Has Wizards of the Coast Given Up on Sigil?

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Sigil seems destined to a slow, spiraling demise after layoffs hit the team overseeing the project. Overnight, news broke that approximately 90% of the team responsible for building Sigil, Wizards of the Coast's new VTT, was let go shortly after the system's public launch. The version of Sigil made available to the public was clearly a work in progress - not only did it require a computer with significant specs to run, it was also only available on Windows computers. The layoffs are the latest sign that Sigil was a solution in search of a problem, a project with no clear endgoal other than to serve as a shinier version of tools already existing for D&D players. EN World has reached out to Wizards for comment about the layoffs.

Project Sigil was initially announced as part of the One D&D initiative back in August 2022. The VTT was supposed to serve as a new entry point for D&D, with cross compatibility with D&D Beyond and additional functionality with D&D's ruleset to make the game easier to play. However, even the initial announcement seemed to lack a strong elevator pitch, other than offering a shinier 3D VTT compared to Roll20 or Foundry. However, many players and D&D commentators immediately pointed out the likely monetization that came with this project, with miniatures, adventures, and even core classes all up for grabs in terms of microtransactions.



Sigil's development continued for over two years, with Wizards offering press and fans new looks at the in-development project at several high-profile events. A Gen Con D&D Live show utilized Sigil for a dragon vs. dragon encounter featuring Baldur's Gate 3 characters (played by their voice actors) caught in the middle. However, the use of Sigil stunted the live show experience, turning a boisterous and raunchy show into a lifeless technical glitch-filled slog. With the players focused on the computer and constantly calling for aid, it was a damning indictment of what Sigil could do to a D&D session.



In early 2025, EN World was invited to a D&D press event at Wizards' headquarters in Renton, WA. The event included an hour-long look at Sigil, which was billed as more of a level builder than a traditional VTT. While the designers showed off how relatively easy it was to build a quick encounter within Sigil, they admitted that most tables wouldn't use the VTT to run every encounter. They also couldn't answer fundamental questions about the VTT, such as monetization or what the design goals for the VTT was. Again, it very much felt like a solution for a problem that hadn't been introduced. At one point, the designer noted that their plan for Sigil's development was largely dependent on what users actually wanted in the system and expressed hope that users could use the VTT for systems beyond D&D 5E. It was also pointed out to developers that there was significant crossover with Maps, a D&D Beyond feature that used 2D maps and tokens that seemed to be far easier to implement with the release of new D&D products. Other than acknowledging the overlap and stating that the two systems worked differently, there wasn't a clear answer as to why Wizards was developing two VTT-esque products at the same time.

Sigil launched in February 2025 as something as a surprise. While a longer beta period was originally planned, the full launch of the project was instead announced via a 140-word press release. The project was limited to D&D Beyond subscribers, with a paid subscription needed to unlock full services. The strangely terse press release and muted launch had all the makings of a market dump - that Wizards of the Coast was cutting its losses after spending significant resources trying to build a system with no clear-cut audience or goal in mind.

As of now, it's unclear how Sigil will be supported moving forward - will it roll out new set pieces and miniatures as new adventures and content with the upcoming Dragon Delves launch? Will it get any significant updates at all now that there's only a handful of employees left to work on the project? Or is Sigil destined to fade into obscurity, the latest in a series of failed online products headed by Wizards that was meant to launch alongside new editions. Only time will tell.
 

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Christian Hoffer

Christian Hoffer

Where is all of that now?
I think this is beside the point being made, we all know that anything on the cloud is ephemeral and dependant on whoever is maintaining the servers.

I think that WoTC management does not seem to realise that utility software is never really done. One must iterate on the tools to improve utility and attract users. It is not like a game.
 

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This sounds like an MMO launch: staff up to develop the game, release it then have layoffs to cut costs, hope the launch content is enough to generate a revenue stream to maintain the game while also generating enough of a return on investment. At least Sigil is tied into the D&D Beyond subscription instrad of having its own.
Except this is like quietly releasing an MMO without most of the content, and before you do any beta testing. It's hardly a classic MMO "launch," ya know?
 

At some point, someone in upper management has to realize what the word is for trying the same thing over and over and expecting different results...except, of course, that upper management keeps changing, with the new guys thinking that they can succeed where their predecessors failed.
Yes, and No. New executives can and should try again what has failed before. But they should do so smartly and better than last time. Can't recall examples right now, but Try Try Again is not necessarily a bad executive decision IF you can provide the needed leadership or technology has evolved to make it feasible.

