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

Tim Lammert - Apr 04, 2017 at 19:19
Appreciate your fast reacting on these bugs and looking forward for opening the Arcade :)

Frostygills - Apr 04, 2017 at 19:22
Any word  when the Xbox patch might be out?

Patrick Paquet - Apr 04, 2017 at 19:27
Great job in taking care of all those nasties!  The community feels like a big family and you guys are taking good care of us. Keep up the good work!!!

Andrew - Apr 04, 2017 at 19:28
Hey Ron,

I'm having some fun with an adventure game again!

I want to mention that when I won the radio competition I had no idea where to go to collect the tickets. Also I would like esc to bring up the main menu rather than f5 personally.


Ron Gilbert - Apr 04, 2017 at 19:30
ESC is to engrained in me to skip cut-scenes.

David Fox - Apr 05, 2017 at 01:00
After you've won the trivia contest, Cassie (on the phone) says "You can pick them up at the Edmund Hotel front desk."

Andrew - Apr 05, 2017 at 02:11
I must of missed it. Either that or I got distracted.  I went to the radio station and tried to get the dj's attention because nothing in the to-do told me where to claim the ticket.

Miguel - Apr 04, 2017 at 19:35
It's just over the top the way you guys are handling these first week small issues and all the social media. Do you have a  RonTron3000™? Apart from that, most of the bugs you mention in the post are the ones that I've seen discussed around in Twitter, Reddit, here... How do you keep track of all these?

It's good that there are patches these days. But I wonder, are the bugs appearing in this first version of the game similar (on number and category) as the ones present in the released versions of the LucasArts games?

Dimitri Bitu de Araújo - Apr 04, 2017 at 19:42
I put the 1138 tube in the robot head. Then I put another one. When I used the tube puller she just pulled one. I don't know if I'm going to need 2 tubes in the future, but I'm loading a previous save file.

Ron Gilbert - Apr 04, 2017 at 19:43
Yeah, that's the bug listed above. It is fixed, but you only need one.

Patrik Spacek - Apr 04, 2017 at 19:51
Updates are always appreciated!  Good job!

John - Apr 04, 2017 at 19:54
So, 30000 units sold confirmed?

Jack - Apr 05, 2017 at 09:07
Let's not forget that there are 17000 backers.

Ted - Apr 04, 2017 at 19:57
I am enjoying this game so much!  Taking it slow to savor all the things, so I'll read this post later.  Thanks to all those involved in bringing this wonderful game to life!

Mattias Cedervall - Apr 04, 2017 at 20:00
Great work patching the game! :-) I'm looking forward to the arcade opening!

Patrik Spacek - Apr 04, 2017 at 20:01 this ok?   I finished the tasks with agents and they left by bus. Then Part 4 started and I am back with ghost. After I got a cake, there was a meanwhile and the agents are back with masks on their faces and got a room in the hotel. Now I play agents again :)

Patrik Spacek - Apr 04, 2017 at 20:07
ok, they pretended like they left, but they both came back in cover to finish their own plans... never mind :)

Amb - Apr 05, 2017 at 18:04
Yeah, when they left, they were carrying all the game items, including various important looking keys.  I reloaded a save game and gave EVERYTHING to delores, except one item that I wanted rid of.  I had to laugh when they came back.

Willy - Apr 06, 2017 at 15:18
I did the exact same thing lol

LogicDeLuxe - Apr 04, 2017 at 20:08
What about the bug where Sexy Riker left his door open? It is not game breaking, but certainly puzzle breaking.
And what about sound panning errors? Also not game breaking, but quite distracting.

And with the WC-67 tube issue, he/she could drop it just like the notepad.

Will you make a blog post about deleted content? Most apparent it is with the betamax tape (quite some effort for nothing in the end). And the vault and the pub are present in the wireframe world, also hinting that they were cut in the main part.

Also I wonder, are there reasons that you can walk in the garden of the town hall and behind the occult book store?

And what was it about the broken pay phone ringing? I don't get it.

Nor Treblig - Apr 04, 2017 at 20:20
I'm pretty sure you will find both a Betamax player and a shovel in TWP2!

Amb - Apr 05, 2017 at 18:31
In fact, for the next 15 years there will be Betamax players and zinc coated shovels in every game, regardless of publisher.

turricaned - Apr 05, 2017 at 00:15
Regarding Sexy Riker's door - by the time I'd got to that point I had got back into the swing of things to the extent that once I put the solution to a puzzle together in my head, I'd place the necessary actors where they needed to be so I didn't have to keep traipsing back and forth so much.  I had Delores in the hotel to interact with SR and tried a couple of times to catch him up, then I figured I'd need Franklin to open the door up from the inside, so I went and put him there before sending Delores down to trigger the bad memory.

My doofus moment was failing to realise that when SR returned to the con, his tools were right there in the room in plain view, so I didn't need SR to be in the room when Delores arrived.  Having Franklin there seems to keep SR in his room, so when I got Delores up there, both F and D refused to enter because they didn't want to see SR being sick.  So I sent Delores back down, and when I had her return to SR's room, it was already open.  Not sure if that's a bug or not...

Regarding being able to walk in areas where there's not much point, that's a staple of point'n'click - if the actors are only allowed to walk in the important or necessary areas, then it blunts the encouragement to explore (at least I think so).  I think a lot of what bugs me about most more modern titles is the way they tend to lead the player around by the nose, telling them what to do and how to do it.  "Red Herrings" are part of the charm of this era of adventure gaming and I feel TWP would feel lessened without them.

The ringing vandalised payphone?  Maybe it's a holdover from something that didn't get added, but whether that's the case or not things like that add a lot to the mildly unsettling atmosphere..

David Fox - Apr 05, 2017 at 01:21
The SR's door should have been closed, but leaving it open just means Franklin isn't needed to open it for you. We will likely fix that in a future rev.

The ringing payphone is intentional... it is unsettling, isn't it?

Soong - Apr 05, 2017 at 04:51
I love the ringing payphone. But I want to answer it. Perhaps there is way to do that after all?

Marco Lizza - Apr 05, 2017 at 07:36

But the most unsettling thing, in my opinion, is Reyes temporary abduction and forced-while-unconscious laying on the table.

What are they doing? Why? Who is the other person?


Niels Boehm - Apr 06, 2017 at 01:55
While I had only had Reyes put on the stretcher in all my play-throughs as of now, friends of mine had Ray put there, so it can happen to either of the agents.

As to the other person, she's from a shop in the town ;)

Nor Treblig - Apr 04, 2017 at 20:17
Interesting. Of course I tried some of those bugs immediately :-)

The game was very stable for me, I didn't run into any game breaking bugs and it only crashed once with Franklin (the one described above).
Great work!

RC - Apr 04, 2017 at 20:24
I just got a 400+ MB update on GOG, but the version number is 858. Not 859. So is there still another patch coming or does the GOG version have a different number than Steam?

dlaf - Apr 04, 2017 at 20:47
Level 1+ Glitches:

Just kidding. ;-) To be honest... I have never seen a game support like this. Thank you. Keep up the good work!

