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

Thimbleweed Park Podcast #66

by Ron Gilbert
Mar 04, 2017

The podcast hailed by critics and historians as pointless and of no real value, it's Friday questions!

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
Mar 01, 2017


After a long break, Friday questions are back!

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.

One question per-comment and please try and keep them short. If you leave a long meandering question, we'll get bored and start reading twitter.

If you question relates to these final stages of the project, it will be more likely to be answered.

And as always, be nice and no wagering.

- Ron


Feb 28, 2017

All hail the new FAQ. If you have a general purpose question that is not answered here, please post it in the comments and we'll add it to the FAQ (where appropriated).

Q: When is Thimbleweed Park coming out?
A: Soon! Just kidding. March 30th, 2017

Q: What platforms is it coming out on?
A: Mac, Windows, Linux and Xbox One.

Q: I backed the Kickstarter, what platforms will I get?
A: Backers will get a key for Mac, Windows and Linux.

Q: Do I have to choose Mac, Windows or Linux?
A: No, backers will get all three.

Q: Will I get a key for the XBox?
A: Unfortunately, only the Mac, Windows and Linux platforms are part of the Kickstarter reward.

Q: I want a DRM free version, can I get that?
A: Yes, before the launch date, you will get a email asking if you want Steam or GOG (DRM free).

Q: When will preorders start?
A: Soon.

Q: Where can I buy the game?
A: Initially on Steam, GOG and the Xbox and Microsoft Store. We'll add other places as soon as we can.

Q: Is there Cloud saving?
A: We use Steam Cloud saves for Mac, Windows and Linux, and you can save from the Xbox to the Windows 10 store copy. You can share saves between Mac, Windows and Linux, but you can't share saves between Steam and the Xbox.

Q: Will the game be play anywhere on Windows 10 and Xbox?
A: Yes.  If you bought the game on Xbox or via the Windows 10 Store. The Windows Store version will release a few weeks after Steam/Xbox.

Q; What will the price be?
A: We don't know yet.

Q: Will you release it on the Playstation and Switch?
A: Hopefully, but we can make no promises now. Once the game is released and we have some free time, we'll look into both of those. Ports take time and money, neither of which we have much of right now.

Q: Will the game be translated?
A: Yes, it will be subtitled in French, German, Spanish and Italian. Russian will follow a few weeks after release and will be a free upgrade.

Q: Is it only English voice?
A: Yes, for now it is only English.

Q. Will there be a boxed version of the game I can purchase?
A. Yes, once the Kickstarter boxes have been sent out, we will be selling an (unsigned) boxed version of the game.

Q: When can I expect my other Kickstarter rewards?
A: Probably a few months after the game releases. We're a small team.

Q: Are you going to open source the game engine?
A: We don't know. If we do, it won't be for several months after the game is released. Open sourcing is not as simple and just releasing a bunch of code, and you'd get to see what a crappy programmer I am.

Q: Help, I'm having issues with my Kickstarter, Humble Bundle or PledgeManger order!
A: Send an email to support [at] thimbleweedpark [dot] com. Don't post questions to the blog.

Q: I really want to buy some Thimbleweed Park t-shirts and mouse pads, where can I get those?
A: Right HERE

Release Date!

by Ron Gilbert
Feb 27, 2017

We had a big meeting this morning and decided that we should announce the release date.

So set your calendar reminders, make sure you've got your "I'm starting to feel sick" routines prepped for the day before release...

You'll be able to play Thimbleweed Park on Thursday, March 30th!!!!!

The game will be released on Mac, Windows, Linux and Xbox One.  Other platforms will follow in a few months.

That is all. Grab a goodie bag on your way out.

- Ron

Compatibility Test

by Ron Gilbert
Feb 23, 2017

UPDATE: We are no longer taking compatibility testers.

Play Thimbleweed Park!

OK, not really, that was kind of a click-bait opening.  But you can play a small section of the game to help us with compatibility testing. And by small piece, I mean just a few rooms you can walk around and see if the game runs on your hardware.  There might be one puzzle.  It's unlikely there will be any spoilers, but if seeing great art is a spoiler, you might want to steer clear.

