Physical Releases

by Ron Gilbert
Mar 14, 2018

Physical releases of Thimbleweed Park are coming for the PS4 and The Switch courtesy of Limited Run Games.

Ransome *unbeeped* DLC

by Ron Gilbert
Feb 28, 2018

All clowns swear, don't let anyone tell you otherwise, but for Ransome the Clown it is an art form.  In our new "not kid friendly" DLC all of Ransome's beeps can be remove and you'll be able to hear Ransome in all his unbeeped glory.

Available now on Steam and GOG!

Unfortunately, the DLC will only be on Steam and GOG. All the other platforms require that DLC be rated the same as the main game (they do make exceptions for some AA game, surprise, surprise) so it won't be coming to Switch, XBox, PS4 or mobile.  We apologize in advance, but that is out of our hands.

When Lauen and I wrote the script, we didn't add the swearing, we just put in *beeping* or *beeper*.  Adding the swearing would have meant some pre-process to remove them all and it would have been hell on translators.  It was also more fun to write because I had no idea what he was really saying.

When we got to the studio, I wasn't sure if the actor was going to swear or just say "beep".  We did some tests and it was pretty obvious that having Ransome say "beep" really undercut his personality.  You got the impression that Ransome was censoring himself, which he would never do.

So, we decided to have the actor (Ian Corlett) go full on swearing. The problem was the script didn't contain swear words, just *beep*, *beeper* or *beeping*.   Ian didn't think he'd have a problem just filling in the swear words on the fly and it was amazing to listen to.  He would do first run cold readings and seamlessly add swear words.  It was amazing and hilarious.

I hope you enjoy and please, keep the kids away. We aren't kidding about this stuff.

- Ron

Aggie Awards

by Ron Gilbert
Feb 27, 2018

Thimbleweed Park Vinyl

by Ron Gilbert
Feb 13, 2018

If your parent's old turntable is gathering dust in the basement, oh boy do I have an awesome use for it!

Also worth noting that vinyl will likely still be playable after the apocalypse.  MP3's. Not so much. Think of it as an investment for bartering for food in the future.


Happy 1988!

by Ron Gilbert
Dec 24, 2017

1987 was a great year and we owe a lot of it to you!

Delores Cosplay Guide

by Jenn Sandercock
Oct 25, 2017

Thinking about cosplaying Delores for Halloween or some other event?

I got to cosplay Delores at PAX West AND Geek Girl Con this year. I had an immense amount of fun pretending to be a game developer for MmucasFlem games! And now, with this handy guide, you too can have fun!

Assemble your outfit

Let's start with some reference pictures of Delores.

You've got to get all the essentials together to be able to become Delores. Let's go down from head to foot.


The glasses are the most important part of the entire outfit. If you're going the simple option, just get these glasses and forget everything else!

If you naturally have Delores' hair, then I'm super jealous! For everyone else...

▶︎ Temporarily dye your hair
▶︎ Get a wig, there are many cheap ones available, but I like this one from Arda.


You'll need a t-shirt and jacket.

Delores' shirt was created to mimic Dave's shirt in Maniac Mansion. Dave's shirt is gray with the Lucasfilm logo. So by extension, you can wear any purple shirt with a slogan on it, although I'm sure Delores would prefer MmucasFlem or some other games company logo.

I created as close a replica as I could on Red Bubble as a scoop-neck women's shirt.

For the jacket, Octavi, who drew Delores, assures me that her jacket is a denim jacket like this light blue one.

Legs & Feet

For jeans, I'm not going to give you a link to find blue jeans because... well... I'm sure you have something that will work! Fold up at the bottom so they're pretty high.

The most important thing is the curly pink laces. But make sure you also get white socks and plain white shoes (these ones are pretty comfy).


Getting a bag that fits what you want and looks authentic is pretty hard. Still, most cosplay characters don't have any bag at all, so I feel like it's a bit of a luxury to be able to stay in character AND get to carry around my mobile phone and keys.

I ended up settling for a bag that wasn't quite right, but was a bag that I had in my bag collection anyways. If you can make your own bag, do that! But otherwise, maybe this or that option from Amazon will work for you.

Now you've got all the basics, you can add in some fun things!

Like a balloon animal....

Or make some damn, fine Thimbleberry Pie...

You can also make yourself a notebook to remember all the things on your TO DO list. You're aiming for something like this:

You'll need a blue notebook with spiral binding. I'd recommend picking up something in your local supermarket or office supplies place. However, if you're desperate, this one from Amazon looks about right.

Download this zip folder with the plain front cover and stickers.

Get In Character

While cosplaying Delores, don't forget to practice your victory dance and learn to these classic quotes:

▶︎ "But I just want to design games."
▶︎ "If this were a Sierra On-Line graphic adventure, I'd be dead now."
▶︎ "It's my speck of dust."

Here's some pictures of me cosplaying Delores for inspiration.

"I'd love to talk to him, but I'm too shy, what with him being famous and all."

Do NOT attempt to match your head size to Delores, you'll fall over!

The wig really brings the costume to life and also signals to people around you that "yes, I am cosplaying a character!"

This is me on the left and Elise Kates, the voice of Delores on the right! So much Delores in one photo.

And since I have no shame, I attempted to reproduce the classic "I got a job at MmucasFlem games"-dance! Turns out doing a good moonwalk is REALLY hard! ;)

And that is all! Have fun being Delores!

Android Avaliable Now

Oct 10, 2017

Google Play Store

Good things come to those who wait (and after I've had my morning coffee).

If you're having support issues, please head over to the support thread on the forums.