David Fox - Apr 05, 2017 at 01:38
Thanks... logged into our bug database.

LogicDeLuxe - Apr 05, 2017 at 04:58
Another one of those is in the hotel: Call the elevator to the m floor and wait until the door has closed again. Then click above the elevator with a living person and you can see the strip of light in front of him/her.

tsoliman - Apr 04, 2017 at 21:27
I really wish I could map the number keys (1,2,3...) to the dialog tree choices.

I keep hitting '1' to pick the first dialog choice out of habit.

/harm/to/self - Apr 04, 2017 at 21:35
After checking out the options (the sys-font feels wrong), i ended up playing the game (1296.849) on hard ('tutorial seems to be superfluous for this mode) with inverted verb colors, retro fonts (mixing different resolutions looks wrong to me), without retro verbs, classic sentence, front toilet paper turned on, english voices and english/german subtitles, in windowed mode. The german translation is good but not great throughout the whole game, sometimes it can be confusing. There were a couple of typos and few punctuation issues.

I had zero crashes and no real show stoppers during my playthrough on 10.11.6, which was nice.

I remember a couple of glitches, like, missing textures [bank background, diner logo off {btw. the hard dithering doesn't fit to the other scenes which primary utalise banding, which looks way better}, ...], some weird starting animations, pushing characters into positions [at the elevator], some odd mixing/volume issues [primary when more characters tried to talk], some unsharp textures (filtering), audio sounds too sharp and compressed [I ended up adjusting a.o. soft dry lows and mids.], some A*(?) issues in the laser scene, typo/missing square on the map,  at some point stuff was taken away from the inventories [i guess by intention but it felt weird without feedback], Dolores did not talk to her dad but it was marked in his notes ... and some more.

It felt like a solid V1.0 but not a V1.1 yet. Overall (it has its ups and downs) it's a great adventure, thanks a lot!

Oh, it certainly was a bug that I wasn't able to activate & utalise Chuck's Robby.

Franklin - Apr 04, 2017 at 21:46
Let us know when you're game is out, I'm sure it will be perfect.

/harm/to/self - Apr 04, 2017 at 22:54
To be more perfect, let me suggest:

1) Increasing the audio quality. There's some fab music (fun bass in Quickie Pal) and nice voice acting in the game but the audio lacks in terms of quality.
2) Slowly scrolling background clouds because clouds are free, when moving they look more real and add life a scene.
3) Going for a more consistent look. I liked the scenes with banding and no or more subtile dithering the most (there are some exciting colors in the game).

TheQL - Apr 07, 2017 at 08:41
Somehow I'm having difficulties figuring out what "classic sentence" actually does... But maybe I just need to advance beyond the first screen ;)

Nor Treblig - Apr 07, 2017 at 09:15
Turn off classic verbs and try again!

TheQL - Apr 07, 2017 at 09:20
I actually have modern verbs, classic font, inverted colors. But I can't see a change with classic sentence or not...

Nor Treblig - Apr 07, 2017 at 09:26
I think there was a bug in older versions where classic sentence was forced when classic verbs was set, but everything works fine in .859 for me.

Classic sentence ON means you have the sentence line directly above the verbs. OFF means the sentence will follow your cursor position.
If it doesn't work try to install the latest version.

Orcan Ogetbil - Apr 04, 2017 at 22:11
What a wonderful game. Same level of excitement when I was eleven walking home with my eleven floppy disks of MI2. Thank you Ron, for making a long missed dream come true. It means a lot. And of course for the guilt absolution... Thank you Gary. Thank you David. Thank you Jenn. And everyone involved...

turricaned - Apr 04, 2017 at 23:58
@Orcan - one thing I don't miss about the old days was the disk-swapping (11 disks means you had the Amiga version, right?).  That said, it was clear a lot of effort went into spreading the data across those disks such that with 2 floppy drives, you had to do a lot less swapping than I'd feared would be the case.

That sodding "spitting contest" puzzle though - what sadist came up with that? ;)

Matthew - Apr 04, 2017 at 22:11
Loved this game, it was so much fun to play, and hit me in the nostalgia feels. Plan on doing anything with that Betamax cartridge from the repaired MovieTron. Would be a shame to waste it.

Rob Carlson - Apr 04, 2017 at 23:17
Chuck's lucky number for me was 100, and guessing "100 on the nose" didn't work. You can imagine my confusion. :)

David Fox - Apr 05, 2017 at 01:42
That was one of the bugs we fixed in this rev.

Orcan Ogetbil - Apr 04, 2017 at 23:25
One thing I didn't understand during the game was a cutscene -- SPOILER -- where Ray is laying down in the coroner's table without any obvious triggering event. After the cutscene the game didn't let me switch back to her for 10 minutes or so. When I was able to switch back to her, she was out on the street like nothing happened. It felt as if I missed something.

Miguel - Apr 05, 2017 at 04:05
I got the same but with Reyes. Not sure how that fits in the plot, i also thought i had missed something.

Soong - Apr 05, 2017 at 04:56
I have the impression that there are a few more things in the game that are optional.  The ringing payphone might be one of them and this cutscene is another.  I like that I finished on casual and still have new things to explore: harder puzzles and some of the optional content.

Mazzi - Apr 05, 2017 at 00:02
Thanks for Ransoms Cheese bugfix     C :o)
After updating through GOG all went fine. BUT -no paranoia here- I think that I found a couple more.

--8<--8<--8<--8<--8<--8<-- SPOILERS --8<--8<--8<--8<--8<--8<--
1. Chucks lucky number not ticked on Delores list after find it
2. Secret room not ticked on Franks either after entering it and do the spell..
--8<--8<--8<--8<--8<--8<-- SPOILERS --8<--8<--8<--8<--8<--8<--

These are new bugs? already reported bugs? Or are just dependencies on the flow
I'm really enjoying the game. Thanks again!

David Fox - Apr 05, 2017 at 01:51
I believe Chuck's lucky number is ticked after Delores actually uses it to decode the will.

For Franklin's secret room being ticked, it looks correct in code. I'll add a ticket for a tester to confirm.

DZ-Jay - Apr 11, 2017 at 06:51
Hi, Mr. Fox,

There's also a bug in the telephone directory:  sometimes you call a backer number, the green check-mark does not appear immediately.  It will appear if you change pages and go back, or if you exit the directory and return.  It appears to be purely a display bug, since the state of the call is properly recorded.


LogicDeLuxe - Apr 05, 2017 at 05:07
Several notes not ticked immediately happened to me a few times. They seem to be ticked when I go into another room and look at the list again.

Daniel - Apr 09, 2017 at 13:58
Also got confused with situation 1, once I found the lucky number I expected the task to be ticked in the notebook but it was not. I started to search for the number elsewhere until I took a "leap of faith" and used it.

rufiangel - Apr 05, 2017 at 00:58
Do you know, that Street Dime one hit me on my very first playthrough? :'D After that Pigeon Brother-sister told me the game would have no dead ends, too! *shakes fist at Pigeon Brother-sister* I hadn't saved all the often until that point, and I pretty much had to redo the whole bit until that point. That taught me to save pretty bloody often afterwards, though.

