Thimbleweed Park Down Under

by Ron Gilbert
Oct 24, 2016

We're heading to PAX Australia (with a stop over at GCAP) next week and we'll be doing a small community event where you can have the opportunity to play a little Thimbleweed Park. It's an adventure game, perhaps you've heard of it?

All the detail are on our Facebook page because that's where all the cool kids are.

Hope to see you in Melbourne on the 5th.

We're planning some more events in Europe, in the coming months.

Thimbleweed Park Podcast #62

by Ron Gilbert
Oct 22, 2016

Join us for the amazing podcast where I forgot to press the record button.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

No Podcast This Week

by Ron Gilbert
Oct 15, 2016

I hope everyone remembers where they kept their pitchforks, tar and feathers, because there is going to be no podcast this week.

As I mention in the last action-packed Thimbleweed Park dev blog update, we are heading for content complete today (in reality, we'll have tomorrow), and everyone is completely slammed.

Content complete is looking good, I think we'll make it, but not without a little fudging.  Some tasks are being pushed out because, "yeah, we could ship without that", in reality, it would pain us to do so. We'll quickly scramble to hit those post CC, because, yeah, we could ship without it.

As I mention in the last post, deadlines like content complete are important because it keep everyone laser focused.  If you hit 90% of the milestone, you're doing good. If you didn't have the milestone and the laser focus, you'd never get anything done.

If we had a publisher, there would be payments tied to the milestone. Until the milestone was met, we wouldn't get the next check and couldn't pay people. That's always a big motivator.

We don't have a publisher, so there are no payments tied to the milestone, but we have a very limited (and at this point, tight) budget. We can't just keep going, because we'll run out of money to pay people.  Same thing, really.

But honestly, even if we had a ton of money left, we'd still be pushing for these milestones. We want to get the game done as much as you want to play it.

Anyway... no podcast this week.

- Ron

Thimbleweed Park on the iPhone

by Ron Gilbert
Oct 11, 2016

Thimbleweed Park is running on both the iPhone and Android. With no UI changes, it's surprisingly playable, even on a small screen. We're planning on several changes that make touch work better, but still retain the classic UI feel.

It's still along ways off, but here is a sneak preview.

Joost, our Linux programmer did both the ports.

Content Complete

by Ron Gilbert
Oct 06, 2016

It's been a busy last few weeks.  The stress is really starting to get to me. I don't handle stress well.  I tend to become hyper-focused on the cause of stress, which often makes it worse. There is nothing more or less stressful about finishing Thimbleweed Park than any other game I've done. It always happens.

When it gets to this point, I always say "I'll never do this again", then I do.

On October 15th, we're scheduled to hit "content complete". Every project and company has a different definition for content complete, mine is: every piece of art, animation, sound, music and puzzle is in the game. If not for bugs, you could ship the game.

Content complete is important, because up to that point, you're probably creating more bugs then you're fixing. After content complete, it should be about fixing bugs. The list should always be getting smaller, not bigger.

I also think content complete is an important milestone because it forces you to finish the damn game. I come across so many indie developers that don't know how to finish, they keep adding and changing. Having a firm date you drive towards is important, you won't ever finish without it.

We could work on Thimbleweed Park for two more years. It would make the game different, but probably not better. Just finish your damn game.

October 15th: Content complete. Oh shit, that's 5 days away. We're screwed.

No, we're fine. We always are.

I extracted all the text a few weeks ago and was shocked.

There are over 16,000 recordable lines in the game. That's twice what I expected. It was a "oh shit" moment.

Since then we've gone through the game and found a lot of places where all 5 characters are saying something, but realized that only one of them will ever actually say it. We've also found several places where it's easy (and makes sense from a game/story standpoint) to block a character from a small section of the world. This has also saved a lot of dialog. We were also letting all 5 characters do stuff that is "official binsness" that only the agents should be doing. That has also saved dialog.

It's still going to end up being 50% more dialog than I expected, and that's going to put budget pressure on us, but it should be fine.

In hindsight, I should have realized this. In hindsight, I should have been extracting the dialog on a monthly basis and keeping a better eye on it.  Writing is fun. We used to say "dialog is free", but that's no longer the case.

- Ron

Thimbleweed Park Podcast #61

by Ron Gilbert
Sep 30, 2016


You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

Podcast Delay

by Ron Gilbert
Sep 25, 2016

I caught a bad cold last week that I am just now getting over.  Due to feeling like crap, and having a voice to match, we didn't record the Friday Questions podcast. We'll record it on Monday and I'll have it edited and posted by Tuesday.

Sorry for the inconvenience.


I'm feeling better. We recorded the podcast yesterday. I need to fly to Argentina tomorrow, so I'll edit it on the plane and upload it when I get there. Scrambling to get everything done before leave.

- Ron

Friday Questions

by Ron Gilbert
Sep 21, 2016

It's time for Friday questions!

Things are crazy around Team Thimbleweed right now, but we'll take the time off to do a Friday Questions podcast.

Make the questions good and remember, only one question per comment.

- Ron


Final Phonebook Import

by Ron Gilbert
Sep 19, 2016

Over the weekend, I did a final import of the phonebook and voicemails.

Here are the stats:

Total names in phonebook: 3457
Total voicemail messages: 1848

Never entered a name: 457 (not included in counts above)

Total size of all messages (uncompressed): 2.72G
Total size of all messages (processed, compressed): 166M

Of the 1848 VM files, 7 were uploaded corrupt and couldn't be converted (or even listen to).  Since it was a small number, we'll email those people to get us new files.

3 people have incomplete information. It looks like they started, but never finished.  They will also get an email.

27 backers went to the webpage, but never entered information. Over the course of the past 6 months, we've sent out a lot of reminders, so they will not be included.

We have not done a vetting of all the VM to see if any are obscene or violate the rules. Of the few hundred I've listen to so far, they all are fine. I'm optimistic that very very few (if any) will be culled.

There is a drastic range of recording quality (as you'd expect on a real VM), so some of them might be hard to understand.  They were all normalized to try and get a consistent volume. I'm sure we could spend a lot more time processing the recordings, but we also have a game to make.

Thanks to all the Kickstarter backers who submitting voicemail messages. There is an achievement for listening to all 1848 of them. Have fun with that.

- Ron

Title Cards

by Ron Gilbert
Sep 14, 2016

Several months ago, there was a lot of chatter on the blog about if we were going to have title cards showing the acts or parts, like Monkey Island had.

I've been against them from the beginning. It just didn't feel like it fit the game, but as time moved on and the scope of the game and story became apparent, I've changed my mind.

For those of you clamoring for title cards, I'm happy to report they are in the game. I started by using them to break up the acts, but soon realized that wasn't enough.

Thimbleweed Park (for better or worse) is a big game. It's not only big, but it's a complex story that weaves around, pretending to be one thing, then veering off to be another, and then juts in an unexpected direction just when you think you've figured it out.

It's a complex story.

One thing we noticed while playtesting is there are these big story beats, and while the story felt good at those locations, the game became a little unfocused.  The title cards help to return that focus without long expository cut-scenes. The cards are short and simple and say "Hey! This is where we're going".  It also gives players a sense of progress and completion, despite not knowing how many parts there are.

So, there you go.

- Ron

Thimbleweed Park Podcast #60

by Ron Gilbert
Sep 07, 2016

The Trump campaign is in complete disarray after a surprise Wednesday Thimbleweed Park podcast.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

More PAX West

by Ron Gilbert
Sep 06, 2016

More exciting pictures from Thimbleweed Park at PAX West.  PAX West was four days and the forth day was grueling, but the excitement and energy around the booth kept us going.