Android Slipping A Week.

by Ron Gilbert
Oct 02, 2017

The bad news is we're slipping the Android version by a week, from the 3rd to the 10th of October.  The good news is the Android build will fully support controllers, mouse and keyboard, plus a wider range of hardware.

Android is always hard due to the vast array of devices. As we got to the end of testing, a few devices showed up with GPU issues that we felt needed to be fixed. We're committed to having the Android version work with controllers, plus mouse and keyboard and it's taken longer than we wanted to get it working.

It's also hard when a version or game slips, it often feels like you failed. It's only a week and we'll have more compatibility, plus controllers and mouse and keyboard.

Have I mention controllers and mouse and keyboard? Yes, we'll have them.

- Ron

Ports Ports Ports

Sep 14, 2017

Been awhile since I posted here, and I should start doing that more with news and updates. I post a lot of Twitter, but forget that not everyone is on Twitter. I'm starting to think you're the smart ones.

We released the arcades last month.  There is a new puzzle chain to find tokens for the machines. The puzzle chains can only be done in hard mode, but once you find the tokens, they will be there for every new game, including those started in easy mode.

Occuplying much of our time now are ports, ports and more ports.

The iOS build has been approved by Apple, and now we're waiting for some PR stuff.

The Switch port has also been approved by Nintendo, but we still have to do some "paperwork" before it will be on the e-store.

Exciting times.

We're doing last minute testing on the Android port. It's much harder than iOS due to the huge variety of hardware.  We've come across a couple of GPUs that don't have the power, or are just buggy and needed to rewrite some of our shaders.

We're also trying to get full controller, mouse and keyboard support into the Android, which is also proving to be more work than anticipated.

Yeah, I know. Bitch, bitch, bitch. Bring us solutions Mr. Gilbert, not problems.

- Ron

P.S. The PS4 port has been live for several weeks now.

Dialogs, Hints and more...

by Ron Gilbert
Jun 20, 2017

There is a new Thimbleweed Park update (Build 1388.918) that includes two major additions and several minor ones.  This build should be live on Steam and will be live on GOG in the next 24 hours.  Due to approvals and reviews, it will be a few weeks before it makes it to the App Store and Xbox.

The first big change is player character dialogs.  You can now TALK TO Delores, Ray, Reyes and Ransome.  There was no point in adding Franklin dialogs, since you can't really talk to him, and he had one-sided stubs for trying to talk to other players.

This was something I attempted during initial production but abandoned due to me being unable to think about it as anything more than an a overly complex hint system. It always felt to me that all you'd want to do was talk to the other characters and get hints, and the early iterations of the system really showed that, so I abandon it.  Time was also getting short and there was a lot of work to be done, so it wasn't matter of me writing player dialogs or hanging out at the beach.

This turned out to be a mistake. I should have pressed forward and implemented this.

Allowing the characters to talk to each other actually solved a bunch of problems. It was crystal clear (in our heads) why they were working together (or didn't care if they were), but that wasn't clear to players. This is especially true with Ransome. Ransome is an asshole. Why would he be helping?

Player character dialogs solved this problem. You now can chat amongst yourselves while spouting plot clarifying lines. If I had a few extra months I would have made them ever more complex, but maybe they don't need to be. I'm sure someone will complain that they didn't talk about X and that is plot critical. Maybe. Maybe not. I do think the dialogs help tremendously and I regret not pushing forward and implementing them from the get-go.

The other slightly related feature we implement was greetings.  When Ray walks by Delores, she will say a quick one line greeting, same for Reyes, Ransome and Delores. None of these are plot revealing, but do make the world feel more alive and real.

The biggest change was a new in-game hint system. I know this will cause the hardcore adventure gamer's blood to boil (as it does mine), but the lack of hints was widely criticized by some of the more casual press.  As we move to new and more casual platforms like iOS and Android, this becomes increasingly important. I guess it's a sad fact about not only modern gamers, but older gamers that just don't have 18 hours to spend on a game.

The first (failed) iteration of the design was based around a new object called the "HintTron 3000™".  You would find it alongside the road and pick it up.  You could then use it on any object in the game and it would give you a context appropriate hint.

On paper, it seemed like a good idea, until the first implementation and the problems came roaring out. The biggest problem was when you're stuck it's often at a conceptual level and you don't even know what object to click on. This could cause players to randomly click on stuff, hoping the get a hint with no real idea what they needed.

To stop non-stop hint-clicking, we added some friction in the form of a "cooldown", but it felt artificial and frustrating. We thought about adding a "currency" you find or earn (specks of dust), but these all ran into the issue os rarity and frustration when you can't find or earn them and you need a hint.

So we abandon the idea. David wrote a lot of code for this... so... a moment of silence.

To me, the most important part of any in-game hint system is making sure it feels like part of the world and game. I didn't want to do a hint system that was all UI based.

Back in the 80s, we had hint books with red gel, but we also had phone in hint lines.

Thimbleweed Park already has a working phone, so it seemed natural to just have a hint line number you could call and get a hint.

We once again toyed with the idea of a currency. You're using a phone, so finding money to use it made sense, but unfortunately, the phone is needed for other things and we didn't want to muck up all that with making them all pay phones, plus some of the phones are in the mansion and hotel. We beat it around for a bit, then just decided to making the hint line "free" to use.

Calling the phone provides some natural friction, in that you'd have to get to a phone (or switch to whoever had the cel phone) and make a call and trip down a hint tree.

The advantage we had over a true 80s hint line was that we know the context of where you are in the game, so the hint line can be smart and focus down to hints we know you might needed, and ignore spoilers and other distractions.