There's something that bugged me, though it's not a bug per se, if you catch my drift. I had trouble navigating Delores up the stairs by the library to her room in the Mansion mansion because I would always trigger the flashing head icon bar instead of moving Delores to the next destination (up those darn stairs). If somehow the area that the mouse can hover over that triggers the 'move over here' action could be, I dunno, bigger or something (extending well beyond the character shifting buttons) it would be great. Really tiny issue though, obviously. (I managed to get Delores up there after running up and down the stairs multiple times, usually, so it's not like I can't get her up there.)

I played as a Casual Gamer for the first playthrough and now I'm looking at these posts and comments and realising just how much must have been cut out of the Casual Gamer experience. Looks like Hard Mode is where it's at - I'd better get cracking on that!

Niels Boehm - Apr 06, 2017 at 02:05
You should indeed play hard mode if you've ever played a point & click adventure before.

Joshua Levinson - Apr 05, 2017 at 01:01
These aren't really bugs so much as confusing parts of the game, not sure how patchable they are though. I'd call them more script issues than bugs.

1) The cut scene showing the last page of Ransome's joke book flying away doesn't clearly show the page getting stuck on the antenna. It's ambiguous if you should be trying the trampoline or walking around the rest of the circus to find it. Also, if you happen to miss or accidentally skip the cut scene, there's no in-game clue where you should be looking.

2) Agent being "blacked out" and seen on the coroner's table. Nothing seems to actually trigger this, I just loaded a save and couldn't play as that character for a bit. I don't know if this is a relic of a cut puzzle or if it's just intended to be environmental, but it felt like I was at a dead end because of missing inventory objects for a while. Not a satisfying element to the game having no discernible way to progress, and not having any clue that I could switch back to that character eventually.

3) Pay phone ringing at some point. Same deal, unclear if it was a cut puzzle, but the phone rang, but I couldn't do anything to answer it, so I kept walking back into that screen hoping for the phone to ring thinking it was necessary to answer in order to progress.

4) Opening scene, the character says something about being able to smash the light with the rock before reading the note to turn the light out or examining the light and finding it can't be unscrewed. Character jumped to the conclusion of having to smash the light before discovering it couldnt be extinguished "normally".

5) Being able to find the chainsaw before the dialog gives you the clue.

6) Several instances where an NPC's name is known before talking to the person and getting their introduction.

These are mostly nitpicks on what is otherwise a beautiful game. Great job keeping the spirit of adventure games alive. I hope you'll continue making them, they are truly an art form that should continue to expand and develop.

Ron Gilbert - Apr 05, 2017 at 01:10
It all means something... I don't do random stuff, and I don't expect everyone to figure it all out, maybe even ever.

JanW - Apr 10, 2017 at 04:39
Hi Ron,

just finished the game yesterday night and things really start coming together in my mind. At first, I also felt it was a bit annoying that the playable characters had mostly the same lines, that they could not talk to each other but were all working together to a common goal. There are even some reviews mentioning this as "cons". But it began to dawn on me when I found Chuck's first notebook and everything is explained neatly near the end of the game. Players realized it was "meta" but everybody has to figure out what that really means and how the surveillance cameras double that in the game (in literary theory, you would call it a "mise en abyme").
I am glad I read that review about the "badly designed" first chapter because it really gave me a hint about how intricately you thought out every aspect of the game's story. Seeing what people don't understand at first sight and where they suppose logical gaps really invites you to think about the non explicit things.
"What is wrong with Thimbleweed Park?" - It would have been so much easier to hide behind your famous name and come up with some more "satisfying" trivial end but you had the courage to really take this original idea of yours to the most logical consequence.
Personally, I experienced the end of MI2 as the most mindblowing final scene ever in a game. I still keep wondering about its beautiful ambiguity (which would have been lifted in the third part and is rivalled since yesterday by TWP). It's a kind of writing that asks for the exact same thinking as do adventure game puzzles. The more you think about it, the more rewarding it gets.
Really happy TWP seems to sell well (I backed it and bought it also on GOG, that makes three more copies to get). I hope you will be able to run your own small studio of gifted people (as you said somewhere you would like to do) so you can make new mindblowing games.

Cole Trickle - Apr 06, 2017 at 01:31
I totally agree with 1). This was one of the puzzles I had to look up, because there was absolutely no clue where to find it.

urielz - Apr 06, 2017 at 15:28
Yes (1) baffled me for a while. I only got it cause I was determined to get Ransome jump on the trampoline.. without really knowing why :)

turricaned - Apr 05, 2017 at 01:10
One completely crazy thing that crossed my mind was towards the end when

Underneath the office by the PillowTron300(tm) door

and I noticed that the slot was roughly the right shape and (relative size) for an Atari cartridge (such as the one you picked up at the beginning, but unfortunately disappeared on the bus)...

LogicDeLuxe - Apr 05, 2017 at 05:37
Interesting thought. Maybe if one picks it up just before entering the factory? Would be a nice easter egg, if it were actually usable.

Jack - Apr 05, 2017 at 16:41
I gave the Atari cartridge to Dolores, and she held on to it until inside the factory. It was the first thing I tried on the slot. But she can't put it into there :(.

Guga - Apr 05, 2017 at 01:27
I'm not reading ANYTHING, since I didn't finish the game yet, but I want to report a small bug.

I broke the hotel elevator :P I don't know if it has been fixed or not, but if not, here's how to reproduce it. Bring a character on the lobby and another character on the 12th floor. Call the elevator with e.g. the character on the 12th floor, and while they're waiting for it to come, switch to the other character and call the elevator before it reaches the 12th floor. The elevator changes direction but the lights and sounds begin to work strange. Switch to the other character and call the elevator before it reaches the lobby. Keep doing this game as long as you feel (notice how the light and sound pattern begins to be more and more syncopated), then call the elevator from the lobby and wait. It reaches the lobby, the doors open, BUT the lights disappear and you hear another one or two "ding" sounds... and if you try to enter the elevator, it says "the doors are closed". If you call the elevator again, the "upwards" light turns on, you hear one or two "dings" and the elevator opens again (even if it was already open) and everything's back to normal.

So, basically, the elevator went underground.

Martin Wendt - Apr 05, 2017 at 01:37
From my hands-on experience with elevators, I have a feeling like this is exactly what would happen with an elevator in real life after this treatment.

Guga - Apr 05, 2017 at 03:11
I suppose that's why you can't call real-life elevators if someone else is waiting for it :P

Rob Noah - Apr 05, 2017 at 01:41
If it hasn't been included, there is a bug in Hard mode when Delores has to input Chuck's lottery number into the computer : the number on the newspaper was 100, and yet when questioned and answered 'an even 100' it didn't work, but luckily if you went through the rest of the questionnaire it worked. But when it said an even 100, it didn't work.

David Fox - Apr 05, 2017 at 01:42
Yes, got that one, thanks!