Like PAX East, we had four stations that remained full right up to closing time when we had to kick people off.  At PAX East we had a long line of people waiting to play, but for west we created a signup list, so people could get their name on it and then go off for a bit and come back. Hard to tell for sure, but it seem to work a lot better.

It was great to meet so many backers and blog readers.  We also had a lot of people come up that had never heard of the game before, but they were big Monkey Island and Maniac Mansion fans. We also had people that had never really played adventure games before, so it was nice to see their reaction.  Much disappointment that the game wasn't out yet.

But all good things must come to an end, and it was time to dismantle the booth. It took up a whole day to set up and a little more than an hour to tear down.

Everything packed into my Jeep ready for storage until next time.

Thanks to David and Chase for watching the booth and helping get people signed up and playing. Thanks to our friends Sophie and Owen who took some shifts and helped out.  Elise, who does the voice for Delores, even stopped by to help out for a few hours.  And huge thanks to ThimbleTeam member Jenn who designed and organized the booth and all our merch.

And most of all, thanks to everyone that stopped by to say hi and play the game.

We're trying to figure out how to do something like this in Europe. The logistic are a lot harder and it's quite a bit more expensive, but we're thinking... we've got our smart-glasses on.

- Ron

PAX Setup

by Ron Gilbert
Sep 03, 2016

I don't have time to write a lengthy post today, so I thought I'd show some pictures of your PAX booth setup:

- Ron

PAX West 2016

Aug 30, 2016

The Library Is Closed

by Ron Gilbert
Aug 29, 2016

BREAKING NEWS: The new book count is 1082. Amazing job everyone!

UPDATE UPDATE: The mansion mansion library is now closed. This time for realz.

UPDATE: Due to some (ok, a lot) of confusions about submissions be closed the 29th being the beginning of the day, not the end, I'm going to open them back up until Aug 30th at 6:00pm PDT.   No second chancies.

BONUS POINTS: If you write about Health or Sports.

- Ron

The Library is now closed!  (not really, see above)

You submitted a total of 926 entries. This number is probably a little high due to some people submitting the same book 2 or 3 times with corrections, but it's close.

We currently have room for 261 books, but it's pretty easy to increase the number of books, so we'll do our best to get everyone in.

The sections aren't the same physical size, some of are small and only have rooms for a few books, others are large, so we can fit the smaller book counts into the smaller sections.

The breakdown of sections is...

Adventure: 95
Mystery: 90
Sci-fi: 74
Non-fiction: 69
Self Help: 64
Romance: 50
Short Stories: 50
Crime: 43
Autobiographies: 40
Young Adult Fiction: 40
Cooking and Food: 35
Poetry: 35
Programming: 33
Physics and Astronomy: 26
Jokes and Humor: 25
Travel: 25
Arts and Entertainment: 22
Nature: 20
Math: 17
Robotics: 17
Biology: 15
Business: 15
Home and Garden: 13
Health: 7
Sports and Outdoors: 6

PAX is this week, so I won't be able to get anything into the game until next week. Once I do, I might open it back up for selected sections.

If we need more books, we might open it back up with just the sections that need books.  It will be a few weeks before we know that information.

Thanks to everyone who submitted. It's going to be a fun library.

- Ron

UI Changes

by Ron Gilbert
Aug 24, 2016

Time for another fascinating and action packed Thimbleweed Park dev video.  This time we're going to talk about our latest change to the ui.... removing the sentence line.

I resisted making this change for quite a while, but when I finally got around to doing it, and played the game for 10 minutes, it became clear this was the right thing to do. Everyone who's played the game since likes the change a lot.

We've done some playtests since this change and it's interesting because no one comments on it. When I bring it up at the end of the playtest, there is a little bit of shock that they didn't even notice. It just felt right.

I guess that's a good thing.

- Ron

P.S. Here is a bonus GIF to show what happens when the cursor gets to the edge of the screen, since a lot of people are asking about that.

Thimbleweed Park Podcast #59

by Ron Gilbert
Aug 22, 2016

Sorry for the delay in this week's podcast, I was up hiking at Mount Rainier this weekend.

P.S. If you're thinking about making a Zak McKracken joke, you'll be the 537th person to do that.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

Meet Delores

by Ron Gilbert
Aug 17, 2016

It's time for a new action packed Thimbleweed Park trailer to help celebrate that we're at Gamescom and we're going to be showing the game in the Indie MEGABOOTH at PAX West.

It's time to meet everyone's favorite aspiring 80's game designer and heiress to the pillow factory fortune... Delores Edmund.

- Ron

Get Your Creative On

by Ron Gilbert
Aug 11, 2016

With the amazing success of the Occult Bookstore book name crowdsourcing, we've decided to go back to the creative well again, but this time it's going to be more interesting (and more work).

The library in the mansion mansion contains around 100 books and not only do we need to name them all, we need two pages of text.  When the player explores the mansion mansion library, they can look at any of the books and they'll get a close up showing two side-by-side pages. Players can't turn the pages, but the two pages can be from anywhere in the book. Imagine grabbing a book and just flipping it open.

Some of the books will be written by us and include background lore for the story and characters, but we also need books that are just fun to read and explore.

And that is where you come in.  Make up a book, give it a title, and an author (that can be you), and write two pages of text consisting of around 100 words each. It's that simple.  If your book is accepted, you'll also appear in the credits.

To submit your entries, you need to use this Google Form.  Feel free to also post your books in the comments for everyone to read (or not), but if you don't submit them through the approved form, they won't make it into the game.

The rules are pretty simple:

1) Two pages of text. Each page is around 100 words and less than 650 characters.
2) Must be your original work. No public domain works.
3) Must have a title (25 characters or less).
4) Optional author and that can be made up, someone from history, or you.
5) Don't use copyrighted works or characters, including the author's name.
6) Must be 1987 appropriate.
7) Keep the content G or PG-13.
8) Books must be in English, but they will be translated.

Once again, submit all book entries HERE.

So... put on your smart glasses, grab a pencil, and most of all, have fun and be as serious or funny as you want.

The deadline is August 29th, 2016.

- Ron

Gamescom and PAX 2016

by Ron Gilbert
Aug 10, 2016

Happy to announce we'll be at Gamescom next week and PAX west in a few weeks.  The Thimbleweed Park demo will be fully playable at both events.

At Gamescom, Thimbleweed Park will be showing in the Microsoft consumer booth (hall 8) on the Xbox One. Our lead tester, Robert Megone, will be there to help and answer any questions you have about the game, like: "Rob? Are you worried about the game being too awesome?"

Microsoft inviting us to show Thimbleweed Park in their booth shows a lot of support for the game.

At PAX, Thimbleweed Park will be shown on PC and will have multiple stations for pointing and clicking.  As PAX gets closer, we'll have more information.

OK, back to the salt mines.  Kickstarter backers demanded more salt.

- Ron

Last 24 Hours!!!

by Ron Gilbert
Aug 08, 2016

These are your last 24 hours to back Thimbleweed Park and make an awesome game even awesomer.

In 24 hours we're shutting down all backing. Last 24 hours to get in Ransome's swear jar! Last 24 hours to get guilt absolution for pirating Monkey Island or Maniac Mansion! Last 24 hours to feel awesome about yourself!

If you want to upgrade your previous pledge, please contact

But please note... These are not pre-orders! If all you want to do is pre-order the game, wait until closer to release. We have not set the final price for the game and it could be less than our lowest tier.  What you're doing is supporting and helping to make a great game.  You're bringing joy and point-and-click adventures to the world. Can you really put a price on that?

You're also getting guilt absolution, but that is between you and your god.