Jenn volunteered to take on the job, and we based it (with permission) on the existing online hints of Meghann O'Neill, so we had a good starting place.  It's a nice system and hopefully newer players find it fun and helpful.

Now, we know it's not going to be for everyone, but it is 100% optional in that you just don't call it. But I know one's willpower can be weak.  If you set...

hintsEnabled: 0

When you call the hint line, the phone will just ring and ring.

One tricky issue is old save games. To fully implement the AI of the hintTron, we had to add some new variables to track game state. If you load an old savegame, those variables don't exist.  Jenn wrote some fancy code to try and predict an old savegame's state. It works 90% of the time, but if you load old games, hints might not be 100% accurate.

And lastly, I implemented some new keyboard commands.

1-6 will now selected dialog choices or they can be reassigned using...

keyChoice1: "1"
keyChoice2: "2"
keyChoice3: "3"
keyChoice4: "4"
keyChoice5: "5"
keyChoice6: "6"

You can assign keys to cycle through characters using...

keySelectNext: "0"
keySelectPrev: "9"

You can now disable initing of the controller by adding...

disableController: 1

If you don't have the willpower to avoid calling the new hint lines, you can add...

hintsEnabled: 0

There we more keyboard commands (like the numpad) that I ran out of time, but I'll save those for another update... because god knows, I can't stop working on this fucking game.

That arcade machines will make it into the next major update, probably when iOS and Android are released.

Come talk about it on the Official Thimbleweed Park Forums.

- Ron

Official Thimbleweed Park Forums

by Ron Gilbert
May 05, 2017

Announcing the Official Thimbleweed Park Forums. No longer will you have to scroll through hundreds of uncategorized messages looking for that gem of a comment.

I've closed all comments on the blog, so if you want to continue to chat about Thimbleweed Park, head on over to the Official Thimbleweed Park Forums.

When I post a new blog entires, the comments for those entries will open up again.

Special thanks to Robin Ward, a backer, blog reader, and co-founder of Discourse, for helping to set all this up.

- Ron

Thimbleweed Park Podcast #67

by Ron Gilbert
Apr 30, 2017

The very last Thimbleweed Park podcast... can we have a moment of silence.

WARNING: This podcast is filled with spoilers...

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 Questions

by Ron Gilbert
Apr 25, 2017

Welcome to what could be the last Thimbleweed Park Friday Questions Podcast.

Time to get all your questions in, although we will be recording on Thursday, so the cut off will be Wednesday evening (PDT).

Please keep your questions about the final game and design, art, production or developer issues related to that.

I think it goes without saying that the comments will be filled with spoilers, so don't read this is you're trying to remain pure.

3... 2... 1... GO!


The podcast should be up this weekend, Monday at the latest.


by Ron Gilbert
Apr 09, 2017

Now that we can post preproduction design docs without fear of spoilers (warning: spoilers ahead) I thought we'd start with the whiteboards.

Early in January, right after the Kickstarter finished, Gary and I got together for a few days of brainstorming on the whiteboard. At this point, we knew the basic story, in so much as these agents show up to investigate the body, and there was a clown, a dead guy and computer programmer.

We didn't really know how the game would end, or how we'd get there, but hey, that is the fun part.

After the first brainstorm session, Gary had the idea of a big factory and this tube based AI. It seemed ripe for digging, so we ran with that and never looked back.

A couple of months later, David Fox joined the team and we started to get into the nitty-gritty of solving the murder.

After the first day with David, I was really bothered by all the details of finding evidence. It seemed like an arbitrary  jumble and players would be lost.

I went home feeling a little dejected and overwhelmed. What the evidence gathering stage needed was focus, then the idea of TronMachines hit me. By placing them in the Coroners office, it would give that focus. The TronMachines wanted specific items, and that meshed better with how an adventure game worked.  David and Gary seemed to like the idea and it gave out design sessions more focus as well (always a good idea).

Originally the Coroner's office had 4 TronMachines, the BloodTron, FaceTron, FingerTron and EnhanceTron.  The EnhanceTron was going to be used to enhance a video image taken from the Quickie Pal video camera, but it felt like too much, so we cut it.

We saved the flashbacks for last, and for those brainstorm sessions Jenn join us. Ransome's flashback started to get huge and we cut it back significantly.

We took pictures of the white boards at the end of each session, or before we erased them.

Most of what you see made it into the game, although tweaked quite a bit. Other parts never got off the whiteboard.  Some of it made it off the whiteboard and into the wireframe version, but was cut before final art.

Patch Notes

by Ron Gilbert
Apr 04, 2017

In the continuing series called "Hey, let's make a video game", I thought I'd take people through all the patch notes and talk about what happened, why it happened and how we fixed it.

Note that these patch are for Steam Build 1309.859 only, the GOG versions will be up tomorrow and the Mac App Store and Xbox a few days after that. You can see the build number by looking in the lower right of the Options menu.

We group post launch bugs into three categories.

1 - Game breaking bugs that render the current game unplayable.
2 - Bugs that cause issues (or even crashes), but reloading the autosave fixes it.
3 - Small feature changes to keep players happen or avoid confusion
4 - Everything else.

If the bug is level 4, it just gets moved to fix next rev.  For these patch (live patches) we want to make safe and easy changes, because they are not going though a full cycle of testing. These are emergency fixes only.  In a few weeks, we'll do a major rev with all the little things change (and maybe some new content) and it will go through a full testing pass.

But for the live patches, we want to change as little as possible.

Don't read any more if you don't want the game spoiled.

Level 1 bugs.