We're going to start small, only sending out a few copies, then slowly open it up to around one hundred people over the next week unless something goes horribly wrong, in that case we'll just pretend like the whole thing never happened.

If you're interested in helping out, CLICK HERE and fill out this form.

Why don't you just release a demo? I can hear you saying that.

The reason is we don't have a demo that tells the right story. The only thing we have is the Ransome demo shown at PAX and the fan events. It doesn't really tell the story of Thimbleweed Park. A good public demo is like a good movie trailer, it should entice you and leave you with unanswered questions. The Ransome demo does none of that, it can also mislead people into thinking this is a game about a clown, which it is not.

- Ron

Thimbleweed Park Podcast #65

Feb 19, 2017

OMG! WTF! LOL! Just when you'd given up all hope, it's a 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

Steam Page Is Live

by Ron Gilbert
Feb 18, 2017

The Thimbleweed Park Steam page is live. No release date yet, but we're very very very very very very very very (breath) very very very very close to announcing that.


"What's the hold up with announcing the release date? I thought making games was easy?"

Oh, yeah, don't get me wrong, making games is super easy, it's releasing them that is hard!

The main reason we haven't announced a release date is that we don't want to be wrong. We're working through some last minute technical and marketing issues, but we have 95% confidence that those are resolved.

Trust is, we want to release this game more then you want to play it.

- Ron

P.S. It will also be available on GoG and probably some other online stores.


by Ron Gilbert
Feb 12, 2017

Finally back in the States, head to the grindstone, franticly working on Thimbleweed Park. Many thanks to the other team members who picked up the slack.

We had a great time talking to fans and the press, trying to spread the word about this amazing point and click adventure game we're working on. Maybe you've heard of it. It's called Thimbleweed Park. Please buy 10 copies.

Here are some pictures of the London event, curtesy of @FinlayCostello. We had a great time showing everyone the game, signing boxes, taking selfies and 80's Polaroid's.

David, Gary and I will be recording a podcast on Monday. We've been busy working on this amazing point and click adventure game. Maybe you've heard of it. It's called Thimbleweed Park. Please buy 10 copies.


by Ron Gilbert
Jan 30, 2017

Had a great great time at the Munich Thimbleweed Park Fan Party.  So many great people, all playing Thimbleweed Park and talking about adventure games. Thanks to everyone that came along. We even had a crappie 1980s polaroid camera to take phone with (no on wanted to be the dead body).

Thimbleweed Park does Europe Update!!!

by Jenn Sandercock
Jan 20, 2017

We've had a great response for our three fan events in Europe! Thanks to everyone who let us know they're coming.

We're now able to confirm that the full details for the fan events are:


Date: Sunday 29th January 2017
Time: 7:00pm - 11:00pm
Location: Stragula, Bergmannstrasse 66, 80339 München

IMPORTANT NOTE: We were unable to secure a place that can fit more than 80 people and also adheres to our other requirements. We'll do our best to get everyone who turns up to come in. But with over 140 people signed up so far, it might be hard. We're asking for your patience and help in letting everyone have a chance to see the game.


There's been a lot of concern about the venue capacity of our Munich fan event.  We're listening to you.

At this point, it's too late to find somewhere that will be able to fit everyone and meet our requirements. FYI: Our main requirements are to have a relaxed venue where you can hang out with some of the dev team and other adventure game fans. Other venue options that we looked at in Munich that were larger would mean that the event would become more formal and corporate-like. Ron's at his best when he's meeting you all individually, rather than addressing the multitude. We also want a place that served food and drinks.

UPDATED UPDATE: We've been able to arrange it so that we can open to everyone at 5pm (17:00). So that gives us more time for everyone to come, hang out, grow bored, leave and let new people in.

However, we want to make it clear that we will not kick anyone out. We do ask that if you feel like you've had a good experience and there are people waiting outside that you respect them and let them have a chance to come inside and hang with everyone. But we will not kick people out.

We will have a limited number of stations to play the game on, so it's unlikely everyone will get to play, but we won't be kicking people off after a few minutes of play, you will get to complete the demo. This has been true at all the past events and a group usually gathers around the station and everyone played it "adventure game" style. We try and have big monitors so everyone can watch.