- Ron

Thimbleweed Park Podcast #58

by Ron Gilbert
Aug 06, 2016

So amateurish and poorly edited, you know it's authentic.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

Friday Questions

by Ron Gilbert
Aug 04, 2016

It's time for Friday questions!

Bla bla bla... I'm sure you're as excited as we are... bla bla bla.

One question per entry.  Bla bla bla.

Bla bla bla bla. Bla bla. Bla bla bla, bla bla.

Bla bla bla.  :-)  Bla! Bla!

- Ron


Time-lapse of Agent Ray

by Ron Gilbert
Aug 01, 2016

Here is a time-lapse video from master pixel animator Octavi Navarro showing how he animated Agent Ray waking up after SPOILER!

- Ron

Books Desktop

Jul 30, 2016

There will be no podcast this week. We're going to be recording them once every two weeks, rather than every week.  They take 2 or 3 hours to record, edit and post and as we near the end of the project, things are getting crazy and time becomes a precious commodity.

Next week will be our Friday Questions episode, so save your brilliantly insightful questions for next week.  I'll do a post on Wednesday asking for questions, so don't ask them here.

As a consolation prize for not having a podcast, here is a new desktop wallpaper.


- Ron

Last Week To Become A Backer

by Ron Gilbert
Jul 28, 2016

We're going to be cutting off the ability to back Thimbleweed Park on August 7th, so if you want to help support the game and (maybe) get some cool stuff (or just feel awesome about yourself), time is quickly running out.

A huge huge round of thanks to everyone who backed Thimbleweed Park during the Kickstarter and after. The extra money really has made the game better.

But, as we're getting closer to shipping, it's time to end the fun, wrap the game up, and release it for everyone to play in early 2017.  It seems like forever, but it's only a few months of panic, fear, and stress away.

We want to reiterate, backing is not a pre-order. If all you want is to pre-order the game, then we suggest waiting. We have not set the final price for the game and it might be less than our lowest backing tier. What backer support does is help make the game be the best it can be, by giving us extra money to throw at art, music, animation and programming.

Thanks again to everyone who supported and made Thimbleweed Park possible. Even if you couldn't or can't afford to back the game, your enthusiasm has also been invaluable.

- Ron


by Ron Gilbert
Jul 27, 2016

We added a cemetery to the game. The decision was made a few months ago, but we only just got the art.  I thought I'd talk about why we added it so late and the decisions that lead up to that.

I'm going to dance around a few spoilers here, so bare (or is it bear... English is stupid) with me.

There are a lot of dead people in Thimbleweed Park, it's a twisty little mystery that begins with the body found in the river just outside of town.  A few days before our story gets started, the owner of the local pillow factory, beloved founding father of Thimbleweed Park, and Delores's Uncle, died of a heart attack. It's an important plot point, but just mentioning it in dialog wasn't getting the it across.

There is an old adage: show don't tell.  So what we decided to do was add a cemetery that you come across before entering the town that has a giant tomb, adorned with flowers from the recent funeral, for our beloved town leader.

Once we added the cemetery, other ideas started to pop up. There was a puzzle chain involving Franklin that always felt a little contrived, and now that we had a cemetery, we could adjust the puzzle to make it more interesting.

Franklin, being a ghost who's stuck in the hotel always limited his usefulness. Adding the cemetery provided a (logical) place that he could go beyond the hotel. So, we add another puzzle to allow him to move between the two places.

Another benefit of the cemetery was it made the reading of Delores's Uncle's will a lot more interesting, since it could take place in his tomb and added a new puzzle to get into the tomb.

The cemetery started out as an idea to solve a story issue, but blossomed into a great room that added several new and interesting puzzles.

Also, cemeteries are cool.

- Ron

Thimbleweed Park Podcast #57

by Ron Gilbert
Jul 24, 2016

Capping a very busy week on Team Thimbleweed, it's a podcast.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

Thimbleweed Park Podcast #56

by Ron Gilbert
Jul 17, 2016

It's a podcast. About Thimbleweed Park. It's the 56th one. You don't need to know anything more.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron


by Ron Gilbert
Jul 12, 2016

In the original Maniac Mansion, heads were large because pixels on the C64 were very huge. Due to the color mode we were using, they were not even square pixels, they were twice as wide as tall.  The hardware sprites each character had to fit in were 24 pixel wides, so Gary just made the heads as wide as he could to capture the personality of the characters.

There are huge parts of our brains that are dedicated to recognizing faces and subtle movements and expresses. How do I know this? Because I'm not only a game designer, I'm also an evolutionary neurological cognitive brain scientist. Look it up.

When Zak came out, the heads were shrunk to be "more realistic". By the time Monkey Island was made, the heads had gotten even smaller.  True, it was more realistic, but I felt something was lost.

Guybrush didn't blink and he didn't move his eyes (except in some special case animations).  Razor, Bernard and Micheal didn't blink either. Or move their eyes. Everyone stared straight ahead like zombies.

A month ago we added blinking to the Thimbleweed Park characters and it really changed how you feel about the game being alive. When someone is just standing, the blinking makes them feel real. If you were playing the game, you might not even notice it at a conscience level, but it's something you'd feel.

Last week I added eye movement. Characters can now look left and right. It adds a lot to even idles, as the characters appear to be looking around, aware of the environment. It's also really nice in conversations, because characters can actual look at who is talking to them. Before (and in previous games), characters would just stare forward. It's surprising how used to this you get, and when blinking and eye movement goes in, it's actually startling.

- Ron

Thimbleweed Park Podcast #55

by Ron Gilbert
Jul 10, 2016

Join us this week for a delayed podcast where David keeps dropping the M-bomb, so this one might not be family friendly. Have you talked to your kids about mazes?

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

My Mac Crashed Again

by Ron Gilbert
Jul 09, 2016

My Mac crashed again and won't fully boot, saying the drive is corrupt.  I now suspect it's Photoshop that is causing this.  The last time this happened, the night before I was working on a huge file and Photoshop started to tell me the file was too big, and then it was reporting it was unable to save the file.  The next day, my machine wouldn't fully boot due to the keychain being corrupt.

This morning, I was working on a large Photoshop file and I started to get the same errors, when I rebooted, my keychain was corrupt.

I'm going to head into the Apple store and see if they can fix it without a reformat this time.

Why am I telling you this?  Because I was going to put up the new podcast and that might not happen.


Back from the Apple store with a freshly reformatted machine and time machine pulled everything back.

I mentioned to the Genius Bar tech person that this is the second time it's hard crashed from editing a large file in Photoshop and he said "oh...", then we had a conversation that I can only assume was "off the record" by the way he spoke, tell me other people have reported drive corruption when extremely large files are process by fusion drives.

Yeah... no kidding.

I'll do a little Googling and see if I can find anything. Like I said in my previous post, I don't trust fusion drives and I guess with good reason.

I do need to re-edit the podcast, so that will go up tomorrow.

- Ron

Win! Win! Winners!

by Ron Gilbert
Jun 27, 2016

It's time for the phonebook winners.

From last week, then winners where:


And the answer to the number of R entires is...



We had several ties, so rather then rolling a dice and making some people cry, we're going to do the nice thing, because that is who we are.

Francois Mercier
Michael Kohlhaas
Geoffrey Paulsen

- Ron

P.S. I still have the podcast to finalize, hopefully that will go up tomorrow.

The Wrench Puzzle

by Ron Gilbert
Jun 23, 2016

A few blog posts back someone in the comments asked for some new art. I don't think I've posted this before, so here it is....

I'd love to share more art and animation, but we're getting to the point where most new art is riddled with spoilers. Not showing new art almost makes it look like we're not moving forward, but nothing could be farther from the truth. The game is getting downright exciting. Exciting, I tell you.