Ransome's Cheese

If you picked up the cheese in Ransome's fridge, and then tried to put it back, the cheese would disappear, making the game unfinishable since the cheese was needed for a later puzzle.

This ended up being nothing more than a bad copy/paste error, where the wrong object was pasted into the line that made the cheese visible again.  It was missed because none of the testers thought to put the cheese back.  It's the type of bug TesterTron™ won't find, because it's never going to be smart enough to solve the whole game, and get stuck because it has no cheese.

Rathole Cheese

If you put down the cheese by the rat hole, and then picked up the cheese, the rat hole was untouchable.

Text update after more information from David Fox

For the bug where picking up the cheese from the rat hole caused the hole to become untouchable, this had to happen during the 1/10 of a second when the rat stopped by the hole and saw the cheese to when he went over to the cheese a few pixels away. If you picked it up at that moment, the hole would already have been made untouchable. You did get the cheese but could never put it back there again. That's why it was hard to catch.

A Street Dime.

The dime needed to make the call to free the trapped agent is randomly placed. One of the places is on A Street.  But... A Street is blocked off and a WC-67 tube is needed to solve the puzzle.  If Ray goes to the store and gets the tube, then walks into the alley and gets captured, there is now no way to get to A Street and get the dime since she has the tube.  If Reyes had been captured, it would have been OK since Ray has a cellphone (that won't work in the sewer).

The captured agent puzzle is one of the first puzzle we did, close to 2 years ago.  The pigeon sisters used to be out on the highway, but we moved them to Main Street late in the project, and we never thought about that dime on A Street. It's pretty rare situation, since the dime had to spawn on A Street (1 in 4 chance) and then you had to get captured while holding the tube.  It just never came up in thousands of hours of testing. Since the dime puzzle was created so long ago, it was out-of-mind for us as well.

Disappearing Robot Tube

If you used this one specific tube you had on the robot in Chuck's work shop, it would vanish.

There are a lot of tubes in the game and a lot of places to put them. We tried to create a "system" to deal with them, but this one tube was not flagged correctly, so it would vanish from your inventory.  Solution was just to tag it. Again, just a rare situation not caught in testing. You had to work pretty hard to be in the situation where you had that tube and the robot head.

Radio Station

The puzzle chain that happens around the radio station is very complex. You have to switch between three characters to solve it and Cassie (the DJ) is walking around the whole time.  There were several places, where if you interrupted the sequence, or the sequence interrupted something you were doing somewhere else, it would break.  All these were issues that had to happen in exactly the right frame, so it ended up being pretty rare. None of them resulted in unplayable games and could be solved by just quitting and loadings, but they were ugly enough to fix.

Most of the 1-frame issues are a result of this being a new engine, now that I see what is happening "under the hood", I can make system changes to prevent them, but that is a larger issue than can be address in a hot fix.

The Hat Bug

This was a bad one, and the one that messed up the most players.  If you are wearing the pirate hat, and then try to give it to the comic book salesman, the hat vanished. Unfortunately, it was need for a puzzle at the end of the game.

When you give an item to someone, it runs through this complex chain of code, querying objects and actors along the way seeing if the object is givable, if the actor wants it, if the actor holding it wants to give it a way, etc.

That chain is correctly followed for the hat... unless you're wearing it when you give it away. In that case, the code just gave the hat to the NPC without running though the correct query chain. Had it gone though the query chain, it would have failed and not been given away.

What makes this bug so dangerous, is the comic book salesman is looking for something "valuable", so it make complete sense to try and give the pirate hat to him, and what looks cooler on your head then a pirate hat. Perfect bug storm.

The correct solution would be to send the hat give through the query system, but for a hotfix, this was too much code, so if you try and give the pirate hat to an NPC, it won't let you.

Level 2 bugs

If an agent is stuck in the sewers, you have to look up a phone number and call the Sheriff for help.  If the Delores flashback happens while an agent is captured, Delores can call the number and get help sent... from the past!  It's a funny bug, it doesn't break anything, but we decided to fix it. Now, if you call the number from a flashback, nothing happens.

There were a few places where an NPC actor was moved to the circus for Ransome's flashback and not returned where they came from, and then not inited correctly.  Most of these show up if you do things a extremely out of order. Quick fix to force them back.

If you call the bank before visiting, you get a black screen and the game appears to hang. Overriding the cut-scene (ESC) fixes the issue.  This is because the banker might have moved to the circus for the Ransome Flashback (it's ransom), so he was in this special room called the Void. The fix was to init the banker when the phone call happens.

If an actor was on a ladder, and the engine teleported them somewhere, they stayed in their ladder animation until they got on a ladder, or one of many other events reset the animation.  For example, if Ray was on a ladder, then Reyes talked to the Sheriff at the Vista, there was a scene where Ray should up... but she was on the ladder. Easy fix to just reset the animations in the four places that happened. There is a better, more proper fix, but we're hotfixing, so that was just 4 lines of new code.

If you used the hotel card key in the pigeon van, the game would crash. It was accessing a variable that didn't exist. Quick fix, 1 line of code.

The phone uses 4 digit numbers, but the security pad uses 6 (and they both use the same programming code, so if you used the security pad by the cabin, the phone now thought it needed 6 digits. It didn't break the game, but made calling backer phone numbers imposible.

There were a couple of places where gates would open and close. The internal flag to show the gate was open was set when the gate got to the open state, which could take a few seconds. If the player switched character while the gate was opening, the flag never got set.  The multitasking threads that are opening the gate are "room local", so they get killed when you leave the room.  We solved this by wrapping the opening animation with an inputOff(). It was the quickest thing to do for a hotfix.