We know this isn't ideal, but we hope everyone still has a great time.

Berlin (powered by Games Academy)

Date: Saturday 4th February 2017
Time: 6:00pm - 10:00pm
Location: Games Academy, Rungestraße 20, 10179 Berlin


Date: Thursday 9th February 2017
Time: 7:00pm - 11:00pm
Location: Zigfrid von Underbelly, 11 Hoxton Square, London N1 6NU

At each location Ron Gilbert and I (Jenn Sandercock) will be there. At some of the locations some of our European team will join us. In Munich we'll have: Boris Schneider-Johne (German translator), and some of our test team. Joost Peters (programmer) will join us in Berlin. Rob Megone (lead tester) will join us in London. Others of the development team will also try and join us if they can.

Ransome the *Beeping* Clown

by Ron Gilbert
Jan 19, 2017

Ransome the Clown tells you what he really thinks of Thimbleweed Park

Germany and London Events

by Ron Gilbert
Jan 14, 2017

We're going to be do a little press tour in a few weeks through Germany and London and we're going to set up some fan events when you can hang out, chat about adventure games and play a little Thimbleweed Park and complain in person about <insert personal gripe about the game here>.

We looked into going to some other counties, but time and money was a limiting factor, so we apologize for that.

As we say in America: ROAD TRIP!

The prefered way to sign up is with Facebook by going HERE.

Or you can sign up HERE if you don't have Facebook.

But please don't sign up on both or you will make us cry.

We're not announcing where the fan parties are going to be until we have a count of people.

- Ron

For Immediate Release

by Ron Gilbert
Jan 13, 2017

State Of The Game #4

by Ron Gilbert
Jan 12, 2017

It's time for another action packed State of the Game post!  Gather around the radio, turn up the volume, get grandma in the rocking chair, and let's begin.

A lot has changed since Gary and I sat across from each other at lunch and joking said "Let's do a Kickstarter", followed by an awkward moment of silence where we both realized it wasn't a joke.

Would anyone want to play a point-and-click adventure? Would they appreciate the classic nine-verb SCUMM interface? Could we build a game that was how you remember those old game, not how they actually were?  Could we grab a new generation of gamers and shed them of their misgivings about what a point-and-click adventure is?

Well, we were a mere months away from finding out.  It's been a long journey, one that you have shared with us, encouraged us, and held us honest throughout.  I can honestly say, Thimbleweed Park is a better game for having you all here.  And I'm not just blowing smoke up your *beep*.  I'm not that kind of person.

Since our last State of the Game post, we've gone into content lock, meaning all the art is done, all the sound and music is done, and all the puzzles wired up.

We still continue to test and an occasional bug is found where we have to tweak one of the above, but we're not making any more changes or adding any new content.

We've set a date of January 27 as an engine lock for Mac, Windows, Linux and Xbox.  At that point the engine is done and we're adding no new engine code.  We will continue to test and if showstopper bugs are found, they will be fixed, but we're done with the engine.

That is also the version we will submit to Microsoft for Xbox cert, which can take a month.

We're in the process of getting our coming soon Steam page set up, so hopefully that will go live in the near future.

Thimbleweed Park runs on iOS and Android, but we're not actively working on them, there is just too much to do to get the game done on the core platforms.  They will probably come out a few months later.

We haven't announced anything with PS4, but our intentions are to release there was well. As I've mentioned in the past, Microsoft has a three month exclusive, so it will be at least three months after the core platforms.  Our Microsoft deal also specifies that we can't release on any other platform before the Xbox, so Mac, Windows, Linux and Xbox will all release at the same time.   It's not really holding anything back, it's actually giving us breathing room on for getting the Steam builds tight.

The big news over the past few months is the voice acting.  I could write a whole book about the the voice acting (henceforth known as Clusterfuck #1). It has nothing to do with the voice actors, they were all marvelous.  As much as I'd love to shift blame to someone else (I'm taking volunteers), it rests solely on my shoulders.

I contemplated writing about this earlier, but decided to wait and see how it all panned out. Writing about clusterfucks while they are happening invites too much second-guessing (on everyone's part).