OK, one more... then that's it.

As we play the game and do more playtests, issues start to come up.  One of them we are now referring to as "The Wrench Puzzle".  Don't worry, it has nothing to do with monkeys and wrenches. Only a crazy person would design a puzzle like that. Crazy, I tell you.

There was a fairly long puzzle chain in Act 1 to get a wrench that unlocks a new area of the game. The puzzle had two problems.

The first was the moment you realize you need the wrench to progress, you had just solved another long puzzle chain that unlocked the room where the wrench puzzle is solved. At this point, you've been built up with anticipation, then you solve the first puzzle and bam! You now have to go solve the wrench puzzle and there is no forewarning.  Solving the first puzzle became a moment of disappointment rather than triumph.

The second issue is that Act 1 was getting really long and the wrench puzzle was contributing to that. It's a long and complicated puzzle chain, but it's an interesting puzzle and we didn't want to lose it.

So the solution we came up with was to move the whole puzzle chain from Act 1 to Act 2.  You no longer need the wrench to progress which makes Act 1 smaller and the returns the moment from disappointment to triumph.

It's what we in the biz call "win-win". Or maybe the younger generation calls a "double-win". But people in the know call it a "win-a-reno".

We did needed to come up with a different use for the wrench, but that didn't prove to be very hard, there was a puzzle just waiting for a wrench solution. And, as an added bonus, moving the puzzle chain from Act 1 to Act 2 involved very little work.

So now Act 1 is smaller and snappier and Act 2 is fuller and beefier.

- Ron

Win! Win! Win! Again!

by Ron Gilbert
Jun 22, 2016

It's time for our second and last Thimbleweed Park phonebook contest. We're going to giving away another 5 entries into the Thimbleweed Park phone book, complete with (optional) voicemail message (but who wouldn't want to do that).

The winners last week where:


This week, guess how many people are in the R section of the phonebook!

The contest is open to everyone, even people who already have an entry.

Five closest guesses get an entry in the phone book and the opportunity to upload a voicemail message. Ties will be resolved using officially sanctioned D&D combat rules (the D20).

Post your guess in the body of your message in the comments section. The number must be on a line by itself.

In order to win, you must fill in your email address in the email field. DO NOT put your email address in the body of the message.  If you post multiple guesses, only your last one will count.

I won't be cross posting this on Twitter, since they have their own contest... so shhhhhhhhh...

We'll pick a winner Monday morning, live from Spain!

- Ron






Thimbleweed Park Podcast #54

by Ron Gilbert
Jun 19, 2016

In today's episode, we talk about redesigning a puzzle much later than we should, but that's what makes it exciting! Right! Right?

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

Win! Win! Win!

by Ron Gilbert
Jun 16, 2016

As a thanks to everyone who has been following the Thimbleweed Park blog and helping out with the game, we're going to giving away 5 entries into the Thimbleweed Park phone book, complete with (optional) voicemail message (but who wouldn't want to do that).

Guess how many people in the phone book (as of right now) have uploaded a voicemail, from A... Z...

The contest is open to everyone, even people who already have an entry.

Five closest guesses get an entry in the phone book and the opportunity to upload a voicemail message. Ties will be resolved using officially sanctioned D&D combat rules (the D20).

Post your guess in the body of your message in the comments section.

In order to win, you must fill in your email address in the email field. DO NOT put your email address in the body of the message.  If you post multiple guesses, only your last one will count.

I won't be cross posting this on Twitter, since they have their own contest... so shhhhhhhhh...

We'll pick a winner Monday morning.

- Ron

P. S. We'll be giving away another five entries next week.



The answer was 1100

Congratulations to...


You will be getting an invite email in the next few hours.

The New T-Shirts Are Here! The New T-Shirts Are Here!

by Ron Gilbert
Jun 14, 2016

Our fabulous mouse pads and t-shirts can now be purchased on Fangamer!  You'll look twice as style'n while pointing and clicking on your new Thimbleweed Park mouse pad wearing your new Thimbleweed Park t-shirt.

It's worth mentioning, these are not the backer t-shirts. Those will be twice as cool.  Or half as cool. We haven't decided yet.

- Ron

Thimbleweed Park Podcast #53

by Ron Gilbert
Jun 11, 2016

Two blog posts in one day! It's the end of times! Better listen to this podcast quickly before it's too late!

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

The TesterTron 3000™

by Ron Gilbert
Jun 11, 2016

While you're waiting for me to get off my lazy beep and edit the podcast, please enjoy this bonus video of the TesterTron 3000™ finding bugs so you don't have to.

- Ron

New Thimbleweed Park Teaser Video

Jun 06, 2016

Someone is watching you...

Thimbleweed Park Podcast #52

by Ron Gilbert
Jun 05, 2016

All your Friday Questions answered!*

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

*for small values of all.

Friday Questions

by Ron Gilbert
Jun 01, 2016

It's time for Friday questions!

You know the drill...

Post your questions for Gary, David or I to answer on this week's Thimbleweed Park™ Podcast and we'll do our best to answer them, or at least read them to ourselves and mumble under our breath "there is no way I'm answering that".

One questions per-comment and please try and keep them short. After two sentences, we just zone out and the chances of it being answered drop to zero. I hate to be a jerk (not really), but that's the truth. It's a cruel cruel world, best to learn that early.

YAY! Friday Questions!


- Ron

Thimbleweed Park Podcast #51

by Ron Gilbert
May 29, 2016


You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

SPOILER: There Is Not A Door On Top Of The Vista

by Ron Gilbert
May 26, 2016

During one of the podcast I mentioned we were having some design issues about halfway through Act 1 and we were trying to find a good fix. I can excitedly proclaim our design demons slayed and here is what happened.

I'm going to try and be as spoiler free as I can, so excuse me if I mask some of the puzzles by calling them "doors". I promise that Thimbleweed Park is more exciting than finding keys to open a bunch of doors, but at it's core, that's what adventure games are. Sometimes during early design we will just call a puzzle a key and door. All that really means is something is blocking the way (the door) and something is needed to get past (the key). We'll figure out something more interesting later (like a rubber chicken with a pulley in the middle).

Of course, sometimes there is just a door and a key. Sometimes a cigar is just a cigar.

There is this point Thimbleweed Park where the world opens up. It happens about halfway though Act 1.  Imagine chartering Dread's ship in Monkey 2 and you'll get the idea.  The game starts out and players are pretty focused on the body and finding the killer, then they come to the vista and see the amazing panorama of locations they can travel to. Excitement takes over and they rush to the trail only to be stopped by a "door".

Remember back in paragraph two when I said I would use "door" as metaphors for puzzles to avoid spoilers? This is one of those cases. There is not a door on top of the vista. SPOILER: There is not a door on top of the vista.

When you present the opportunity to visit so many lovely locations, you can hardly blame players for forgetting about the pesky body and turning all their attention to the door on top of the vista, and that is exactly what they do.

Hours of hilarious and riveting gameplay later...

Players find the key (which isn't really a key) to the door (which isn't really a door) and they head out into the vastness of Thimbleweed County.

And they are lost. Not lost in the sense of which way is north or how do I get back to town, but lost in the sense that they totally forgot about the body and all the clues that were being laid.

I struggled with a lot of solutions to this problem, including making the door less sexy or forcing attention to the body (but who can resist a sexy door). In the end, I decide to leave everything as it was and add a small cut-scene.

When players unlock the door that isn't a door with the key that isn't a key, the second agent will show up and they have a conversion (via a dialog tree) and chat about what they still need do to solve the crime.

It works well because it refocuses players and provides a small recap. I was even thinking of doing something similar if you start up the game and it's been more than a few days since you played last.