Maurizio - Apr 05, 2017 at 02:54
great job! BTW, calling the bank before going there made sense because I knew the bank was closed.

Boomer - Apr 05, 2017 at 02:54
Great game! Finished it on "Casual" and am now playing on the "Hard" setting.

1. Is it possible to find all 75 'Specks of dust' in Casual mode?
2. Is the agent abduction scene in the alley happening in Casual mode only? I'm unable to trigger it in Hard mode. Confused.

David Fox - Apr 05, 2017 at 04:09
1. No, but the specs you've collected in Casual will carry over (at least for the achievement).

2. Yes, but not after you've gotten the map and showed it to the Sheriff.

Andrea "Rum Rogers" Serreli - Apr 05, 2017 at 03:03
Just curious: why isn't the player warned in some way that using the balloon animal on the corpse BEFORE fulfilling the other characters' goals, will make it impossible to control them again? I did this the first time I completed the game and was a bit disappointed when the credits started to roll (I kept thinking "ok, now I'll be able to control the others" 'til the end).

e - Apr 05, 2017 at 03:30
I thought it was stated quite clearly, if you paid attention to what was being said.

Andrea "Rum Rogers" Serreli - Apr 05, 2017 at 05:03
It was late at night, maybe I was too tired.
Anyway I was just curious whether allowing an "incomplete" ending was a deliberate design decision (punishing the player for not paying enough attention) or a small oversight. After all, being in the wireframe does not automatically delete the upper reality, you still need to destroy it so one would expect to still be able to select another character.

e - Apr 05, 2017 at 05:24
I don't remember what got said exactly, but it's made clear that whatever you decide to do is optional, except the stuff Delores needs to do. Since I knew that Delores holds the key to ending the world, I didn't do anything with her until I had done everything else. But the ending isn't "incomplete" if you decide that getting "closure" for your characters isn't necessary and you use the balloon animal right away. It's up to you.

Andrea "Rum Rogers" Serreli - Apr 05, 2017 at 05:34
This is a nice point of view, not an "incomplete" ending, just YOUR own ending.
Something similar was done by Ron even in Double Fine's The Cave.
Who knows what the man itself would say about it :)

Mister T - Apr 07, 2017 at 19:18
I reloaded to let Willy out of the cell, something I had missed as it was not part of the endings, but still something Reyes promised.
The devs missed out on giving a "Free Willy" achievement for that...

LogicDeLuxe - Apr 09, 2017 at 06:21
Indeed, it works. Oddly enough, when you try this with other characters, they say that the door is locked. But Reyes doesn't have a key to the cell either. So how is he able to open the cell door?

Mister T - Apr 09, 2017 at 14:36
He is authorized. He unlocks the door with the sheer power of his authority as an agent.

Mario F. - Apr 05, 2017 at 05:05
i did the same, but luckily autosave stops at this position and you can reload.

Andrea "Rum Rogers" Serreli - Apr 05, 2017 at 05:24
Thanks, knowing I wasn't the only one makes me feel better! :D

Gunnar - Apr 05, 2017 at 03:34
Well, *technically* it's just 95% certain (1-(1-1/10000)^30000), but sure...

Misel - Apr 05, 2017 at 03:37
I haven't seen this here. But the Linux version (from GOG) causes 100% CPU load on my notebook causing the fan to turn into a turbine.

Do you need more information on that one? If yes, what do you need? :)

Henk - Apr 05, 2017 at 03:50
Was there a bug fixed where I you would leave the elevator and switch to another character and then switch back the character in the elevator would be invisible? I thought I ran into that one but now I can't seem to reproduce it because you can't switch anyone while standing in the elevator.

David Fox - Apr 05, 2017 at 04:10
Reported but not yet fixed.

e - Apr 05, 2017 at 03:54
By the way, I had a page of stationery in Franklin's inventory for the duration of the whole game. Once, in the elevator, I noticed that left-clicking on the paper in the inventory made Franklin attempt to Float to Stationery. He just started moving left and then said that it can't be reached. I think I couldn't trigger the Float to -thing again later.

David Fox - Apr 05, 2017 at 04:11
All the stationery should be cleared out when Franklin becomes a ghost. We've seen this one a few times but haven't been able to consistently repeat it. If you remember how you got it while he was alive, it could help.

e - Apr 05, 2017 at 04:35
I'm not sure, but I think I just went around the hotel picking those things up and got one extra. If four were needed I must have picked up five.

Nor Treblig - Apr 05, 2017 at 10:11
I had the same bug: I picked up all stationary in the open rooms and made the photocopy, so I had 5 left.
Then in my room I've picked up another stationary there and made the phone call.

Joey - Apr 10, 2017 at 12:38
I did that. Just picked up 5+ stationaries.

Maurizio - Apr 05, 2017 at 04:08
Sorry Ron, I know it's not the right time, but would it be a lot of work to add a bilinear filtering option? Let me elaborate: I think seeing sharp pixels alienates some people needlessly. Also, when it's fuzzy, the brain imagines details that aren't there. But sharp pixels prevent this process from taking place.

I might be wrong but I think sharp pixels worked on CRT monitors because CRT monitors performed the blurring automatically. But today it doesn't work. Low res is great, sharpness is not, imho.

Maurizio - Apr 05, 2017 at 04:30

Misel - Apr 05, 2017 at 05:08
Sorry, but this literally made me shudder for a moment.

I prefer my crisp pixels. :)

Maurizio - Apr 05, 2017 at 05:28
I confess I find it hard to believe :).  However, the interesting question is what the sensible default should have been. If I were boss, (a man can dream :))  the current style would be called "retro pixel mode", but the default style would be my screenshot. Somehow it seems to me to have more detail, and it looks more polished too, as if more work had gone into it.

MrKii - Apr 05, 2017 at 08:04
Trust me, lots of people think pixel art for classic games is better than blurried ones. This is obviously not mainstream, and this is obviously for people like me that started playing games in resolutions like 256x192 or lower.

Actually the first thing I do when playing this kind of games is switching off all kind of filters and I'd never play a game of this kind which doesn't allow you to disable this filter. It just feels wrong.

No problem on having an option for that, though.

Nor Treblig - Apr 05, 2017 at 09:53
It makes me feel my eyes have something. I love sharp pixels!

clef - Apr 17, 2017 at 03:01
What? How could anyone prefer a blurry picture over a clearly visible and detailed one? ..

LogicDeLuxe - Apr 05, 2017 at 07:12
Maybe Reshade is what you want:
It allows you to add postprocessing shaders to almost any game.

Maurizio - Apr 05, 2017 at 08:54
Wow, I can't believe it! Will try!

Maurizio - Apr 05, 2017 at 09:29
That's awesome, man! It works!



I am replaying the whole game with this thing on :)

Ron Gilbert - Apr 05, 2017 at 11:10
If you turn on bilinear filtering it just looks like a fuzzy mess.  We talked about some fancy shaders, but the test results were not promising, so we abandon it. Also, I love sharp pixels.

Tim - Apr 05, 2017 at 04:12
Awesome game, absolutely loved it, great job :-D

One thing I did notice towards the end on hard mode though...