When Franklin creates and walks through his portal, if the Cassie/Radio cut-scene happens at that very moment, the portal was gone on the other side. We added a safety check for the portal not being there and creating it.

Level 3 bugs

There was a big where if the Kid in the hotel was standing close to the drinking fountains, but so was a playable character and they were 1 pixel closers, it would fall into some code with a null pointer. We now trap for the null pointer.

If you were exchanging the bottle for the nickel, if you hit ESC at just the right moment, you would have two nickels.  It didn't break the game, but was confusing.

If Chuck's favorite number was 1, then a dialog to guess it got very confusing. Nothing broke, but players thought it had.

For the puzzle for getting the map from Natalie, many players didn't realize that if you messed up, the puzzle was reset to a new answer.  We fixed that by making it clearer that the answer was reset, and also calling attention to the radio.

We added the key mapping screen to Options Help. We just forgot to add this. Dumb mistake. It's english only right now, we'll translate it for the next rev.

F5 now brings up the Options screen. I was tired of hearing people complain about this. :-) You also can now remap the skip dialog key. And the mouse scroll wheel now scrolls the inventory. Ctrl-O now brings up the Options so O can be remapped to verbs.

We also fixed a bunch of typos.

One of our big challenges was for players who had Level 1 bugs and their savegame became unplayable.  We added code to the postLoad() routines that detected the bad state and corrected it. So, for example, if you gave away the pirate hat, the loadLoad() code would realize that and magically put it back for you. Same with the dime.  Not a lot of people were affected, but if they were, this patch magically fixes it.

It may seem like a lot of bugs, but it's pretty much par for the course.  We spent a lot of time testing and there are (literally) thousands of things to test, so it's not unexpected when a few fall though, especially ones that a really rare.

This group of testers is one of (if not the) best I've ever worked with. When these bugs started show up, everyone jump on Slack and the testers ninja reproduced them and we fixed them.

Some of these bugs are 1 in 10000 odds, but when you have 2 or 3 times that many people playing, they become a 100% chance of happening to someone.

Stay safe out there.

- Ron


by Ron Gilbert
Mar 31, 2017

As promised, here are some of the options you can set in Thimbleweed Park.

First, you need to find the Prefs.json file.

Mac: ~/Library/Application Support/Terrible Toybox/Thimbleweed Park
Windows: AppData\Roaming\Terrible Toybox\Thimbleweed Park
Linux: ~/.local/share/Terrible Toybox/Thimbleweed Park

Most of these are just debugging, so don't complain (haha... don't complain... who am I kidding) about them giving you weird results, these are not meant for mere mortals, which is why they are not on the options menu.

We're a very small team and we just didn't have the time to iterate on these without letting more important issues slide.

Can the window be resized when in windowed mode. Since we use nearest neighbor scaling, this can produce ugly result.  If things get goofy with the windows, go into Prefs and delete all the entries that start with "window" to return back to the default.

windowResizeable: 0

Amount of wiggle when mousing over the verbs, 0 = none

verbWiggle: 1

Amount of wiggle when mousing over the dialog lines


Turns on pixel perfect mode. It hasn't been tested very well, so it might cause issues. I'm sure it could be better, but we ran out of time.  Remember, this is only the game scene, not the UI.

UPDATE: pixelPerfect mode seems to be broken if you're not running windowed at 1280x720. No idea, used to work just fine.

pixelPerfect: 0

Number of times to "pop" the inventory when adding an object.

inventoryPopCount: 5

Holding down the TAB key will show you hot spots. It's not 100% accurate and might show false positives or false negatives.

hotspotCheater: 0

When the verb or dialog is on screen, how transparent is the background.

uiBackingAlpha: 0.33

Alternate location for save files (like dropbox).  You have to use /, even on windows. If you save them in dangerous places, it's all your fault.  Applications that are sandboxed may not allow the saves to this location.

savePath: "/path/path/"

Show the system cursor.

systemCursor: 0

Clicking the right button will skip dialog, but only when you're in a cut-scene or the cursor is off.

rightClickSkipsDialog: 0

For key mapping, you can only use lowercase, as it won't see the shift key.  You can also use numbers without quotes for scan codes. Some international keyboards map keys oddly.  The only key you can't remap is "o", since it beings up options.  I'm changing o to control-o for options in the next patch, then you will be able to.

keySelect1: "1"
keySelect2: "2"
keySelect3: "3"
keySelect4: "4"
keySelect5: "5"
keyOpen: "q"
keyClose: "a"
keyGiveTo: "z"
keyPickup: "w"
keyLookAt: "s"
keyTalkTo: "x"
keyPush: "e"
keyPull: "d"
keyUse: "c"

There are a lot more options, but most of them are for debugging and have no effect on a release build. If there is something I missed, let me know, I might have forgot it.


by Ron Gilbert
Mar 30, 2017

Thimbleweed Park is officially out!

If you are a backer, log in to your PledgeManager account to get your key.

If you aren't a backer, you can buy it here...




The forgotten help screen... literally, we forgot to add it.

- Ron

If you need tech or backer support, please email
We won't be answering support questions here.

Final Development Post

by Ron Gilbert
Mar 28, 2017

This won't be the last one, but it's the last "development" blog entry.  Any blog post in the future will be post-release blog posts, they won't be about the development process, but more about the care and feeding of a game post-launch. They will also come once every one or two weeks.

Maintaining a blog with multiple updates each week, while you're trying to make a game, is a lot of work. As much as I like writing these and reading everyone's comments, it will be nice to take a break.