Crisis number one averted, now on to crisis number two.

After getting past the vista, there is another door (that isn't a door... do I need to keep saying this) you need to get through. The problem with this door is that it isn't a very sexy door. Unlike the sexy vista door that you can see treasure behind, players have no idea what is behind this door. It's just a door. And to make matters worse, it's a door they saw very early in the game and probably forgot about. The key to this door is beyond the vista, so it couldn't have been opened sooner.

Now that players are beyond the vista, they have access to the key, but they could care less. We don't want to tell players what is behind the door because it's a surprise. We don't even want to nudge-nudge-wink-wink it. We really want it to be a surprise.

So players get past the vista, solve some more puzzles and then they just start wondering around.  Maybe they remember the door (that isn't a door!) and maybe they start to looking for the key (that isn't a key!) only because they are bored and it's a puzzle to solve while they compose their angry "this game sucks" post on whatever adventure game forum they visit too many times a day.

How to make the purposely non-sexy door sexy?

The solution was to put something else behind the door and tell players about that, but not the surprise that is really behind the door. Now players think there is something else they want behind the door (IT'S NOT REALLY A DOOR!) and seek it's key.

When they finally get in, they will stumble on the surprise, all the time thinking how clever they were, when in fact they were just being manipulated by game design.

"And that little Timmy is how you make a game."
"That's very interesting Uncle Ron, but can I go play Minecraft now?"
"Sure, whatever."

- Ron

P.S. The use of doors as a puzzle metaphor was only to confuse you, there is nothing interesting behind any of the doors in Thimbleweed Park.

Thimbleweed Park Podcast #50

by Ron Gilbert
May 21, 2016

The Thimbleweed Park Podcast turns the big 5-0 and we talk about super delegates and why they don't have their own comic books.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron


by Ron Gilbert
May 18, 2016

In the State Of The Game #3 post, I mentioned the schedule we were working on to ship the game in Jan, and someone in the comments asked if I would show the schedule.

So without further delay... our schedule...

I'm a visual person. I need to see a schedule as colored lines depicting time's relentless march forward. I know some people like a list of dates and have no problem understanding that, but for me I need to see time. I want to sit back and squint and feel an overview of how long each task is going to take.  Seeing dates like "May 29 - June 3" gives me no sense of the time involved.

If I had some fancy gantt chart software, I'd do my schedules in that, but I also get sucked into fancy software and tend to waste too much time explore features and settings, so I prefer to do my visual schedule in a spreadsheet. It's simple and does what I need.

OK, so let's talk about the schedule...

First row is the ship date for the Mac, Windows, Linux and Xbox versions. Sometime in Jan 2017.  I start with this since it's the the immovable date.

We're going to start the Linux port this week and given we use SDL for Mac and Windows, I don't expect it to be a huge problem. We have top people working on it. Top. People.  The iOS and Android versions won't ship in mid-Jan, they will likely be delayed by a month or two. If things go well and I have more time than expected in Nov and Dec, they might ship sooner. If we had more money, we could hire people to do those, but we don't and it will probably fall on Malcolm (shh... I haven't asked him yet) or myself.

I tend to work backwards when doing a schedule, so the next thing we don't have a lot of control over is the Microsoft cert process. It can take anywhere from one to two months, depending on how many issues are found. We decided to plan for the worst and put it down as two months. There is a small milestone on Oct 1 for pre-cert, to see if there are any issues, but we don't have to submit a final build.  We might move that up a month or two and do it as soon as we have a stable xbox build with close to final ui.

Working back from there, text lock will be Oct 1. At this point, all the text needs to be final and a locked script can be given to the translators. We will also prep a recording script and we'll begin recording.  I am delaying this as late as possible and honestly, it should really be happening one or two months before this, but I've be spending a lot of time on the dialog. I'm not completely happy with how the dialogs are working and we need time to play with them. We don't have enough time for pickup lines and testing. This is going to be a stressful time.

In the middle of October we'll start translation art. Our plan is to translate any art in the game that has text in it. We'll compile a list and get them translated first, then make the art changes. I'll soon have a system in place in our engine what makes this pretty simple and should require no code changes, assume it was all set up correctly.

Next we come to the areas of the game and when each of those needs to be done. The game is divided into Act 1, Act 2, Act 3 and Epilogues After those are done, we enter a stage of game-wide polish where we franticly try and fix all the little crap we find and or didn't have time to fix during the sprints. This is the point where you look at something and say "no one will notice" and drop it off the fix list. 99% of the time, you're right and no one notices.

All the art will be done by mid July and then we go back and polish.

Music should all be done by July 1 and seems on track. There will be small fixes after that, but nothing major.

The game should be 100% done by Oct 1. Anything that changes after that needs to be "critical."

And it goes without saying that testing is a non-stop process.

So, that's the plan. What are the chances everything will go as planned? Zero percent, but that's what makes game dev so much fun.

- Ron

Thimbleweed Park Podcast #49

by Ron Gilbert
May 14, 2016

This week's bonus material contains spoilers! Are you strong enough to resist?

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron

No Podcast This Week

May 06, 2016


State Of The Game #3

by Ron Gilbert
May 04, 2016

It's been a while since I wrote a state of the game post. It was supposed to be done back in Jan, but then things happened.

I'm finding it harder and harder to write blog posts because the most interesting things happening right now on the project would be profound spoilers, but we shall forge forward, none-the-less, and-all-that.

On to the state-of-the-game.

How We Got Here

It's been a long road. We started working on this little game we call Thimbleweed Park a year and three months ago and I feel we've grown to be a nice little family, not just the team, but also everyone on the blog. The project progressed pretty peachy until October, then the holidays showed up and it felt like we hit a snag.  We had a lot of drive coming out of our first sprint, but then we puttered along after that.

Not sure exactly the cause, maybe a little burn out, accompanied with feeling a little overwhelmed with the monster of a game we'd created, but persevere we will and did.

Just about the time were were getting over post-holiday focus back, GDC showed up. Our original plan was to have an open-to-the-public party where people would get to play the game, but as we started making plans, we realized we just weren't to a place where we'd be happy with the game we had to show. On top of that, everyone was very busy, and organizing something like that was just too much work. We gave it a good try.

So we opted to do a press only showing of the game. When you're demoing to the press, it's a lot easier to do hand waving and divert attention from areas of the game that aren't finished or even slightly broken. The press are used to seeing games in this state and generally know how to interpret and project what they are seeing. This is fine for a first look, but not for a preview or a review, but that's all we were doing.

Prepping for the press demo took a lot more work than we anticipated. It hijacked the sprint we should have been doing as we instead entered a phase of polishing. None of it was lost work, it all had to be done anyway, it was just done out of order and distracted our focus.

Polishing included adding special case animations that we often leave until the end (in case the puzzle changes and it's not needed anymore), touch-ups on art, making sure all the verbs that make sense don't respond with "that doesn't seem to work."  We also added a lot of ambient background animation, like waving flags and twinkling stars, so the rooms had a static life to them.

For the demo, we decided to show an abbreviated opening to the game and then jump to the place where the Ransome flashback happens and began polishing and testing those areas.

Around this time, we also decided to switch our backer system to PledgeManager so backers could upgrade their pledges. What started out as a quick few-day project had spanned into weeks, all the while we were trying to get ready for GDC.

And... in the middle of all this, we decide to attend PAX East. Yet another distraction to endure. We briefly thought about showing one of the other flashbacks, but sanity prevailed and we took the GDC demo and continued to polish and harden it.

