Version 0.6.2 of HeroQuest Card Creator is now available.
👉 Download v0.6.2 here https://mark-forster.itch.io/heroquest-card-creator
This release ended up taking a very different shape to what I originally expected.
On the surface, it introduces some of the most requested card-authoring improvements since the earliest version of the application launched. Body text has become more flexible, long descriptions can now automatically scale to fit available space, and custom stat labels behave much more predictably when working with longer translated text.
But underneath those visible improvements, a huge amount of work has gone into strengthening the foundations of the application itself.
Over the past few releases I’ve been steadily moving toward larger goals such as PDF export, richer card systems, future blueprint improvements, and more advanced workflows. To get there, some of the application’s oldest systems needed attention first.
As a result, 0.6.2 became a release focused on two things:
- giving creators more flexibility when building cards
- making the underlying architecture stronger and easier to evolve
And nowhere is that more visible than in card text itself.
📏 Scale To Fit
If you’ve seen my recent videos on social media, you’ll probably already know where this is heading.
One of the most common pieces of feedback I’ve received since launching the first version of the application has been around card descriptions running out of space.
Historically, I’ve deliberately tried to preserve the original HeroQuest font sizes as closely as possible. That decision was intentional because authenticity has always been an important part of the application. If you create a card in HeroQuest Card Creator, I want it to feel as close as possible to something that could have come straight from the original game.
But sometimes a card simply needs another line or two.
Version 0.6.2 introduces Scale To Fit.
When enabled, body text can automatically shrink and reflow itself to fit within the available card space rather than simply clipping once it runs out of room. The text is only reduced as much as necessary and wrapping is recalculated as the font size changes.
It’s a compromise between authenticity and flexibility, and one that I think strikes a good balance.
If you’d like to see it in action:
🎥 Feature Preview: https://www.youtube.com/watch?v=zy3-45AOnzE
🎥 Development Deep Dive: https://www.youtube.com/watch?v=v-jmeKBTM7w
✍️ Richer Text Formatting
While working on Scale To Fit, I also took the opportunity to improve the body text formatting system.
Body text has supported markdown-style formatting for quite a while:
**bold***italic*
Those features aren’t going anywhere and remain fully supported.
However, I also wanted to introduce text colour support. That required a more capable text parser, and once that work was underway it felt natural to expand the formatting options available at the same time.
Version 0.6.2 introduces support for:
- text colour
<color=red>,<color=#f00> - rich-text style tags such as
<b>,<i>, and<u>
alongside the existing markdown formatting.
The goal wasn’t to turn HeroQuest Card Creator into a full word processor. Instead, the aim was to provide a small set of useful formatting tools while keeping cards easy to author and predictable to render.
Most importantly, existing cards continue to work exactly as before.
🔤 Better Support For Longer Stat Labels
Version 0.6.1 introduced improvements to typography and numeral rendering.
Version 0.6.2 continues that work with improvements to stat label fitting.
This change was largely driven by localisation feedback, particularly from users creating cards in German where compound words can become significantly longer than their English equivalents.
Custom stat labels now handle manual breakpoints more intelligently and produce more predictable wrapping behaviour. Labels such as long translated attack and defence names can now be guided to wrap where the creator intended rather than relying entirely on automatic fitting.
It’s not a huge headline feature, but for users creating cards in multiple languages it makes a noticeable difference.
🗂 Smoother Collection & Pairing Workflows
Several long-standing workflow frustrations have also been addressed.
Collection membership changes made from within the card editor now refresh correctly throughout the application, ensuring collection views immediately reflect the changes you’ve made.
Pairing workflows have also been simplified.
When pairing fronts and backs, the application no longer treats existing pair relationships as conflicts simply because a card is already used elsewhere. Since Decks introduced broader many-to-many workflows, that warning no longer reflected how the application actually works.
The focus now remains where it belongs: protecting users from destructive actions rather than warning about perfectly valid relationships.
🏗 A Major Persistence Upgrade
While most users won’t notice it directly, one of the largest pieces of work in this release sits beneath the surface.
The application’s storage foundations have been modernised using Dexie, a library specifically designed to make browser-based databases easier to manage and maintain.
On its own, that may not sound particularly exciting.
But it provides a much stronger foundation for future development while preserving compatibility with existing libraries, cards, and backups.
Alongside that work, card data itself has been restructured internally.
Previously, cards were stored more like a single large record containing everything about the card in one place. Internally, cards are now organised around their individual visual components. Titles, text blocks, images, icons, statistics, and other card elements can now evolve more independently.
Most users will never see this change directly.
What it means in practice is that adding new capabilities to specific parts of a card becomes significantly easier moving forward without continually expanding one enormous card definition.
None of this changes how existing cards work today.
But it lays important groundwork for where the project is heading next.
🧩 A Huge Amount Of Structural Work
A surprisingly large amount of development time in 0.6.2 was spent on code that most users will never directly see.
Assets.
Decks.
Preview rendering.
Backup workflows.
Navigation.
Inspector workflows.
Persistence services.
Many of the application’s largest modules have been broken down into smaller, more focused systems.
That doesn’t create exciting screenshots, but it does have practical benefits.
Smaller, more focused systems are easier for the application to update efficiently, easier to maintain, and easier to extend in future releases. As the project grows, that becomes increasingly important because it helps keep existing workflows feeling responsive while reducing the complexity of adding new features later.
In short, a lot of this work is about ensuring the application can continue to grow without becoming increasingly difficult to maintain.
⚡ Stability, Testing & Polish
Like most releases, there are also dozens of smaller improvements spread throughout the application.
This includes:
- editor navigation improvements
- unsaved-change protection
- loading-state fixes
- empty-state fixes
- rendering refinements
- backup improvements
- persistence reliability improvements
- expanded automated test coverage
Individually they’re easy to overlook.
Collectively they make the application feel more stable, predictable, and reliable to work with.
Why This Release Matters
0.6.2 isn’t defined by a single giant feature.
Instead, it’s a release where a lot of important pieces come together at the same time.
Creators gain more flexibility through richer text formatting and Scale To Fit.
Several long-standing workflow frustrations have been resolved.
And beneath the surface, large parts of the application’s architecture have been modernised to support future development.
It’s the kind of release that hopefully makes the application better today while also making it easier to build tomorrow.
And I think that’s a worthwhile combination.
As always:
Please back up your library before upgrading.
Please report anything strange if you encounter it.
And please keep sharing the cards, campaigns, expansions, and systems you’re building.
A huge amount of this project’s direction continues to come from community feedback, testing, feature requests, and conversations.
Thank you for that.
👉 Download v0.6.2 here https://mark-forster.itch.io/heroquest-card-creator
👉 Full release notes here https://itch.io/t/6515989/-heroquest-card-creator-version-062