We did our first casting back in March, when we did the trailer for Ray.  It's important to remember that Thimbleweed Park has 47 speaking roles, and that is a lot to cast for.  My goal was to cast here in Seattle and use local actors.

We did the casting for Ray and then I planned on doing a full casting in June and the first recording session in time to have voice in for the demo we showed at Seattle PAX.  June came and I was overwhelmed with work, and June became July, we did a first pass at casting, but just weren't finding the talent, then I became overwhelmed with everything else and pretended none of this was happening.  Oh yeah, and a shit-bag was elected president and that didn't help (note to self: get the Russian translations done ASAP).

So now June has become late October and we still don't have the game cast. Panic is at DEFCON 1.

We eventually decided to cast in Vancouver Canada (also known as TV America) and within a few weeks had the game cast and were ready to roll.   The actor who plays Delores is in Seattle, so we recorded her at Bad Animals in Seattle (fun fact: after casting her, she became the Thimbleweed Park sound designer and so is basically the real life Delores).

There is a character in the game who is German and no one we auditioned could do a German accent that didn't sound like something out of Hogan's Heroes.  I contacted Tom Kerstin at Daedalic to see if he could help, and he got in touch with an actor and studio in Germany. Many thanks for that.

In Vancouver we recorded at Studio X Labs, which coincidentally is the same place we recorded DeathSpank.  I went up to Vancouver for a week and we record everyday for 8 hours.  Union actors work in 4 hour stints, so we couldn't record (for example) Reyes for 8 hours each day, we had to split it with other actors and the other roles.

Only the five keys roles needed more than 4 hours, we got everyone else in one 4 hour session.

To record, we'd run though the script and the actor would read each line twice and I'd mark the take I liked, or marked it for pickup. We'd go through around 30 lines, then go back and grab anything anything I'd mark.  Ransome's voice was hard on the actor who played him, so after the first session we had him do each line once, rather than twice. He was amazing, so I rarely needed a retake.

That's the thing about working with pro-actors. They are really good at reading a script and can do 95% of their lines in one take.

All the actors on Thimbleweed Park was a pleasure to work with.

After my week in Vancouver, I came home and we spent the next 3 weeks recording with me calling in on Skype.  All in all, it took 5 weeks to record over 16,000 lines.

Which gets me to the other clusterfuck on my part.  Lauren, David, Jenn and myself wrote way way too much.  I was mentally keeping track of the lines in my head, and I completely misestimated by a factor of 2.  When I first pulled the text and saw how many lines where were, I was shocked and mortified.

Initially, there were more than 16,000 lines (with a third of them needing to be recorded 5 times), so we went through the whole game and blocked characters from going into specific areas they didn't need to go, mostly to save recording.  I don't think players will really notice it. We always gave charaters a good reason for not going somewhere and made sure it wouldn't make a puzzle frustrating.

An example is keeping Ransome out of the Cemetery. There is no puzzle reason for him to go there and we gave him a plausible excuse for not wanting to go in there, so it seems natural.

So, lessons learned (that I already knew but didn't follow):

    1 - Cast early and set a deadline and stick to it.
    2 - Pull a script early and often so you have a real line count.

After recording was done, it's taken another two weeks to go through and cut, clip and process all the dialogue. It's in the game now and it's been transformational. It is so amazing to hear everyone speak.


Boris has started the German translation a month ago and a few weeks later we hired the translators for French, Italian and Spanish. They are all on our Slack, so it's fun to chat about odd issues that come up. Each of them has a copy of the game they can debug jump to any room and hot load their translation as they write them.  The translations are all scheduled to be done by the 27th.

We are now fully into the final stages setting up all the marketing and PR. Do not underestimate the importance of these two things, they are just as important as building a great game. But those will have to wait for another post.

So, the bottom line is our evil plan is finally coming together to make a point-and-click adventure game that feels fresh and modern without running from anything that made those games so great.

Thanks for being a part of it.

- Ron

1084 Library Books Reviewed!

by Jenn Sandercock
Dec 29, 2016

When we asked people for some library books to fill up the Edmund Mansion mansion library, we weren't expecting such an overwhelming response. We're really amazed by the creativity and time so many people took to write a book for us.

