say is that I had supported FG Unity's kickstarter and to see it end up where it is at, well; I'm disappointed. And that was before Foundry even came into existence. This isn't a case of one platform versus another either; it's an examination of what is wrong with the Fantasy Grounds platform that was once top-dog of the VTT market. If another program can lure away someone who has pumped hundreds of euro's worth of investment into a program, well, there's a serious problem there and the developers would do well to listen.Show moreShow less
It's very hard to find a game during the pandemic in my time zone. I play solo games instead. I like the automation to save me from looking up stat blocks and calculating all the combat stuff. I enjoy solo RPG more than RPG video games, because it's not about defeating an AI, it's about enjoying immersion in a well written module. Playing solo gives me the confidence to understand the basic mechanics setting up the character sheets and then just forget about them while I focus on the story. There are phenomenal stories available in the Fantasy Grounds module format. When the pandemic is over I plan to have a large FG based game room in my home for my friends to enjoy. I look at this as more than just a VTT. FG offers tools to create stories with realism and enough balance to keep the experience unpredictable. I look forward to new capabilities like lighting effects and individualized perspectives. The continuous development and improvements assures me that my investment is well worth it.Show moreShow less
Imagine owning a VTT on steam, and having none of the licensing for that software mattering unless you interact with a 3rd party website that actually has nothing to do with the owning of said software in any meaningful way at all aside from it being used as a cloud authenticating tool for a company who apparently can't be F***ed to just have their content ON STEAM. Why even sell the tool on steam IF IT ISNT ACTUALLY ON STEAM YOU ABSOLUTE DEGENERATE APES. Now imagine you buy content for said VTT. DLC that is sold on steam as a module for this tool that is blatantly on your PC via steam. That you purchased via steam. And that you were sold said DLC for on steam. Then imagine that none of that DLC content is immediately accessible for this product that you have on your pc ON STEAM, VIA STEAM, AND SOLD ON STEAM. Because you in fact have to link your steam account to this 3rd party authenticating cloud website that serves absolutely no purpose outside of complicating your end user experience. But now imagine that up until the point where you have purchased this content, you have NEVER ONCE had to EVER do this for anything else involving said VTT, and never has it been described or explained anywhere in that VTT or in the forums for said VTT that you would ever need to do this in order to access your content that you purchased and own completely devoid of anything to do with this stupid pos website that again serves no purpose outside of complicating your end user experience. This system needs fixing. Desperately. Devs need to stop trying to interject their worthless 3rd party system into an already existing platform that they insist on doing business on. If you want to sell me content on STEAM then let me use STEAM TO ACCESS THE CONTENT THAT YOU HAVE TAKEN MY MONEY FOR.Show moreShow less
This is simply the best virtual tabletop that I can find. Note that this isn't a game, per se. You cannot play this directly. Rather it is a virtual table top that allows a Game Master to run an online Roleplaying game, be it Dungeons and Dragons, Pathfinder, or something else. It also really requires a chunk of DLC to run, basically the detailed rulesets for whatever system you are running, but it is really, really good at what it does. I rate it well above Roll20, the largest beast in this forest, and I prefer it to Shard, Foundry and Astral, though each of those has some strengths. FGU simply does it all, all of the mechanics are simply built in. You no-longer need to remember to, for example, apply advantage for poison saves for dwarves in D&D 5e, because of dwarven resilience. FGU knows that the character is a dwarf, knows that they have advantage on poison saves, and automatically applies the advantage and then tells you that advantage was applied as a result. It means that as a GM, I can focus more on how I assist the players in telling the story and less on the bookkeeping. Just great.Show moreShow less
So I have to pay 30$ for the VTT, 20$ for a Players Handbook, 20$ for a DM guides, and 20 to 30$ if I want adventure materials? And these prices are the SAME for older games like AD&D? AND all my players will have to also buy this program if they want to play in my games? My guys.. use half of all that money and just get FoundryVTT... lol Fantasy Grounds is a Money PitShow moreShow less
I originally wrote this as a post on the forums, and then realized it makes a decent review, so here it goes: First, if you're going to buy into Fantasy Grounds, I highly recommend getting Unity rather than Classic. Unity is much easier about connecting to for DMs and Players, and has a lot more functions, and will continue to grow from now with new features. As a DM, I have the Ultimate edition, which means my players only need the demo. Here's my advice (if you're going to commit to Fantasy Grounds (FG)). 1. Take some time to play with it on your own and get used to it, learn where everything is and what everything does. 2. Watch tutorial and gameplay videos to learn how it works. There are tons of videos about character creation, combat, setting up maps, and a whole lot of other things. 3. There is a group called Fantasy Grounds College. They offer free "classes" on their discord channel. Take a few. Even experienced users can learn a lot from those. 4. Feel free to ask questions. 5. Whether you're looking for a group as a player or as a DM, learn how to post an "LFP" looking for player or "LFG" looking for group on the Fantasy Grounds forums, the FG discord, or special discords for your game or area. For example, I joined The Filthy Pig Inn and Tavern, a discord group for Australia, NZ, and East Asia, and so I'm currently playing with group with two people in Japan and four more in Australia. 