* Spoilers **

Once Dolores is tasked with finding the wireframe model, when you exit Chuck's office & back into the corridor of the ground floor factory, the blast door that was blown off with the C4 is suddenly back in place. Although more cosmetic than anything else perhaps, it did feel a bit daft from a continuity point of view.

* End spoilers **

Looking forward to whatever you (hopefully) create next! :-) Cheers.

Ema - Apr 08, 2017 at 18:27

Ema - Apr 09, 2017 at 17:31
Oh, no, wait a minute... that was the original, middle aged Delores... a bettere wireframe would be one of these designs:

Marco Lizza - Apr 05, 2017 at 09:19
On the contrary, I find it perfectly correct.

In the (after-glitch) wireframe model doors are not animated, so it makes perfect sense that the previously blasted one appears closed..

Tim - Apr 05, 2017 at 09:27
Its not in the wireframe model section, its in the "normal" world after you leave Chuck's office once you've listened to Chuck explain the next set of tasks (ie go find the wireframe model)

Tim - Apr 05, 2017 at 09:39
I've mailed in a screenshot to the support email address for clarity. Cheers :-)

David Fox - Apr 09, 2017 at 22:22
This was intentional. We didn't want you going back into the areas beyond the blast door again.

Asa Carter - Apr 05, 2017 at 04:19
In the room in the factory outside the office and the secure door, there was a spec of dust underneath the inventory in the bottom right corner which meant that I couldn't pick it up.

This was on a 27" iMac from GOG.

Mario F. - Apr 05, 2017 at 05:13
it can happen. specks of dust are randomly designed and appear everywhere. even outside picking range.

Nor Treblig - Apr 05, 2017 at 09:56
Seems like the walkbox is too large there.

Ron Gilbert - Apr 05, 2017 at 11:16
Yeah, that is the issue.  In some case we need to walkbox to extend into the UI, but then the dust will appear down there. They respawn every 15 minutes.  We could have fixed all this, but then we'd never ship a game.  I have a friend who are so detail oriented, he have been working on his game for 5 years, and it's unlikely he will ever ship it.

Making and shipping a game is all about trade-offs.  If anyone has learned anything from this blog, I'd like it to be that.

Nor Treblig - Apr 05, 2017 at 12:22
Thanks, I wondered what the exact respawn logic is.
You could also spawn dust only above a certain screen position to prevent UI blocking its access.

Ever heard of Grimoire: Heralds of the Winged Exemplar? It's coming out soon :-) (he claims himself it's more than 20 years of development)

Mario F. - Apr 05, 2017 at 05:38
If you want to see Ron, Gary and David dancing, just reload the game at the end and go with Ray to the Con. The characters change everytime you re-enter the room. so just go to the ransoms contest room and re-enter as long as you have your wanted character to give the award to.
i've seen all 3 now.

Strider - Apr 05, 2017 at 05:40
No forgotten help screen... Please, add this poor little screen to the game...

Strider - Apr 05, 2017 at 07:11
My mistake... GOG had not yet updated the game... Sorry and thanks for the forgotten screen and the F5 key.

LogicDeLuxe - Apr 05, 2017 at 05:47
When running around, I occasionally get an "I can't reach that" even-though the character just got where I pointed him to go.

Bon Antza - Apr 05, 2017 at 05:50
I encountered this which I interpreted as a bug. Don't know if anyone's reported this so sorry in advance:

Mr. El Paulo in the bank is receiving these nasty phone calls so I figured I'd try to call him just to try it out. I did find "El Paulo" in the phone book but when calling him, a handsomely voiced German chap called Keller answered (Guten Tag herr Keller, if you are a backer and reading this!). So I thought that mr. El Paulo's phone number was glitched with a backer's phone number. Which it probably was? It wasn't until later I noticed "Safely first savings" in the phone book and was able to complete the task.

LogicDeLuxe - Apr 05, 2017 at 06:44
On the other hand, why would you call his private number when he apparently is at his workplace?

MrKii - Apr 05, 2017 at 07:56
That's something that today is very usual, but not in 1987 ^^

Christian - Apr 05, 2017 at 06:06
What is your position on modding tools and decompiling the game and the unbeatable xor encryption?

Wouter - Apr 05, 2017 at 06:20
Somehow the Polaroid camera disappeared from the agent's inventory, very confusing. Is this a bug, or did I miss something?

Bogdan Barbu - Apr 05, 2017 at 07:42
I noticed I don't have it either. I believed they cleared up some inventory that isn't required in later acts when the detectives left town.

Brad - Apr 05, 2017 at 14:40
Just an inventory cleanup.  There are other items that go missing after a certain point.

Cole Trickle - Apr 06, 2017 at 04:51
I just tried to throw everything into the burning trashcan to find out which items were red herrings :o)

Steven Don - Apr 05, 2017 at 06:40
That the list of bugs is so short and game breaking bugs are so rare is a testament to the attention to detail and skills of the team. Hadn't encountered any of these bugs myself.

I love that you went through the extra effort of fixing the game state when a save game is loaded from a bugged state. It seems to be far more common to just invalidate old versions of save games or to not handle them at all, leading to potentially weird game state. Both of those can be very frustrating for players. Kudos for fixing!

DZ-Jay - Apr 05, 2017 at 07:02
OMG!  The Pigeon Brothers-Sisters lied!!! I Found a way to die.  The game did go out of its way to warn me and even suggested I saved first.  Too funny!!! LOL!


David Perez - Apr 05, 2017 at 07:15
I did found one that you didn't fix

As you already advise about the spoilers, here it goes.

The puzzle that frustrated me the most was figuring out that Franklin had to use the telephone to call the bank. All other puzzels where done and I spent 2 hours trying everything to get the bloody key.

During the frustration I was trying to move very fast between places trying things, and that happen, so I think it is a multithreaded issue where I clicked too fast to enter the elevator.

On a side note, I loved the game, thank you for making it. I hope this is to Terrible Toybox what Maniac Mansion was to LucasFilm: the first of many good adventure games to come.

The worst for me? The multiple characters. I don't think they are that bad but I would have preferred it as a first person adventure game with just one character. Maybe the next one? ;)

From London with Love.

bobdeniro - Apr 05, 2017 at 08:57
...a first person adventure game with just one character...

You have just perfectly described my worst nightmare in terms of game style   :D

David Perez - Apr 05, 2017 at 09:07
One playable character...

LogicDeLuxe - Apr 05, 2017 at 08:40
Is there a way to start a new game once you played?
In SCUMM games, you could press f8 for that.

vegetaman - Apr 05, 2017 at 08:51
I love this post Ron. Honestly for a brand new game launch, this is very impressive with the limited number of bugs and the speed with which you are hotfixing and have long term fixes planned. The bigger and more complex something is, the easier it is for some strange combination of conditions or interactions to slip through the cracks. Thanks for all the hard work (to you and the whole team)!

Harry Kalogirou - Apr 05, 2017 at 09:21
Hi Ron,

are you going to publish any info on the file format (at least those ggpack files)? To get some modding going on etc.