We received 1084 entries. As part-coder, part-jack-of-all-trades, I pulled the shortest straw and had to read through all the books. I read through around 80 books a day, which took around an hour and a half. At that rate, it took me 14 days to finish all the books. Due to the sheer volume of books, I wasn't doing any sort of grammatical or spelling checks. Whatever people wrote is pretty much how it will end up in the game.

I was looking for anachronisms, inappropriate content, puzzle spoilers or red herrings, things that didn't work within the world of Thimbleweed Park. Many books I only skimmed and didn't get to absorb their awesomeness.

Out of the 1084 entries, 997 were ok on the first pass, 16 were duplicates (entries that someone submitted twice, presumably to fix mistakes), 11 were in a language other than English, 55 needed review and 5 were definite cuts.

Although we'd spoken about letting people translate their entries into other languages, the sheer number of people involved and coordinating that has meant we've decided against that. We used Google translate to check the 11 entries not in English to check that there weren't any issues. All of them were given the go ahead.

For the 55 books for review, we went through them all and talked about why we should or shouldn't accept them. We had to edit some to remove minor issues, anachronisms or author names that might lead to lawyers needing to be paid.

In the end we have a total of 1056 books in the library. That is, only 12 books were cut completely from the game! That's an impressive amount of content, much of it great quality.

We still need to go through and make sure the books fit on the page-art for the most part. But know that if you submitted a library book, it's mostly likely you'll be able to find it in the game!

Although I couldn't take the time to fully read all the entries as I skimmed them, two entries stick out in my mind as my favourites. So in the interests of giving you a sneak peak into how amazing our fans are, I'm going to share those two books with you.

First up is a book sent in by Dinko Galetic in the "Short Stories" section. It's called "Flash Fiction Anthology" by Various Authors:

My other favourite was a book sent in by Synne H. Rustad, it's called "Everyday Enchantments" by Synne Cinnamon.

- Jenn

Seckrit PAX Footage

by Ron Gilbert
Dec 28, 2016

Once we're back from the holidays, I'll do a post on the voice recording, but in the meantime, enjoy this Seckrit footage from PAX.

Thimbleweed Park Podcast #64

by Ron Gilbert
Dec 18, 2016

Join us and our special guest, Boris, as we talk about text and translations and voice recording. And *beep* you if you don't like 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


by Ron Gilbert
Nov 28, 2016

I hate tutorials. I really hate tutorials. Let me just get that out of the way.

OK, now all that said, I just got done adding the tutorial to Thimbleweed Park.

Working on tutorials isn't something that I hate, it's something that actually makes me angry.  Tutorials have about as much place in narrative games as they do in a movie. Can you imagine sitting down to watch a film and having pop-ups come on screen to tell you who the protagonist was and when a plot point happened?

Now, the big difference in a movie and a game is, when watching a movie you just sit there. Understanding the movie might affect your enjoyment, but not understanding who the protagonist is doesn't cause the film to stop, or move in slow motion.  I will grant you that.

I think the main reason I hate tutorials is they are conditioning players to be un-inquisitive. Modern players often expect to be led through the experience, and it's starting to go beyond just the tutorial, but into the game itself. Some players don't want to explore, they want to be told where to go and what to do.  They are being conditioned to do only what they are told to do.

For me, part of the enjoyment of starting a new game is figuring out what I can and cannot do. I enjoy exploring the bounds of the game. I want to feel clever when I figure out a short cut.

The problem Thimbleweed Park (and any point and click adventure) has is that it's complex. Not just in the logic, but the UI.

In the good old days, it would take 20 minutes to install the game from floppy, so to kill some time, we'd read the manual.

Today, players just jump right into the game and a large share of them are immediately frustrated when they don't know exactly what to do (I'm not talking about the puzzles, but what to click on and how).

If you're well versed in the language of adventure games, then it's quite self evident, but if you're new to adventure games, it can be a little unwieldy.  Part of the goal of Thimbleweed Park is to convince a large group of people that love narrative games, but don't play point-and-click games, to give Thimbleweed park a shot.  If you liked Firewatch or Gone Home, you'll love Thimbleweed Park.

But, Thimbleweed Park is a lot more complex than either of those two games and can be daunting to a new-to-point-and-click player.