The GDC demos to the press were "guided" demos. They had the option of playing, but we were always by their side to help and warn. The PAX demos would be unguided. Players were left to their own devices to poke and prod wherever they pleased. We needed to make sure we plugged every hole. We needed to test as if it was a shipping project and this takes a lot more time. To the ThimbleTesting team's credit, no major bugs were found at PAX East, everything was rock solid.

Jenn's job on the project is the programming the Hotel and Franklin, since we weren't going to be showing her area, she was free to help set up our PAX booth and all the merch. As the pictures show, she did an amazing job with a very small budget. One of the smartest things she did was put two stools at each station so a friend could play. Adventure game are always better when shared.

Getting the demo ready for PAX took another 3 weeks out of our schedule. Again, none of it was wasted work, it was just distracting and felt like we weren't making any real forward progress on the game.

I was getting severely distracted with managing the project and struggled to find time to do programming that wasn't just fire-fighting bugs.

The role I've always wished we had was a producer, someone to manage all the schedules and sprints, and keeping an eye on the big picture while we forge ahead with puzzles and art.  It's a role I'd been taking on and the burden was starting to show. I was spending more time working on spreadsheets then doing programming, design and writing.

After some budget analysis, we decided to bring on Chase Martin as our producer, a role I wish we could have filled months ago. We didn't really have the budget for a producer for the whole project, but coming on at this stage was doable.  With Chase on board, I'm hoping to have more time to focus on my other three jobs. Hopefully it will make things better for the rest of the team as well.

The UI was starting to bug me. I love the C64 font, but seeing it on the screen really pigeonholed the game as a retro-game, despite it being much more than that. As more and more people looked at the game, we realized the font was becoming a limiting factor, much more than the verb UI.

Our goal has always been to capture the charm of the classic adventure games, but also to introduce them to a new audience without compromising what the game was. The C64 font was a hard thing for people to get around.

In the weeks leading up to PAX we tried a lot of fonts. Our tester builds had a new font every few days and none of them were clicking. We tried nice smooth truetype fonts, we tried pixelated truetype fonts, we tried crazy bitmap fonts and boring fonts. Nothing felt right. With the help of an outside designer we came across the font you see below. It is a hand-drawn pixel font. It's sharp and clear and you can see the pixels. It's a font we could have used back at Lucasfilm and it felt right.

The plan was, and still is, to retain the C64 font and allow players to switch with the press of a key.  If you like it better, then please play with it. It's a good font and we don't treat it as second class.

For the opening scene of the demo, we wanted a full screen shot of the agents at the body. Mark extended the screen just around the body to full screen. Once the opening was over, we'd switch on the verbs and be back to the black cropped verbs.

While installing the new font, I accidentally left some code commented out and the verbs were drawn over the background, without a black background, and it was stunning to see.  The game had a whole different feel. It took me around 10 seconds of walking around to realize that the whole game needed to be like this.

We had one week until PAX and our demo included over 15 rooms, all of which needed to be extended.

Oh... and Mark was gone for two weeks!

Octavi to the rescue as he took on the job of extending all the rooms in record time. Nothing playable happens below the interface, so it didn't need to be that interesting, and it actually wants to be uninteresting.

It really changes the feeling of the game significantly, but still retains the charm of the verb UI, something I didn't want to lose.

For those of you who want a more retro experience, not only can you switch back to the C64 font, you can also turn on the black verb background. But that's not all! Don't order yet! You can set the opacity of the black background to anything you want.

PAX went well. We had a great booth (thanks Jenn) and had hundreds of people playing the game. Almost everyone who sat down to play finished the 20+ minute demo and no one rage quit. I'll take this all as a good sign.

Where We're Going

Now it's back to work. We don't have any shows coming up in the next few months, so we can get back to focusing on the game.

As our projected summer release date got closer, I was starting to get really worried. Back in Sept, we had a lot of steam and it felt like we'd be done the following Sept or Oct, just a few months out from the Kickstarter date.  But, as we hit April it just didn't look like that was feasible.

Well, not feasible unless we all went into crunch mode.

I don't like crunch mode. I've done a lot of crunch mode in my career and made people do crunch mode over the many years of running projects and it's just not something we want to do. We don't have an oppressive publisher looking over us and we have the flexibility to make the game anything we want (thank you backers!).

When Chase came on as producer, we did a complete relook of the schedule to see how much work we had left to do and how long it was going to take us. If we don't crunch, the workload puts us out to mid October, but we also have to go through the Microsoft cert process for Xbox, which can take one to two months. That would put us out in Nov or Dec and that isn't a time we want to launch. It's important that the AAA games have their day in the sun, and we didn't want to distract from that.

The other option was to start cutting. I feel good about the scope and size of the game, I don't want to cut it down just to make a ship date.

In the course of making a game, you make a lot of cuts for design reasons, and those are good cuts that make the game better, but when you cut for schedule and budget, you run the risk of cutting meat and not fat. That said, it's often hard to tell the difference, sometimes you think you're cutting meat, when in fact you're cutting fat and you're better off. It's often hard to tell the difference when you're in the kitchen.

But in the end, I decided I didn't want to hack large sections of the game away just to make an Oct date.  We continue to make small cuts and refinements, but all those are to make the game better.

So we've made the decision to move the release of the game to January, mostly likely the middle to end of the month.

The budget is looking OK. With the addition of a few new and needed people, plus the extra time, things are getting tight, but we should still be good.

We raised a little bit of extra money through some angel investors for marketing and PR, two things that can be as important as making a good game. I feel good about using the Kickstarter money exclusively to build the game and the additional money to market it. It feels like a nice line, but it's also a little misleading. Marketing and PR is as much a part of building a successful game as music, art, and programming and they should be part of any budget.

In terms of the game, I think we're all feeling pretty good about it. It really feels like a good solid adventure game, just like we would have built back at Lucasfilm.

The one area that I'm worried about happens halfway through the first act. You unlock a large portion of the world and it's a great moment, filled with excitement and reward but players lose direction. It's a problem we'll probably solve with some good dialog and maybe a couple of new pinch points so there aren't too many new places to go. It's important to always give players focus. Player should always know what they need to be doing, but not always how they need do it. Being confused and lost is not a puzzle.

We started outside playtesting with testers culled from the readers of this blog. We did two people in Seattle and will now open it up to San Francisco and London. We have (literally) hundreds of people who signed up, so I don't know if we'll get to everyone.

As I've said many times on this very blog, doing playtesting is critical, but it can be time consuming. You have to organize people to come in, set up the location, spend several hours watching them, and on top of all that, you have to make sure the latest build works and is crash-bug free. It's a lot of prep and it's easy to keep putting it off, but resist the urge. Playtest! Playest! Playtest!

We have three bug testers on the project. Robert (lead tester) is full time and the other two are part time. We're looking to hire a fourth and that should round out the bug testing team until the end of the project. Our testers are amazing, some of the best I've worked with. Bug testing a game isn't fun and games. You're not being paid to play a game, you're being paid to break a game, then document it and figure out exactly how you broke it. It takes a special person to do this well, and they are gold when you find them.

What Scares Me

One thing that scares me at this point is the amount of work that needs to be done. It's a big game, but it needs to be. It's about the size of Monkey Island, 2 and to fulfill our promise of a "new classic adventure game", I feel it needs to be that size. I don't want to cut anything unless it makes the game better to do so.

At this point, it's about making smart decisions about the little things we can cut or rework to save time without compromising the game.

I actually enjoy that process. It's always been the fun part of a project for me. You need to make quick decisions about what is and isn't important. It really focuses you.

But it's also very stressful. It's one of the reasons I don't want to work crunch. Staying sharp can make all the difference.

Moving the game to January puts a lot of pressure on the budget. We had slop if anything went wrong, and although I wouldn't call moving the date "going wrong", it does eat up our budget slop.  There is no more runway.