And yes, I do read ALL the comments. When a comment is added, I get an email with the text of the comment and a link to take me to the comment. I read them all.

For this last "development" blog entry, I thought I'd talk about what we're doing right now.  What does the last few weeks of a project look like?

It's a lot of scrambling around, dealing with marketing, PR, storefronts, launch trailers, and endless little decisions like pricing.

Let's start with pricing

We starting talking seriously about pricing 9 months ago.  We had three basic choices: $14.99, $19.99 and $24.99.  We really needed consistent pricing across all the stores, and while some allow for finer grained pricing, not all do. This was a common intersection between all the stores.

$14.99 is probably the most common for indie games.  This was our first pick and hung on for quite a while.  As we got closer to finishing and more and more people played the game, we realized it was a huge and deep game.  The two choices now became $19.99 and $24.99.  $19.99 won out for a while, then we settled on $24.99.  It felt like the game had enough value to warrant the price. It was higher than a lot of indie titles, especially 2D titles, but we felt we could support it.

We lived with $24.99 for a bit, and felt any point-and-click fan would gladly spend the $24.99. As we've talked about on the blog and on the podcast, one of our main goals is to introduce new people to the joy of point-and-click. It started to feel like $24.99 might be a barrier for that group.

Pricing is always hard. None of us are experts at it. We talked to several industry friends and no one was overly excited about $24.99. It seemed too high. Not for the people who bought the game, but for all the people that were on the fence. Pricing at $24.99 might do well with the core, but it wasn't going to attract a new audience. Given that was one of our main goals, we settled at $19.99.

Moving on to storefronts

We have to deal with five storefronts on launch: Steam, GOG, Xbox, Win10 store and the Mac App Store. And every store front has different size images they need.  Steam has 5 or 6 images size for the main store, then there are all the Steam Achievement images and Steam Trading cards, badges, etc, etc.

It's a lot of art to produce. Some of it is just resizing images, but you'd be surprised how long it takes. Plus, resizing pixel art is harder than normal art. We can't just drop the size by 5%, otherwise the pixels get all screwed up.

GOG has it's own sizes, and the App Store has it's own sizes, and Xbox and the Win10 store. Everything need it's own art sizes.  Jenn spent weeks and weeks getting all the art into the right sizes.  If you're releasing a game, don't underestimate this.

Launch trailers

We've done several trailers for the game so far, but for launch we need one trailer that sums it all up.  I wrote the Ransome trailer before we went into the studio, but before we even had a rough cut.  I didn't think to write a launch trailer in advance, and we didn't have the budget to pull actors back into the studio.

I talked to Derek Lieu about it. He has done all of our trailers so far and he's amazing. We talked about doing a movie style trailer where all the dialog was taken from the game and pieced together to tell the story.

I got Derek the entire script and he poured through it for a week and came up with a first draft.  We beat that up and tweaked it, then he did a first cut with black cards where the footage would go.

I then made a cut-list and started capturing footage. All in all, it took me about 3 days to capture and recapture all the footage and Derek a few weeks to put it all together.

Review copies

We send out several hundred review copies to the press.  Before we did that, I needed to get Steam working. It only took a few days, and maybe a few more to fully understand it.  Once that was in place, we tested the review build (which is, in theory, the final build) for a good week and then sent out the review steam keys.

All-in-all it went well, the reviewers found 3 or 4 bugs that we opted to fix and pushed new builds to Steam.  When we got a report of a bug, we'd immediately try and figure out what was happening. Most of the time, it was obvious what the issue was. A few times we had the tester team attack it and find a repro case.

The first bug we got from a reviewer completely stumped me. It made no sense. I poured over the code for a few hours and couldn't see how it would happen.  Friends arrived for board game night and I took a break. About an hour into board games, it hit me and I knew what the issue was. Bug solved.

I'm sure post launch will be like this. We'll get bug reports and, evaluate the severity and immediately fix the big ones, and move the others for a future rev.

When you're fixing bugs on a "hot" version, you want to change as little as possible.


Part of send out the review copies was setting up interview and podcasts. Our PR master, Emily, did all the work in setting them up, but me and other teams members had to take time to answer questions and do podcast. Again, don't underestimate the time this takes.

We also sent these ViewTron 3000's to some press and will have them for sale on Fangamer in a few days.


In addition to PR, there is also marketing that needs to be done. For small indie titles, this is main social media.  So, we spend time on Twitter and Facebook and all the others, posting images and countdowns.  More stuff to write and create.  Marketing is probably our weak spot right now.


The Steam builds are locked down and everything is under control. We're a little behind on the GOG builds, but by the time you read this, everything should be fixed. I wasn't planning on doing a Mac App Store build, but I had to do the code signing for other reasons, and once you've done that, you're 90% there, so I decide to put it up.

The Xbox is a whole different story.  You have to go though Xbox's cert process and it can take anywhere from a week to a month. It was a huge wild card. We submitted a few around a month ago and it took a couple of weeks to make it though. The issue was, a lot of bugs got fixed while it was sitting in cert. So, last week we made a new build with all the bug fixes and entered cert again.  Just yesterday we passed that cert and are ready to go.

Backer keys

Wow, how hard can that be?  Well, actually pretty hard. If we had done nothing but Kickstarter, it would be a lot simpler, but since we took pledges from Humble Bundle and then later via PledgeManager (to allow backers to upgrade), it's a been a real challenge to get all the names and backing levels integrated.  PledgeManager doesn't have a system for sending email to backers, so Jenn had to set up a separate system.