6. Look not only at the DLC on Steam, but also check out the Fantasy Grounds store and the DMs Guild website. DMsGuild has a TON of extensions and modules and adventures. Fantasy Grounds has add-ons or mods called "extensions" and "modules" that can automate almost everything in the game. The advantage of FG over tabletop roleplaying is that because FG automates so many things like hits, saving throws, and spell effects, my players and I can just focus on the roleplaying. How does it work? As DM, I bought an adventure "Lost Mine of Phandelver". FG organizes the story, the NPCs, the encounters, and the maps with "pins", so that as I'm looking at the story, I can click a pin and BOOM, I have the map. Click a pin on the map and I get a description of the room. Click a pin on the description and I get the enemies in the room. Click a button and the enemies are now on the combat tracker (which keeps track of initiative). Click a button, and initiative is rolled for everybody. Great organization. As a player, I'd be able to see maps and images my DM shares with me, and freely move my character on the map. With Unity, the map sets line of sight for each character, removing "fog of war" as they move thought the map, creating a cone or wedge to show what they can see and uncovering enemies only as they would become visible to the character. Likewise, as a player, I won't even know that a secret passage is THERE if I don't detect the secret door and open it. When I attack, I can roll the dice and damage is automatically deducted from enemies. I can target enemies as well. There are also walls, that mean I can't move my character across a wall even accidentally (unless I set up the Line of Sight walls wrong, lol). All in all, it's a great experience, and it gets SO much better with modules and extensions. The only downside is that it can get EXPENSIVE because there's so much quality content. It gets like pokemon "Gotta get 'em all!" lol. But if you have self-restraint, that shouldn't be too big a problem.Show moreShow less
Trying to purchase this app was the most stressful situation I encountered this year. And this is ♥♥♥♥♥♥♥ 2020. Not going into too much detail: the devs are trying to do something cool by creating a really good virtual table, and the app -at least as a Demo user- works fine. But they honestly suck at making an easy-to-acquire product! It's super confusing. Between too many versions, licences, DLCs and logins into accounts... trying to set this up is pure misery. I'd say it's worth it, but come into this experience warned that it will be painful to just start your campaign. Quick Guide to make this work: If you are the Dungeon Master, buy the Unity version. Then look around Steam for the Ultimate DLC. You'll need that. Buy the other DLCs you need to play. Then set up everything -good luck with that!- and you maybe can play. If you are a player, just download the Demo version (it's a button it the right).Show moreShow less
As with Fantasy Grounds Classic (FGC), Fantasy Grounds Unity (FGU) has plusses and minuses. IMO, it is the best of the VTTs I've used, but none of them are really user-friendly, and FG is no exception. Right now, it's the best pig in the sty. But if you want to put together a group of remote players, it's a good solution. It does not include communications software. Based on personal experience, I recommend using Discord in conjunction with FG, as it is designed for and optimized for gamers, and it allows you to maintain multiple, persistent chat logs, as well as providing easy voice-channel hopping. Overall, it's an improvement on Fantasy Grounds Classic, notably because the age of the older app was rendering it problematic (being a 32-bit app, it would frequently CTD if you loaded too many images). I haven't seen that problem yet with FGU. Pros - It has some good QoL improvements over FGC. - 64-bit engine improves stability and performance substantially over FGC. - The new Cloud Server hosting service is easy to use, and unlike FGC, you don't have to mess with port forwarding. - If you're willing to use other people's rulesets and content, it's easier to use than other VTTs. - It's pretty versatile once you know how it works. Cons - The devs are still implementing some features that are already present within other VTTs, but it's mostly feature complete. - Steep learning curve. Check out YouTube contributors for advice on how to use it properly. - Not cheap. Not only is the base engine expensive, but then you have to buy content modules (or code your own). Getting 5E mostly fully functional with an Ultimate license and all of the core sourcebooks ran me about $250, and that was with a big sale). But as the axiom goes, you don't always get what you pay for, but you rarely get what you don't pay for, and most other "free" VTTs will also require you to fork out the same cost for the same content (minus the base engine of course). - The UI is just not intuitive. (It wasn't in FGC either.) It largely relies on R-click enabled radial menus. I guarantee you will be Googling to figure out how it works. Thankfully, there are a lot of Internet resources, including YouTube channels like Fantasy Grounds College that are very helpful in that regard. - Even with well-developed rulesets, you will still need to do a good bit of tweaking to automate tasks. Some third party developers have produced extensions that will help reduce the burden, but the decent ones (such as Rob Twohy's extensions for the 5E ruleset) require an added investment. - If you try to do anything that deviates too far from existing rulesets, you will be cutting code. Thankfully, it's just XML, but your only real hope if you're not a professional developer is to reverse-engineer other's scripts (the way the architecture is laid out, there are multiple cross-file dependencies, and none of them are well documented; good luck).Show moreShow less
for full functionality, buy a subscription... buy an upgrade to an improved license... buy this, and this and thatShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.