IMO, the failure in Try Try Again cases often is accounted to middle management. The folks who "know" it will fail again. The folks who don't want to try and therefore do not put time and effort into making a clear success plan. In this case highlighted by now having a clear development goal or a clear monetization method.
I see a few paths forward:

1.) Sigil is going to fade out, but they'll try to get some money here and there to offset losses. We'll see a more drastic version of the reduction in service we saw with D&DBeyond where we see more and more things go unimplemented.
I think this is the only path forward.
2.) Sigil will be replaced by a purchased option that works better. The 3 people are being retained to provide the new external group with continuity of information to assist with integration/overwriting of the existing Sigil.
3 people are not enough. They need 3 people just to work out the existing bugs and maintain support for it. And then after they get that in 6-9 months they will have to start working on all the features it still needs. That leaves no one to create content. It would take at least 3 people just to convert adventures. Folks don't realize how much effort goes into converting a Publisher file into a VTT. And with Sigil you have to create 3D assets as well that don't exist anywhere.
3.) They are planning to go AI heavy and think they can cut down to 10% staff by using AI. This option includes the possibility that this could work, or that it is impossible but some suit sold it so that they could get a bigger bonus before they left Hasbro.
Maybe they think this. But it won't work. Sigil is not mature enough. And AI can't convert adventures and create 3D maps (yet).
Either way, I expect we'll get some press release very soon.
No, they will just ignore it and let it die on the vine. Eventually the remaining developers will find new jobs, inside or outside the company. 12 months or less.
This sounds like an MMO launch: staff up to develop the game, release it then have layoffs to cut costs, hope the launch content is enough to generate a revenue stream to maintain the game while also generating enough of a return on investment. At least Sigil is tied into the D&D Beyond subscription instrad of having its own.
No, not even close. MMOs have content, they have a marketing push, they have a (mostly) working product. Sigil had none of these. It was a last gasp attempt to make something of their work before they were laid off. It was project management's final attempt to either publish what they had worked on so their developers could point to something on their resume, or a prayer that maybe just a miracle would occur and it would "go viral".
 

Every time I was put in front of someone from Project Sigil, I'd ask what the monetization plans were and it honestly seemed like no one had any idea.
Could it be that the team was forbidden to use the term "micro-transaction," like the rest of WotC was forbidden to say, "new edition?"

Makes me think of the party games (TTPG if that helps) where you need to get your teammate to say the key word, but you're not allowed to say X, Y, or Z.
 

Except this is like quietly releasing an MMO without most of the content, and before you do any beta testing. It's hardly a classic MMO "launch," ya know?
I was referring more to the strategy of intentionally staffing up then laying people off at launch. But ….

No, not even close. MMOs have content, they have a marketing push, they have a (mostly) working product. Sigil had none of these. It was a last gasp attempt to make something of their work before they were laid off. It was project management's final attempt to either publish what they had worked on so their developers could point to something on their resume, or a prayer that maybe just a miracle would occur and it would "go viral".
My impression from the Polygon review was that it had some content but not very much (like having limited customization and only support for six species). It seemed like you could get by playing, but you would have to set up the maps yourself with what they give you (since there is no support for adding content).

So, yeah, maybe I’m wrong. If it really is that bad, then maybe they should have just killed it. Is there a tax benefit to releasing then killing it instead?
 


I'm an old fashioned pen and paper dude who has used digital tools for a few things but never in group play. I can see how they would be handy for people in different geographic locations playing together and, I must say, the graphics looked beautiful. However, after watching the "D&D direct" video above, showing a group of people sitting around a table with laptops sitting in front of them staring at the screens, I was left with one strong impression. This looked more like people sitting in a meeting room at work than people playing around the dinner table at home. Maybe I'd feel differently if I'd actually used Sigil.
 



I think this is beside the point being made, we all know that anything on the cloud is ephemeral and dependant on whoever is maintaining the servers.

I think that WoTC management does not seem to realise that utility software is never really done. One must iterate on the tools to improve utility and attract users. It is not like a game.
I know. I was just making a perpendicular point about how the 4e digital tools ended up and what we should be considering for current digital tools.
 

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