We also have the issue with the DRM-free keys being done by GOG.  We should have set up separate "products" in PledgeManager where you picked Steam or GOG, but we didn't, so we had to set up a separate system to cull that information and make sure everyone gets the right keys.

It's been a learning experience. The whole project has been a wonderful learning experience. Did I say wonderful? I meant terrifying and stressful.

- Ron

Soon Is Soon

by Ron Gilbert
Mar 27, 2017

If you were a backer through Kickstarter, Humble Bundle or PledgeManager, you should be getting an email today listing out what will happen on International Thimbleweed Park Launch Day and how to get your key.

I won't repeat the whole email here, but the gist of it is...

On launch day, you will get an email from PledgeManager saying your key is ready and you will then login to your PledgeManager account and get the key.  If you're a backer and one of the over 2000 people that has never logged into PledgeManager, I suggest you do that right now, so you're not fumbling with it while everyone else is playing.

Once you get the email and if you have any questions... email

Do not ask questions here.

We've also set the price of the game at $19.99 on all launch platforms.

As an added bonus, if you backed at the soundtrack level, you will also be getting the Thimbleweed Park soundtrack and printable CD and cassette tape sleeves. Instructions will be in the launch day email.

One Last Entry

by Ron Gilbert
Mar 18, 2017

I know you're starting to tear up like I am, but our time together is coming to a close.  It's been two years filled with joy, laughs, learning, and anxiety (mostly anxiety).

Before the game launches on the 30th, I'd like to do one more big dev blog post. Any suggestions?

And for those of you skeptical that we made any progress over the last two years, here is the first video of the game I posted.

- Ron

P.S. Just to clarify, we will continue to post on the blog after launch, but the posts will become less frequent, only when news shows up. Keeping the blog current is exhausting work.

Tracking Talkies

by Ron Gilbert
Mar 11, 2017

With over 16,000 record lines of dialog, someone on Twitter asked for a blog entry how how we keep it all organized.  "Ha ha, we don't", Ron said laughing.

OK, not really, but kind of.

A quick refresher on how we enter and extract dialog from the Thimbleweed Park.

During early stages of development, we embed the dialog in the source code.

sayLine(delores, "George the postman will never pick it up without stamps on it.")

Every time I bring this up, someone pipes in and says it's stupid to keep text in source code and I should have my game dev license suspended.  I don't disagree. Keeping text embedded in source code is a crazy, dangerous and a rookie move.  And we don't. Hear me out.

All the text in the game stays embedded in the source code for a good 3/4 of the project. It's just easier that way.

I've seen game dev code that looks like this

sayLine(delores, TEXT_27243)

And that's fine if you have a few dozen lines of text, but becomes a creative nightmare when you have a tens of thousands and you're trying to write and iterate. Remember, our source code isn't just programming, it's also our script and the implementation of the game's expression.

We need to iterate and iterate fast. Having to look up, or enter lines of text in a "text table" would slow things down, so we just stick it in the source code.

About 5 months ago, I ran a fancy python tool over all the source code and it was turned into this...

sayLine(delores, DELORES(27243,"George the postman will never pick it up without stamps on it."))

...and emitted a spreadsheet that looked like this...

DELORES    27243    George the postman will never pick it up without stamps on it.

The spreadsheet served a secondary function, and that was to do the translations. The translators would go though and add a new column for their translation. The original English was saved as ThimbleweedText_en.tsv and the Spanish was ThimbleweedText_es.tsv. We can keep adding translation files as we add translations. When we open the game up to fan translation, this is how it will work.

DELORES    27243    George el cartero no se la va a llevar si no tiene sellos.

Anytime we changed a line, we changed it in the source code and then re-ran the python tool and it would update the spreadsheet.  The spreadsheets were readonly. We never edited them directly.

This went on for several months, then it came time to record.

Each line of text got tagged with these MACROS that told us who had to say each line.

DELORES if only Delores said it, RAY if only Ray said it, or AGENT if both Ray and Reyes said the line.

Then it got a little trickier.

PLAYER_AD if the Agents and Delores said the line, or PLAYER_DR if Delores and Ransome said the line, etc, etc.

sayLine(PLAYER_ADR(29971,"There are no drawers to close."))

The preceding line needed to be recorded by Delores, Ray, Reyes and Ransome.

The preprocessor macro looked like this...

#macro PLAYER_ADR($a,$b) "@$a:"

The actual text string is compiled out of the final code, leaving just the line ID. See, there is no text is the code.

<insert smilie face here>

Ultimately, this was needed to emit the scripts for the actors. If there was no voice, we could have used one tag (PLAYER) and be done with it.

When it came time to print the script for Reyes, we need to grab all the lines he needed to record (REYES) and the lines both he and Ray said (AGENT), plus any lines he, Ray and Delores, and Ransome needed to record (PLAYER_ADR).

It was tricky business to make sure all the lines were correctly tagged and we made a few mistakes. Some lines didn't get recorded and when that happened, we'd have to find another line that worked as well, or did some clever wav file editing.

We could have done a pick-up session, but so few lines were missed, that it wasn't worth the cost.

OK, so once the script was exported, we would go into the studio, record the dialog and then it would be cut up into .wav files.

You'll notice when the script is exported for Delores, lines tagged with PLAYER_AD get shown as DELORES, this is so when the editor cuts up the dialog, it gets save as DELORES_28938.wav, not PLAYER_AD_28938.wav.  From that one line, we're get 3 .wav files (DELORES_28938.wav, RAY_28938.wav and REYES_28938.wav).  It one line of text that's read by three different actors and needs to appear in the game assets three different times. They all have the same text ID because, as you recall, the text is striped and all that is left is the ID. When an character in the game says a line, the engine knows to prepend the name (RAY/REYES/DELORES/etc) to look up the .wav file.