For those people, I think we need a tutorial (please understand I can came to this conclusion kicking and screaming).

Since the beginning, the story of Thimbleweed Park started out in this little self-contained area, and we designed the first few puzzles to teach you the basics: opening a door, talking to someone, picking up objects and using them.

While this steps a new player through the basics early on, it's not telling you "how" to do these things and that is where a small, lightweight tutorial comes in.  "This is how you open a door" and "this is how you pickup an object and use it".

How to do these thins probably seems obvious to everyone reading this blog, but if you've never played a point-and-click adventure before, it's actually not.  You couple this with some players reluctance to just explore the UI and it's going to be tears all around (mostly from me when I have to go get a real job).

The compromise I reached with myself is: the tutorial will only happen in "easy" mode. If you select hard mode and dive right in, we're going to assume you know what you're doing, or you don't mind a good challenge.

I felt dirty for a day, then took a good shower and now I feel fine.

We're hoping to get a chance to test the tutorial out on casual players that have never played a point-and-click adventure. Given the circles we travel in, that's harder than it might sound.

- Ron

Thimbleweed Park Podcast #63

by Ron Gilbert
Nov 19, 2016

Join us as we discuss the beeping beepers and beeping in general.

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

Zero Bugs

by Ron Gilbert
Nov 16, 2016

We've reached the next important milestone in our quest to releasing a game, and it's called Zero Bugs.

As of the 15th, we have zero bugs in our bug lists. That's not to say the game has zero bugs (far from it), but we fixed everything, and if we didn't fix it because it wasn't that important, we closed it.

Zero Bugs.

Testers continue to test and file bugs, but the rule now is at the end of each day, there are zero bugs in the bug database.  We also take a hard look at the bugs coming in and decide whether to fix it or not.  Sometimes the bug isn't that critical or it's an edge case, so we just close it. Other bugs are just too dangerous to fix and they aren't that important. If it was 2 months ago, we would fix it, but not now.

It's important to clarify what we mean by bug.

If something crashes the game, or makes the game unplayable or is painfully ugly, it's a A bug and we fix it.  If it's just something that makes the game a little glitchy and it's not common, that's a B bug and we'll fix it if there is time and it's a safe fix.  Bugs that are unlikely that anyone would even notice or are rare edge cases, those are C bugs and usually just get closed.

We had a bug where sometimes (rarely) an actor would face the wrong direction when you gave them something. Fixing it would touch a lot of code and there was a high likelihood of breaking other code, so we opted to not fix it.  It the kind of bug you might see once in an entire playthrough.

We had another bug where the input and cursor were being turned off for a split second to keep the player from messing up a special-case animation, but a bug caused the input to be turned on prematurely and left on during a cut-scene.  It's an edge case, but the consequences catastrophically break the game, so we had to fix that, despite needing to touch a lot of code to do so.

Testers still continue to report everything and we triage all the new bugs each day.

The thing about fixing bugs is, anytime to fix a bug, there is a likelihood you'll introduce a new bug, so we don't want to just keep fixing.  The goal is to get a completely stable version where testers aren't finding any A or B bugs anymore.  The only way to accomplish that is to lock the code down as much as possible.

We want to say there will be no bugs in the game, but that's just not realistic.  The game has close to 100,000 lines of code and that is only the game code, not the engine. It's a complex beast.

There is a point where you have to say: we're done.  If you don't, you never finish.

That is the real reason for these milestones: to force us to make hard decisions and move on.

Now, all that said. The Zero bugs relates to the game code, there are still several open bugs related to the engine and platforms, but there don't affect the game.  An example of one of these is, when you scale the screen for safe mode, garbage shows up along the edges. That has nothing to do with the game code, and is purely an engine issue, so it's low priority. There are 10 or 20 such bugs, but we decided to focus on the game related bugs first.

I also have a big memory leak I need to find and fix. It's not the kind of memory leak a leak detector will ever find, it's memory the game is holding onto because it thinks it needs to, but doesn't. That's going to take me a few days of lock-myself-in-a-room-debugging to find.

There are also a lot of issues with the Xbox port, mostly related to Microsoft's cert issues, but that's probably a whole ‘nother blog post.