That worries me, but I feel like we have it under control. I don't think I've ever worked on a project that didn't feel like this towards the end.

The last thing is the amount of playtesting the end game will get. We've done a lot of testing of the early game, but we're still putting the end together and it's not in a outside player playable state, plus it's hard to jump new testers to the end of the game, so we need to pull groups back in for a 2nd or 3rd round.

Thank you to our backers and supporters for making all this possible.

- Ron

Archive List

Thimbleweed Park Down Under - 12 comments - Oct 24, 2016

Thimbleweed Park Podcast #62 - 84 comments - Oct 22, 2016

No Podcast This Week - 123 comments - Oct 15, 2016

Thimbleweed Park on the iPhone - 130 comments - Oct 11, 2016

Content Complete - 138 comments - Oct 06, 2016

Thimbleweed Park Podcast #61 - 109 comments - Sep 30, 2016

Podcast Delay - 87 comments - Sep 25, 2016

Friday Questions - 154 comments - Sep 21, 2016

Final Phonebook Import - 121 comments - Sep 19, 2016

Title Cards - 101 comments - Sep 14, 2016

Thimbleweed Park Podcast #60 - 87 comments - Sep 07, 2016

More PAX West - 60 comments - Sep 06, 2016

PAX Setup - 55 comments - Sep 03, 2016

PAX West 2016 - 26 comments - Aug 30, 2016

The Library Is Closed - 70 comments - Aug 29, 2016

UI Changes - 183 comments - Aug 24, 2016

Thimbleweed Park Podcast #59 - 46 comments - Aug 22, 2016

Meet Delores - 179 comments - Aug 17, 2016

Get Your Creative On - 301 comments - Aug 11, 2016

Gamescom and PAX 2016 - 26 comments - Aug 10, 2016

Last 24 Hours!!! - 55 comments - Aug 08, 2016

Thimbleweed Park Podcast #58 - 45 comments - Aug 06, 2016

Friday Questions - 160 comments - Aug 04, 2016

Time-lapse of Agent Ray - 55 comments - Aug 01, 2016

Books Desktop - 33 comments - Jul 30, 2016

Last Week To Become A Backer - 70 comments - Jul 28, 2016

Cemetery - 93 comments - Jul 27, 2016

Thimbleweed Park Podcast #57 - 41 comments - Jul 24, 2016

Thimbleweed Park Podcast #56 - 34 comments - Jul 17, 2016

Eyes - 100 comments - Jul 12, 2016

Thimbleweed Park Podcast #55 - 39 comments - Jul 10, 2016

My Mac Crashed Again - 53 comments - Jul 09, 2016

Win! Win! Winners! - 105 comments - Jun 27, 2016

The Wrench Puzzle - 89 comments - Jun 23, 2016

Win! Win! Win! Again! - 359 comments - Jun 22, 2016

Thimbleweed Park Podcast #54 - 73 comments - Jun 19, 2016

Win! Win! Win! - 466 comments - Jun 16, 2016

The New T-Shirts Are Here! The New T-Shirts Are Here! - 47 comments - Jun 14, 2016