Henry - Apr 05, 2017 at 19:44
Would it be okay to extract game data and share infos about how it can be done? Or should that only be done much later? Or rather not at all?

Ted - Apr 05, 2017 at 19:47
Doing that this early would probably hurt the game a great deal.

Nor Treblig - Apr 05, 2017 at 23:24
He isn't talking about sharing game data but how to extract it.

chandl34 - Apr 05, 2017 at 12:54
Another minor issue with Sexy Riker:  the elevator warps to him whenever he pushes the call button, instead of animating the floor changes.  So if you're on Riker's room floor with the elevator, and Sexy Riker calls the elevator from the lobby, the elevator light jumps immediately to the bottom floor, then work its way back to your floor.

Arto - Apr 05, 2017 at 15:16
That's how the elevator seems to work on Enterprise, too. They never had to wait for the turbolift, but had to spend time on it.

Nor Treblig - Apr 05, 2017 at 15:27
Maybe there aren't that turbo, but there are just a lot of cabins?

LogicDeLuxe - Apr 05, 2017 at 16:39
And they reach their destination always exactly when the dialog ends, whether be it 2 seconds through the entire ship or several minutes for just one deck away.

Misel - Apr 06, 2017 at 07:31
that's because they're always travelling at plot speed. ;)

LogicDeLuxe - Apr 05, 2017 at 13:06
Is the ship in the bottle good for anything?

Nor Treblig - Apr 05, 2017 at 13:17
Maybe you can return it to QuickiePal, getting a nickel so you can copy the puzzle dependency chart to make Delores rich?

(I guess it's a backer item, e.g. a red herring)

rico - Apr 05, 2017 at 14:09
Thanks Ron. It's magical to feel like I'm 10 years old again. I just thought the following was wrong.

I guess it's not a bug. But I find it strange that the characters can not talk to each other by the user's decision. Especially when they share inventory intems and are not supposed to be friends with each other.

Example is Ramsome give to  Ray the wallet only for goodness?

Even so it is beautiful game.

Nor Treblig - Apr 05, 2017 at 15:29
I think I can explain this:

There are 4 characters in the game which can easily talk to each other. Those alone are 6 different talk-to combinations if you ignore having an initiator (24 combinations if you would have one normal character more; 16 combinations if you differentiate who initiated an conversation).

Depending on the state of the game (which part; which puzzles have been solved and how far etc.) there is a lot to be considered, a lot of dialog to be written and scripted, a lot of lines to be recorded and a lot to be tested.
So this decision is understandable.

Maybe when they do another game with maximum two playable characters they would do it (similar to Sam & Max), but otherwise I'm sure they wouldn't do it in the future too.

BUT: Since you are playing all those characters you can just imagine some conversation between them!

Nor Treblig - Apr 06, 2017 at 00:33
Oh, it's just 12 combinations (not 16) if you differentiate who initiated an conversation (they don't talk to themselves).

katox - Apr 09, 2017 at 15:04
I also found it very strange. Not only that but I also got stuck for at least two hours trying to figure out what to do with the wallet. I was wandering endlessly through "empty" locations trying to find a place where to drop it or change for something else.

For some reason Feds didn't appear as active game "objects" so I'd assumed that Ransom didn't *beeping* want to talk to them at all - least giving them evidence for free. Why would he? He'd made an extra effort to put a "no feds" sign to his gate. Very odd.

Then after I don't even know what (maybe solving some very minor puzzle somewhere) I could suddenly hand out the *beeping* bloody wallet right to them, ugh.

The second place where I'd stuck was the missing page. I probably overlooked it flowing up so I searched for it *beeping* everywhere. Plus I had no idea that Dolores would be a sufficient assistant. Why would she even go to that stinking dump again?

The last big stucking point was having the SF guy's door - everyone refusing to enter! At least Ransome could have the stomach to snitch the kit behind the vomiting SF guy. He should have been to used to it :). I thought it'd been a timing issue. Again, nobody was aware that Franklin is there and Franklin also lacked a reason why he should zap the door (the lock actually, the door is probably not an electric device by itself - that confused me as hell).

Never mind, a superb game. Even though I'd prefer a "standard" not-so-meta-a-who ending :).

LogicDeLuxe - Apr 05, 2017 at 14:36
After the end credits roll, the c64-like screen has the top line misaligned. Really looks ugly when the text starts to scroll.

Steffen - Apr 05, 2017 at 14:57
Hej Ron.

Regarding patches, "some new content" and stuff...
Do you think it's possible to add a library book into the game with all the dev posts (and comments) when doing the major rev or maybe as a DLC?
I think it would be funny to "read about the game dev" when playing the game. And also the game itself would fully represent the hole journey from Kickstarter up to the game release!

Thanks in advance.

Demetris Thoupis - Apr 05, 2017 at 15:15
I would like to express my gratitude once again to the Team. There has been a comment on Steam Discussions about colorblind people and David Fox was kind enough to chime in and they seem to be working on some alternative upgrades to assist on that matter. Kudos once again and of course once again we want to hear the numbers!! How much did you sell?

Gonzalo - Apr 05, 2017 at 15:16
I´ve just finished the game, so I´m getting back to the blog.

Wonderful, beautiful and exquisit.
Thanks to the dev team and the backers. Was a beautiful trip that woke up lots of lovely memories from my past.

Jamie Young - Apr 05, 2017 at 15:55
So...I've encountered the dime Level 1 bug. Is restarting the game pretty much my only option at this point? :/

Nor Treblig - Apr 05, 2017 at 16:06
Upgrade to the current version and try to load your savegame. They have added code trying to fix savegames in such invalid states.

Pavel - Apr 05, 2017 at 16:11
Bottle can be recycled. Is it possible to use it later to get the nickel? Or it's a bug?

Amb - Apr 05, 2017 at 18:02
It's not a bug :)  But I don't want to spoil in here.

/harm/to/self - Apr 05, 2017 at 16:15
@... and stuff
In the beginning i often was slowed down by staying in a scene and listening to the music for some more. At some point i was wondering if there could be headphones and a walkman/portable radio (they could need batteries, nah, the best part about the mobile phone was that no recharging was required) for a character in order listening to the so far collected music.

@keyboard input
qwertz/qwerty issue for Give (needs z instead of y)

Btw. the mouse steering is great but would it be possible adding direct control via cursor keys (+cmd/alt/shift) too? For the walking moments when your hands rest next to the touchpad.

You know, I was trying really hard getting into the Arcade *1, getting Franklin out and opening from the inside, smashing the windows (hey, i got a brick and Randsome), finding a secret access through the sewer, entering through the background graphics of A-Street, trying out positions on the map, finding a inverse TRON access via Pillow Tronics, using the modem line and the robots head in order to unlock a security mechanism, ... but nope. This could have been a nice contest for people submitting some simple Arcades games (I don't know how practical it would have been with implementing/debugging.).

