THAUMATURGYSet the scene. Run the game.

Environments & layers

The sound of the place, built from layers that never loop the same way twice.

The app has three screens: Session is where you play, Environments is where you build and organise environments, Boards is where you build boards. On the Session screen the environment card shows what's loaded (one chip per layer), a picker and Play; press Edit environments to open the builder.

An environment is a list of layers playing at once. New environments start with four; add as many as the scene needs (up to twelve — most sound best with fewer than eight). Every layer is named after the sound it plays — so you can always tell what is making what — and has an on/off switch, a ▾ that collapses it to one line, and a ✕ to remove it.

Every layer is one sound plus the dials

Pick any sound from the library. What it is decides how it behaves — the picker groups them:

GroupWhat it doesExamples
LoopsOne long recording that plays the whole time. Frequency and randomness don't apply; everything else does.Cave wind, dungeon drone, rain, a crowd, a sunny meadow
Random soundsA set of short recordings that drop in now and then, each at a random pitch and position, on a cadence you set. Full set of dials.Drips, footsteps, distant thunder, a scream every minute, a bell, a wolf

Use + Add a layer on the card at the end of the list. Edits to one of your environments save as you make them; tweaks to a built-in play live until you press Save a copy as… to keep them under your own name. Rename by editing the name at the top, and use the ▲▼ on a row to reorder your list.

Picking the sound

Each layer has two pickers. The first is the family — where the sound comes from: Cave, Dungeon, Castle, Weather, Tavern… The second is the sound itself. Mix freely: castle footsteps in a cave, thunder over a tavern.

The dials

DialWhat it does
FrequencyHow often it fires. Left is rare (every couple of minutes), right is constant. The readout shows the average gap.
RandomnessHow much the timing wanders around that average. 0% is a metronome; 100% is anything goes.
VolumeLevel of this layer.
DistancePushes the sound away: farther is quieter, duller and wider, like it's down the hall instead of at your feet.
ReverbThe size of the room, from a tight cell to a cathedral.
EchoHow many repeats bounce back.
Echo delayThe gap between the repeats.

Beds have only a volume. The Environment volume at the bottom of the card scales the whole environment; the Master in the top bar scales everything including boards.

Saving

Tweaking a scene on the fly

On the Session screen, tap any layer chip under the environment name to open its dials right there — volume, distance, reverb, echo, and how often a random-sound layer fires. Those changes are for the moment you are in: they are not saved. Reload the environment, or pick another, and it comes back as built. To keep a change, make it on the Environments screen instead.

Editing a built-in

You can change a built-in environment and it plays that way immediately, but built-ins cannot be saved over. As soon as you change one the editor says so and offers Save a copy as… (keep your version under its own name) or Discard changes (back to the way it ships).

On the Environments screen: + New environment starts an empty one; Save a copy as… stores the current layers and dials under a new name in "My environments"; Rename (or just edit the name field) renames one of yours; Delete removes a saved one (built-ins can't be deleted — tweak one and save a copy to make your own). Export downloads your saved environments as a file; Import loads such a file — handy for sharing with another GM.

Unsaved tweaks survive a reload too. The console always comes back the way you left it.

Next: Boards →