The marks you see in the third column are the take-marks I did while recording to indicate the take I wanted.  The /1 was the first take and I liked the A read, not the b read (the actor read each line twice). The fs means the actor had a false start and didn't read the whole line. The /4 means after they read one section of the script, we went back and did a fourth take.

When the recording was done, we had 16,000 .wav files and each was put into a folder named for the character.


It's around 6GB of .wav files and we needed to compress them for inclusion in the game.  We used .ogg files due to it being free of the patent and licensing issues that .mp3 has, although either would have worked.

I have a bash script that takes all the .wav files and compresses them into .ogg files, ready for the game to load.

Any editing we do is always done on the high quality .wav files so we can compress into any format we need.  For example, we might need to compress the voice more for mobile and it's just an automated process.

We also have a script that runs each line though the lip-sync tool and produces .lip files, which are small text files with timing and mouth data. This process takes around 16 hours to run.

Of course, it gets more complex with Ransome and his foul mouth.

When the actor playing Ransome recorded his lines, he swore, then each of those .wav files had to be beeped.  We kept all the original lines for two reasons. The first is we want to release an uncensored pack at some point and the second is Ransome needed to be lip-synced against the non-beeped lines, so when the lip-sync process was run, we need to point it at the original Ransome lines, not the beeped ones.

In the case where we had to hand edit a Ransome line, we had to edit the original, then edit the beeped version then make sure each got to the correct folder. It was nerve racking.

There you have it. Making games is easy.

- Ron

Archive List

Physical Releases - 30 comments - Mar 14, 2018

Ransome *unbeeped* DLC - 51 comments - Feb 28, 2018

Aggie Awards - 40 comments - Feb 27, 2018

Thimbleweed Park Vinyl - 0 comments - Feb 13, 2018

Happy 1988! - 0 comments - Dec 24, 2017

Delores Cosplay Guide - 26 comments - Oct 25, 2017

Android Avaliable Now - 53 comments - Oct 10, 2017

Android Slipping A Week. - 61 comments - Oct 02, 2017

Ports Ports Ports - 66 comments - Sep 14, 2017

Dialogs, Hints and more... - 85 comments - Jun 20, 2017

Official Thimbleweed Park Forums - 57 comments - May 05, 2017

Thimbleweed Park Podcast #67 - 193 comments - Apr 30, 2017

Friday Questions Questions - 262 comments - Apr 25, 2017

Whiteboards - 444 comments - Apr 09, 2017

Patch Notes - 418 comments - Apr 04, 2017

Options - 399 comments - Mar 31, 2017

Released! - 513 comments - Mar 30, 2017

Final Development Post - 384 comments - Mar 28, 2017

Soon Is Soon - 182 comments - Mar 27, 2017

One Last Entry - 263 comments - Mar 18, 2017

Tracking Talkies - 299 comments - Mar 11, 2017

Thimbleweed Park Podcast #66 - 199 comments - Mar 04, 2017

Friday Questions - 271 comments - Mar 01, 2017

FAQ - 107 comments - Feb 28, 2017

Release Date! - 302 comments - Feb 27, 2017

Compatibility Test - 176 comments - Feb 23, 2017

Thimbleweed Park Podcast #65 - 186 comments - Feb 19, 2017

Steam Page Is Live - 150 comments - Feb 18, 2017

London - 217 comments - Feb 12, 2017

München - 175 comments - Jan 30, 2017

Thimbleweed Park does Europe Update!!! - 113 comments - Jan 20, 2017

Ransome the *Beeping* Clown - 134 comments - Jan 19, 2017

Germany and London Events - 114 comments - Jan 14, 2017

For Immediate Release - 185 comments - Jan 13, 2017

State Of The Game #4 - 231 comments - Jan 12, 2017

1084 Library Books Reviewed! - 276 comments - Dec 29, 2016

Seckrit PAX Footage - 29 comments - Dec 28, 2016

Thimbleweed Park Podcast #64 - 165 comments - Dec 18, 2016

Tutorials - 286 comments - Nov 28, 2016

Thimbleweed Park Podcast #63 - 156 comments - Nov 19, 2016

Zero Bugs - 160 comments - Nov 16, 2016

Thimbleweed Park @ PAXAus - 108 comments - Nov 06, 2016

Text Lock - 153 comments - Oct 27, 2016

Thimbleweed Park Down Under - 35 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 - 132 comments - Oct 11, 2016

Content Complete - 146 comments - Oct 06, 2016

Thimbleweed Park Podcast #61 - 110 comments - Sep 30, 2016

Podcast Delay - 91 comments - Sep 25, 2016

Friday Questions - 154 comments - Sep 21, 2016

Final Phonebook Import - 123 comments - Sep 19, 2016

Title Cards - 102 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 - 74 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 - 308 comments - Aug 11, 2016

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

Last 24 Hours!!! - 58 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 - 56 comments - Aug 01, 2016

Books Desktop - 35 comments - Jul 30, 2016

Last Week To Become A Backer - 71 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! - 55 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 - 277 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 - 75 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 - 148 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 - 91 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 - 196 comments - Oct 12, 2015

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

Team Thimbleweed - 135 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 - 134 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 - 99 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 - 128 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 - 34 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 - 67 comments - May 02, 2015

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

Now With More Email Signup! - 30 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 - 54 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 - 79 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! - 89 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 - 35 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 - 54 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