*1 The moon was another place i was really looking forward going to in the game. It shines so wonderful and bright in a couple of scenes (graveyard, trailhead, Nickel News). There definitely should be a point&click adventure including going to the moon (and our solar system). I also wanted to climb into the Laserdisc Chalet. I mean, with enough resources you could flesh out things quite a bit. A large part of the fun in adventures comes from getting stuck and trying to imagine possible solutions and how things could evolve.

LogicDeLuxe - Apr 05, 2017 at 16:51
A point&click adventure including going to the moon? There is:

Nor Treblig - Apr 05, 2017 at 17:01
I thought of the same game :-)

Regarding Arcade: It didn't got finished in time for release day, but you can expect an extensive update some time later.

/harm/to/self - Apr 05, 2017 at 19:57
I forgot about this one but I also prefer going to the moon with some style, like the rocket launch in The Cave and doing some real moon exploration (and weird) stuff there. Maybe meeting some robots (some Asimov/Lem never hurts, KI evolved once already, Chuck is a copycat and the government thought they got rid of them, by sending them with a one way ticket to the moon but instead ... or it's a just popular travel area!).

Thanks, but i don't believe you.

Adrian - Apr 05, 2017 at 17:32
You won't believe this, but RON GILBERT made a POINT AND CLICK ADVENTURE game that was all about going to the moon. This is from 1993, but you can buy it on Steam:

It might not be quite what you're after, but my young daughters really like it (and Monkey Island too!)

Markus - Apr 05, 2017 at 17:12
I would like to pay more than 20$ for the game but I dont want it all to go to GOG/steam. Maybe after the first wave is over, you could create a pay what you want form on your webpage, maybe even with rewards like autographed copies or fanstuff? I am sure there are a lot of generous people out there who didnt back in the first place because they were unsure of the outcome (I backed the DF game...). Please keep making these kind of games!

alone1982 - Apr 05, 2017 at 17:22
Hi, i got the GOG Version. Is there a Patch-Update or do i habe to Download the whole Game again? Thanks in advance! Yours, Al.

-> sorry : i postet this before but i used the wrong Topic.

Ron Gilbert - Apr 05, 2017 at 17:32
GOG's patching system doesn't work very well, so chances are you'll have to download the whole game. Steam's is amazing smart, better than I've ever seen (even from places like MS)

Steffen - Apr 05, 2017 at 19:14
Hello Ron.
Can you explain a little more detailed what are the differences in the update mechanisms? What makes Steam so smart?

Amb - Apr 05, 2017 at 17:59
It's not a bug, but can you have the most recently saved "Save-Game" show with a yellow border.  When you have used all the game slots, you have to read all the date/times carefully to make sure you don't load the wrong game.  

I did lose some progress after mistakenly loading the wrong game, and I went to use an item only to discover I no longer had it, and I had to replay a little bit.  Luckily it's a lot quicker once you know what to do with stuff :)

Peter Campbell - Apr 05, 2017 at 18:45
Are there any plans to release an update allowing for compatibility with older operating systems?  There's still quite a few people using Windows XP out there and I just wonder why an old-school pixel art game like TP would require newer OS's to run?

Ron Gilbert - Apr 05, 2017 at 18:56
There are no plans.  We use DX pretty extensively.

Brian Small - Apr 05, 2017 at 18:55
Thank you so much for the quick patch.  It would be interesting some time to hear how your patch experience compares with the 'old days'.  I think this game is incredibly complex to test compared with the earlier graphic adventures, so it's not surprising to see a few minor corner case bugs getting out there, but it would be interesting to hear your thoughts on that, especially in comparison with previous graphic adventures.

I love the mouse wheel enhancement for the inventory.  It is great that you could be so responsive to user feedback.

Patrik Spacek - Apr 05, 2017 at 18:58
I dont know Guys,  but the art for the MAP is terrible. Its the weakest image of all ...  that would need more attention and new update!   Mark, HELP!

Arto - Apr 05, 2017 at 19:47
It is (i.e. I agree it's a bit lame), but also, it is a map after all. And maps tend to be lame. In Monkey Islands the maps were more like aerial views. And if we think about MI2, it was a different style of artwork altogether. Peter Chan did the artwork for MI2 on paper, which was scanned and touched up on computer, which gave the graphics a certain style. Which I actually prefer, but nevertheless I like the style of TWP too.

Patrik Spacek - Apr 06, 2017 at 08:46
I am just comparing map quality with a quality of the backgrounds...this one looks like its made by 5 year old kid :)

Nor Treblig - Apr 06, 2017 at 09:30
It's not meant to be photorealistic :-) in contrary to the backgrounds. It' a drawn map. And you have to use an official one so complaining won't help, you are not allowed to use another one anyway.

Mattias Cedervall - Apr 06, 2017 at 10:02
I completely agree with you!

bobdeniro - Apr 06, 2017 at 12:06
Not sure that I agree :)
Is the map art terrible? Yes!
Did I want it to be exactly the way it is? Oh yes!!! Because it is very similar to the map art I REMEMBER used in MI, and the logic behind TWP was "let's have it the way we REMEMBER our old adventure games back then".
So, yes, the map is par with the course, or even better, a nice birdie :)

aheatedatom - Apr 05, 2017 at 19:28
Hey Ron!  In this write up you talk about the NPC characters being moved to another room and then not being moved back / reinitialized as a bug.  I'd be really interested to hear internally how this can be within the design of the engine- like there is a single instance representing the NPC that is tied to a single room in a some way?  Hope the question makes sense.

Ron Gilbert - Apr 05, 2017 at 19:31
There is a single instance of a NPC, if we want to to appear in a different room, they get moved there, so they no longer in the old room.

LogicDeLuxe - Apr 06, 2017 at 04:17
Are the sheriff, the coroner and the hotel manager implemented as the same NPC then?

Soong - Apr 06, 2017 at 08:25
Oh, that's an interesting question.

Shawn Swift - Apr 08, 2017 at 05:25

Andreas - Apr 05, 2017 at 20:16
Great Game! :)

The achievements Dust Appreciator, Dust Collector and Dust Hoarder are somehow broken. Got Steam and GOG Version. After playing through GOG Version now hunting the achievements in steam. Collected many specs of dust. But it does not Count and i cant get any of These three achievements.

Nor Treblig - Apr 05, 2017 at 23:37
Both versions use the same save location (at least on Windows, where it's at %APPDATA%\Terrible Toybox\Thimbleweed Park\).
You could try to delete Save.dat (make backup first) and either try save games with dust count below the achievement thresholds or if this doesn't work start a new game.

Andreas - Apr 06, 2017 at 04:38
Thank you. First try with Steam Version was a throughplay on hard without collecting dust. But also had savegames from gog Version playthrough. Tried already loading game and collecting some dust particles. But i has Not counted even one. Maybe i delete savegames and try Easy playthrough :/ hmm. Hope this Works. But the telephone Mailbox Messages are counting. :(

Andreas - Apr 06, 2017 at 04:53
So ive started new game already but also pieces of dust were Not counted. Maybe have to delete savegames completely and give it a new try.