- Ron

Thimbleweed Park @ PAXAus

by Ron Gilbert
Nov 06, 2016

We had a great time at the Thimbleweed Park community event in Melbourne.  We didn't have a booth (apologies to those of you who wondered around the floor looking for us), but opted instead for a open event that anyone could come to and enjoy a nice drink.  We didn't have the budget to ship our whole booth the Australia, or pay for booth space.

Instead, we took over a corner in a bar close to the convention center and set up a station for anyone to play.

It's hard to say how many people came, there was another PAX event there, and it was still open to the public, but a lot of people came by to say hi and we had some great conversation about adventure games, pixels, Thimbleweed Park, Maniac Mansion, and Monkey Island.

Great fun all around!

We're planning on a trip to Europe in January.  I don't know where we'll stop, budget is pretty limited, but we'll do a few community events.

- Ron

Text Lock

by Ron Gilbert
Oct 27, 2016

We've now entered the next phase along our wonderful journey to release a game, and it's called Text Lock.

A few weeks ago we entered content complete, where all the art, animation, puzzles, and music were in the game and no more could be added.  Text lock means all the text is now final. We've made all the last minute edits, additions, and now we're stuck with what we have. No more text changes.

The text in the game started out like this...

deloresRoomActionFigures2 =
    name ="action figures"
    verbLookAt = function()
        sayLine(delores, "These are part of my action figure collection, including my prized Howard the Duck.")
    verbDefault = function()
        sayLine(delores, "These are in MINT CONDITION! No way I'm going to touch them.")

A few months ago, I ran a series of python scripts and we got this...

deloresRoomActionFigures2 =
    name = NAME(0,"action figures")
    verbLookAt = function()
        sayLine(delores, DELORES(0,"These are part of my action figure collection, including my prized Howard the Duck."))
    verbDefault = function()
        sayLine(delores, DELORES(0,"These are in MINT CONDITION! No way I'm going to touch them."))

Each line was wrapped in a MACRO, identifying who said the line and unique text id.  The text ids are set to 0, because they have not been extracted into the text DB yet. We lived with this for few weeks, making any changes to the text we needed.

There is also code in the game that displays a warning if it encountered any text that hadn't been wrapped with the MACROs (the python program missed a few lines due to formatting).

Last week, I extracted all the text from the game, turning the lines into this...

deloresRoomActionFigures2 =
    name = NAME(27084,"action figures")
    verbLookAt = function()
        sayLine(delores, DELORES(27342,"These are part of my action figure collection, including my prized Howard the Duck."))
    verbDefault = function()
        sayLine(delores, DELORES(27341,"These are in MINT CONDITION! No way I'm going to touch them."))

when the final python program was run, adding the text ids, a .tsv file (Tab Separated Values) was written out that looks like this (don't be fooled, the actual file is 11,000 lines long)....

NAME 27084 action figures
DELORES 27342 These are part of my action figure collection, including my prized Howard the Duck.
DELORES 27341 These are in MINT CONDITION! No way I'm going to touch them.

The translators then translate the text in the .tsv file and the game loads a different file, depending on the language.

The text MACROs are pretty simple.

#macro NAME($a,$b) "@$a:$b"
#macro TEXT($a,$b) "@$a:$b"
#macro DELORES($a,$b) "@$a:$b"

During  preprocessing phase, they take the ID and the TEXT and merge it into a string...

"@27341:These are in MINT CONDITION! No way I'm going to touch them."

The advantage is the text is still a simple string, easily passed around the code. When a sayLine command is called in the engine, it extracts the ID and looks up in the text DB and display the translated line.

Starting next week, the MACRO will be replaced with this...

#macro NAME($a,$b) "@$a"
#macro TEXT($a,$b) "@$a"
#macro DELORES($a,$b) "@$a"

All the text is removed from the preprocessed version of the code, so when the game ships, all the text has been removed, but it still stays in the source to make it easy for us.