Thimbleweed Park Podcast #53 - 61 comments - Jun 11, 2016

The TesterTron 3000™ - 31 comments - Jun 11, 2016

New Thimbleweed Park Teaser Video - 151 comments - Jun 06, 2016

Thimbleweed Park Podcast #52 - 44 comments - Jun 05, 2016

Friday Questions - 160 comments - Jun 01, 2016

Thimbleweed Park Podcast #51 - 60 comments - May 29, 2016

SPOILER: There Is Not A Door On Top Of The Vista - 105 comments - May 26, 2016

Thimbleweed Park Podcast #50 - 124 comments - May 21, 2016

Schedule - 211 comments - May 18, 2016

Thimbleweed Park Podcast #49 - 67 comments - May 14, 2016

No Podcast This Week - 106 comments - May 06, 2016

State Of The Game #3 - 174 comments - May 04, 2016

Thimbleweed Park Podcast #48 - 104 comments - Apr 30, 2016

PAX East 2016 Report - 276 comments - Apr 23, 2016

Thimbleweed Park Podcast #47 - 134 comments - Apr 16, 2016

ThimbleCrash - 120 comments - Apr 11, 2016

Pledge FAQ - 70 comments - Apr 06, 2016

Thimbleweed Park Podcast #45 - 82 comments - Apr 02, 2016

Play Thimbleweed Park at PAX East - 43 comments - Mar 31, 2016

Friday Questions - 158 comments - Mar 30, 2016

Thimbleweed Park Podcast #44 - 32 comments - Mar 28, 2016

GDC 2016 In The Can - 121 comments - Mar 22, 2016

GDC or Bust! - 248 comments - Mar 11, 2016

Thimbleweed Park Trailer - 317 comments - Mar 03, 2016

Thimbleweed Park Podcast #43 - 37 comments - Feb 27, 2016

Elevator Speedrun - 74 comments - Feb 21, 2016

Thimbleweed Park Podcast #42 - 55 comments - Feb 20, 2016

WANTED: Playtesters - 58 comments - Feb 18, 2016

Thimbleweed Park Podcast #41 - 57 comments - Feb 13, 2016

Friday Questions - 110 comments - Feb 10, 2016

TextTron 3000™ - 76 comments - Feb 09, 2016

Thimbleweed Park Podcast #40 - 31 comments - Feb 06, 2016

Controllers - 147 comments - Feb 02, 2016

Thimbleweed Park Podcast #39 - 37 comments - Jan 30, 2016

Thimbleweed Park Podcast #38 - 46 comments - Jan 27, 2016

Thimbleweed Park Podcast #37 - 60 comments - Jan 19, 2016

No Podcast This Week - 62 comments - Jan 16, 2016

The Newest Code Monkey’s Report - 111 comments - Jan 11, 2016

Thimbleweed Park Podcast #36 - 15 comments - Jan 08, 2016

Pseudo Rooms - 90 comments - Jan 05, 2016

Thimbleweed Park Podcast #35 - 16 comments - Jan 01, 2016

Voicemail Testing - 59 comments - Dec 28, 2015

No Podcast For You - 41 comments - Dec 24, 2015

18 Minutes of Thimbleweed Park - 126 comments - Dec 22, 2015

Thimbleweed Park Podcast #34 - 40 comments - Dec 19, 2015

Special Case Animations II - 84 comments - Dec 14, 2015

Thimbleweed Park Podcast #33 - 17 comments - Dec 12, 2015

Refining Ransome - 83 comments - Dec 09, 2015

Thimbleweed Park Podcast #32 - 33 comments - Dec 06, 2015

The Podcast is Delayed Until Sunday - 58 comments - Dec 05, 2015

Friday Questions - 106 comments - Dec 02, 2015

I'm Just Going to Write - 144 comments - Dec 01, 2015

Thimbleweed Park Podcast #nan - 25 comments - Nov 27, 2015

Our First Playtest - 106 comments - Nov 24, 2015

Thimbleweed Park Podcast #31 - 43 comments - Nov 21, 2015

Happy Birthday Thimbleweed Park - 103 comments - Nov 18, 2015

Thimbleweed Park Podcast #30 - 42 comments - Nov 14, 2015

Early Brainstorm - 88 comments - Nov 10, 2015

Thimbleweed Park Podcast #29 - 36 comments - Nov 07, 2015

Friday Questions - 132 comments - Nov 04, 2015

Sprintastic - 58 comments - Nov 03, 2015

Thimbleweed Park Podcast #28 - 33 comments - Oct 31, 2015

Translation Baby Steps - 154 comments - Oct 26, 2015

Thimbleweed Park Podcast #27 - 39 comments - Oct 24, 2015

Save Game - 131 comments - Oct 19, 2015

Thimbleweed Park Podcast #26 - 33 comments - Oct 17, 2015

Thimbleweed Park Gameplay - 195 comments - Oct 12, 2015

Thimbleweed Park Podcast #25 - 40 comments - Oct 10, 2015

Team Thimbleweed - 133 comments - Oct 05, 2015

Thimbleweed Park Podcast #24 - 103 comments - Oct 03, 2015

Friday Questions - 205 comments - Sep 30, 2015

Occult Bookstore - 198 comments - Sep 28, 2015

Thimbleweed Park Podcast #23 - 27 comments - Sep 26, 2015

Slicy - 52 comments - Sep 21, 2015

Thimbleweed Park Podcast #22 - 29 comments - Sep 19, 2015

A Pixel Here a Pixel There... - 90 comments - Sep 14, 2015

Thimbleweed Park Podcast #21 - 36 comments - Sep 12, 2015

Budget - 133 comments - Sep 07, 2015

Thimbleweed Park Podcast #20 - 61 comments - Sep 05, 2015

The Secret of Monkey Island Turns 25! - 0 comments - Sep 03, 2015

Walking and Talking - 145 comments - Aug 31, 2015

Thimbleweed Park Podcast #19 - 52 comments - Aug 28, 2015

Friday Questions - 118 comments - Aug 27, 2015

State Of The Game #2 - 97 comments - Aug 24, 2015

Thimbleweed Park Podcast #18 - 23 comments - Aug 21, 2015

Radio Station - 102 comments - Aug 17, 2015

Thimbleweed Park Podcast #17 - 30 comments - Aug 14, 2015

Inventory Icons - 77 comments - Aug 13, 2015

Gamescom Debrief - 82 comments - Aug 11, 2015

Thimbleweed Park Is Coming to Xbox - 163 comments - Aug 04, 2015

Thimbleweed Park Podcast #16 - 85 comments - Jul 31, 2015

Occult Books - 1046 comments - Jul 27, 2015

Thimbleweed Park Podcast #15 - 30 comments - Jul 25, 2015

Gamescom 2015 - 49 comments - Jul 24, 2015

Cutting - 98 comments - Jul 20, 2015

Thimbleweed Park Podcast #14 - 28 comments - Jul 17, 2015

QuickiePal - 228 comments - Jul 16, 2015

The Drinking Fountain Whisperer - 168 comments - Jul 13, 2015

Thimbleweed Park Podcast #13 - 25 comments - Jul 10, 2015

Exploring Delores IIIII - 128 comments - Jul 08, 2015

Pep - 39 comments - Jul 06, 2015

Thimbleweed Park Podcast #12 - 16 comments - Jul 03, 2015

Exploring Delores IIII - 47 comments - Jul 02, 2015

Dialog Puzzles - 127 comments - Jun 30, 2015

Monday Post Delayed - 27 comments - Jun 29, 2015

Thimbleweed Park Podcast #11 - 42 comments - Jun 26, 2015

Office Areas - 52 comments - Jun 25, 2015

Special Case Animations - 66 comments - Jun 22, 2015

Thimbleweed Park Podcast #10 - 28 comments - Jun 19, 2015

Exploring Delores III - 29 comments - Jun 18, 2015

A Bus And An Elevator Walk Into A Bar... - 115 comments - Jun 15, 2015

Thimbleweed Park Podcast #9 - 44 comments - Jun 12, 2015

Design Dilemma - 30 comments - Jun 10, 2015

Exploring Delores II - 28 comments - Jun 08, 2015

More Mark Ferrari - 83 comments - Jun 03, 2015

Mark Ferrari™ Joins Team Thimbleweed™ - 108 comments - Jun 01, 2015

Thimbleweed Park Podcast #8 - 17 comments - May 29, 2015

Exploring Delores - 127 comments - May 25, 2015

Thimbleweed Park Podcast #7 - 23 comments - May 22, 2015

Almost Final Puzzle Dependency Charts - 32 comments - May 18, 2015

Thimbleweed Park Podcast #6 - 12 comments - May 15, 2015

Quick Sketching - 35 comments - May 13, 2015

State Of The Game - 72 comments - May 11, 2015

Thimbleweed Park Podcast #5 - 22 comments - May 08, 2015

TesterTron3000 - 66 comments - May 02, 2015

Thimbleweed Park Podcast #4 - 21 comments - May 01, 2015

Now With More Email Signup! - 25 comments - Apr 28, 2015

Walk Boxes! - 46 comments - Apr 27, 2015

Thimbleweed Park Podcast #3 - 21 comments - Apr 24, 2015

Comics On The Side - 26 comments - Apr 23, 2015

Act 1, 2 and 3 Combined Puzzles - 53 comments - Apr 20, 2015

Thimbleweed Park Podcast #2 - 35 comments - Apr 17, 2015

Thimbleweed Park Podcast #1 - 48 comments - Apr 13, 2015

Thoughts On Props - 46 comments - Apr 09, 2015

Engine Roadmap - 65 comments - Apr 07, 2015

Everyone Panic... Monday's blog entry delayed until Tuesday. - 12 comments - Apr 06, 2015

Parallax - 77 comments - Apr 01, 2015

Modernizing - 104 comments - Mar 30, 2015

Badges? We Don't Need No Stinkin' Badges! - 80 comments - Mar 26, 2015

Wireframing the Game - 34 comments - Mar 23, 2015

Your Kickstarter Dollars At Work! - 43 comments - Mar 20, 2015

Wimpy - 88 comments - Mar 16, 2015

The Big Decisions - 40 comments - Mar 14, 2015

What Can We Be Doing Better? - 104 comments - Mar 13, 2015

Pass One Of Act 2 Puzzles - 43 comments - Mar 11, 2015

Switching And Inventory - 103 comments - Mar 09, 2015

Characters! Characters! Characters! - 79 comments - Mar 01, 2015

Bonus Movie and Mr Spock - 31 comments - Feb 27, 2015

Brainstorming Like It's 1987 - 51 comments - Feb 24, 2015

More Maps and Puzzles - 49 comments - Feb 23, 2015

Missed the Kickstarter? - 13 comments - Feb 20, 2015

UI in Action - 92 comments - Feb 17, 2015

Monday Updated Pushed To Tomorrow. - 9 comments - Feb 16, 2015

Quickie Bathroom - 33 comments - Feb 11, 2015

Maps and Puzzles - 49 comments - Feb 09, 2015

Town Building Concepts - 36 comments - Feb 04, 2015

Scrolling Rooms - 58 comments - Feb 02, 2015

Not A Postmortem - 33 comments - Feb 01, 2015

Pigeon Brothers - 14 comments - Jan 30, 2015

Gypsy Store Concept - 36 comments - Jan 29, 2015

Taming the Design - 53 comments - Jan 27, 2015

We're Walking And We're Walking - 56 comments - Jan 25, 2015

Scripting Test - 73 comments - Jan 20, 2015

Thinking About Locations and Characters - 52 comments - Jan 19, 2015

Linux - 88 comments - Jan 15, 2015

Story Layout - 80 comments - Jan 12, 2015

Maniac Mansion, The Cave and Thimbleweed Park - 135 comments - Jan 08, 2015

ThimbleCon '87 - 33 comments - Jan 07, 2015

I Got Nothing Done - 32 comments - Jan 06, 2015

Engine - 61 comments - Jan 05, 2015

Important Question - 48 comments - Jan 02, 2015

Day 1 - 55 comments - Jan 02, 2015

First Post - 78 comments - Jan 01, 2015