We have several macros to help the translator and also to make script extraction for voice recording easy:

// Text that is displayed, but never voiced
#macro TEXT($a,$b) "@$a:$b"

// Names of objects.
#macro NAME($a,$b) "@$a:$b"

// Text that appears in art, but never appears as text strings.
#macro ART($a,$b) ""

// Text that would be said, but is never voice, like some dialog choices that are never echoed back.
// Translators need to translate it, but voice actors don't need to record it.
#macro NOTALK($a,$b) "@$a:$b"

// Text displayed on computer screens in the game.
#macro TERM($a,$b) "@$a:$b"

// System text, such as the options screens.
#macro SYSTEM($a,$b) "@$a:$b"

// Ray and Reyes
#macro AGENT($a,$b) "@$a:$b"

// Agents and Delores. Useful when Ransome has an alt line.
#macro PLAYER_AD($a,$b) "@$a:$b"

// Agents and Ransome. Probably not used a lot.
#macro PLAYER_AR($a,$b) "@$a:$b"

// Agents, Delores and Ransome. This will be the most common in the world, not in the hotel.
#macro PLAYER_ADR($a,$b) "@$a:$b"

// Delores and Ransome. Useful if the agents have a separate sayLine.
#macro PLAYER_DR($a,$b) "@$a:$b"

// Everyone. Probably used in the Hotel.
#macro PLAYER_ADRF($a,$b) "@$a:$b"

// Agents, Delores and Franklin. Ransome alt lines in the hotel.
#macro PLAYER_ADF($a,$b) "@$a:$b"

// Agents, Ransome and Franklin. Delores alt lines in the hotel.
#macro PLAYER_ARF($a,$b) "@$a:$b"

// Lines said by only one character
#macro RAY($a,$b) "@$a:$b"
#macro REYES($a,$b) "@$a:$b"
#macro RANSOME($a,$b) "@$a:$b"
#macro DELORES($a,$b) "@$a:$b"
#macro FRANKLIN($a,$b) "@$a:$b"

Text wrapping can get complex. but we need it this way to extract scripts for recording. If the game wasn't voiced, we could get away with just a TEXT macro, or maybe just the character ones to help the translator, but since the game is not only voiced, but has five playable characters, all who might or might not be saying the same lines, it gets complex.

Now that everything has been extracted and numbers, the file is off to Boris and he's started the German translation. In a couple of weeks, I'll hand it off to the other translators. I wanted to use Boris as a test case, to make sure everything was working before we had five people doing translation.

Like content complete, text lock is an important milestone. It's not only important in that it gives us a goal to push for, but it's also important just from the point of discipline.  We could make art and text tweaks forever and each one would make the game -1% to 1% better.  There comes a point where you just need to stop and that is what these milestone are for. They are saying, it's time to move on.

Now, occasionally, we will come across a line of text that NEEDS to change.  If it's just a typo or spelling error, we just make it since it doesn't affect the translators or the voice actors.

But if it changes the meaning of the line, or a new lines MUST be added, we have the following process.

The first step is to talk about it, make sure we really need to add or change the line. The second step is to see if there is an existing line that will work just as well, or at least 75% as well.  The final stage is to change or add the line, but we mark is as follows...

sayLine(delores, DELORES(0,"**These are in CRAPPY CONDITION! I should sell them."))

If this is the only place in the game the line was used, we'll leave the text id. If there are other places that still need the old line, we'll reset the id to 0.

At some point a few weeks from now, I'll rerun the extractor and pull all the lines that have "**" and send them to the translators. If voice recording has already happened, they get add to the lines for the pick-up session.

And that's all there is. Making games is easy.

- Ron

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.

- Ron

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

Archive List

One Last Entry - 236 comments - Mar 18, 2017

Tracking Talkies - 296 comments - Mar 11, 2017

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

Friday Questions - 271 comments - Mar 01, 2017

FAQ - 74 comments - Feb 28, 2017

Release Date! - 300 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 - 173 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 - 181 comments - Jan 13, 2017

State Of The Game #4 - 230 comments - Jan 12, 2017

1084 Library Books Reviewed! - 274 comments - Dec 29, 2016

Seckrit PAX Footage - 29 comments - Dec 28, 2016

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

Tutorials - 282 comments - Nov 28, 2016

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

Zero Bugs - 155 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 - 122 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 - 307 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 - 33 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 - 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 - 196 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 - 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 - 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! - 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! - 88 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