Andreas - Apr 06, 2017 at 17:37
OK. Ran through on easy with save.dat erased. Worked now like it should - reloaded and reloaded again. Got all Achievos now! Yay :)

R.C.M. - Apr 08, 2017 at 19:49
Hmmm... I'm having the same problem with the achievements. However, when I delete Save.dat it just reappears when I start the game. I even deleted the whole 'Terrible Toybox' folder, but that just reappears when I start the game as well. Any ideas?

Ron Gilbert - Apr 08, 2017 at 19:59
Save.dat is being downloaded by Steam's cloud saves.  Email support if you are having issues with achievements.

Victor Von Doom - Apr 05, 2017 at 22:03
Ron et al,

What was the bug patching process like in the good old days of, say, MI and MI2? Were there game-breaking bugs with the earlier shipped versions of those games? Just curious...

takimata - Apr 05, 2017 at 22:42
Super-minor language bug: I'm on a German system and switched the game to English (sorry, Boris, maybe in a future playthrough). The rooms in the hotel are, however, still labeled using the German "Zimmer":

And, I think it has been mentioned before above, but maybe not clearly described: You can see the background hills parallax through the bank doors.

aurelian15 - Apr 06, 2017 at 01:16
First off, thank you for not only creating such an amazing game, but also for the detailed and exciting development blog!

I just thought I'd report a small "bug" which turned out to be a really confusing part of a puzzle (warning: possible spoilers ahead).

At the end of the game, when you're in the PillowTron3000 room and you've re-enabled the huge fan again, calling the fan service phone number results in a "this number is not available" message from the phone system. This makes it seemingly impossible to leave the room. Due to the phone system error message I honestly thought I had just forgotten the correct service number and spent about two hours dialling the correct number (plus trying to dump it from the process memory using gdb). Well,  as it turns out, there is another way out of the room, via the ladder leading to the trapdoor in the office. Unfortunately, the ladder has no hotspot of its own, and the trapdoor is not really that apparent in the room artwork (I thought it was just decoration). I felt really, really stupid, for this was the only "puzzle" for which I actually had to resort to a walkthrough on YouTube.

Two possible solutions:
1) Don't disable the fan service phone and place the service sign with the number on the inside of the room as well, for people who didn't write it down.
2) Extend the trapdoor hotspot to include the ladder.

entropy - Apr 06, 2017 at 02:49
Hi Ron,

a very minor feature request:

How about adding a "Latest" to the latest savegame in the load dialog?
Or mark it somehow differently.

It always takes me some time to find the latest one. :)

LogicDeLuxe - Apr 06, 2017 at 07:02
An option to sort them by date would be nice. Quite a lot games do this by default.

A way to name your savegames like in the old days would also help. Not too many modern games kept this tradition.

Also a "continue" button in the main menu, which would automatically load the latest savegame would be useful. Most other games have this nowadays.

entropy - Apr 06, 2017 at 07:33
Oh yeah.

"continue" would certainly be a nice thing.

Marco Lizza - Apr 06, 2017 at 07:34
> An option to sort them by date would be nice. Quite a lot games do this by default.

And I always end in messing thing up due to the automatic reordering! :D

> A way to name your savegames like in the old days would also help. Not too many modern games kept this tradition.

In my opinion this is (mainly) related to the fact that modern games are meant to be multi-platform and on consoles it would be overcomplicated due to the absence of the keyboard.

Personally, I find useless to name savegames. Tagging them in some way would be more than enough.

Jeremy - Apr 06, 2017 at 04:17
What do I do if agent Reyes never got the dime before getting stuck in the sewer? I also haven't gotten the map yet so there is really no way for me to progress through the game..

entropy - Apr 06, 2017 at 04:28
Maybe someone else can help her ...

Jeremy - Apr 06, 2017 at 05:05
I can't call the sheriff without the dime.. there is no reception on the cell phone .. Agent Reyes can't do anything about it and I can't progress through the game without the map. I have already completed Delores's little segment so she can't call. What else can I do? I think this is a bug (I've already updated to the game as well and the issue still stands)..

Mario F. - Apr 06, 2017 at 06:20
Play and the wisdom shall come.

Misel - Apr 06, 2017 at 07:47
> Agent Reyes can't do anything about it

Nope, he can help. But I won't tell more. Besides, this has already been mentioned a few times in this blog post as well as the comments.

Brian Small - Apr 06, 2017 at 13:07
First, make sure you install the latest patch, as there was a bug related to this you might encounter, unless you install the patch.

Big Red Button - Apr 06, 2017 at 13:20
As Brian said, you probably need to install the latest version of the game. I had the same issue. But, after I had updated the game, I could simply load my save file and was able to continue (SPOILER: There was a dime somewhere). The installed version is displayed in the options menu at the bottom. My version is 1307.858.

Alexander - Apr 06, 2017 at 06:43
Can you release the game version of the song on the radio? I would like to use it as a ringtone. :)

DrJ - Apr 06, 2017 at 07:31
Mutexes are your friend :)

Bastian - Apr 06, 2017 at 07:54
Hi Ron,

one small thing that would be great if it could be included in a future update:

The option to switch off the arrows / indicators of the crosshair, which appear when hovering about objects/exits. So, you would always have the plain crosshair, like in the original MI etc., when this option is activated. :)

DZ-Jay - Apr 06, 2017 at 08:44
I am enjoying the game immensely (13 hours in so far...), but I have one suggestion which could have helped me avoid getting stuck for several hours.  For the most part, the game does a good job at keeping you on track and focused on your tasks, and sometimes -- in my opinion, perhaps too eagerly -- it goes out of its way to point out the most immediate task.  This makes some puzzles that are already easy even easier.

However, there are a couple of places where a little nudge would have helped me.  For instance, at one point, having access to all playable characters at once, it was not clear which puzzles were immediate and which ones required additional progress through the game.  Specifically, I was going crazy trying to figure out how to get the lawyer to read the will, or Franklyn to get to the Penthouse or out of the hotel -- but none of those things were possible without first solving the murder mystery.  So I was running around, changing characters, reading their to-dos, and concentrating on the wrong thing.

Several hours later in this rut, I finally attempted to solve the murder using the TRON(tm) machines, which got the game moving along further.

I think that a little nudge, like a character pushing "don't you have a murder to solve?" or "maybe I should try to figure out who the murderer is," would have gone a long way to focus me on the most immediate parts.  After all, this is done for much more easier puzzles (sometimes too aggressively), so why not on the bigger things?  The game story had gone out of its way to lessen the importance of the dead body and the murder as compared to the rest of the character's stories.

Anyway, just a suggestion.  I love this game, and I am getting very intrigued by the story so far!  I am about to go into ThimbleCon '87 and I can't wait to see what happens next. :)


R.C.M. - Apr 08, 2017 at 05:11
"it was not clear which puzzles were immediate and which ones required additional progress through the game"

Yeah, I had that same issue with some of the puzzles. For example, once I finally got Franklin to the penthouse, I spent ages trying to get the (spoiler) from (spoiler). Eventually I figured out you could only do that near the end of the game. A few of the puzzles needed a sort of 'you can't do that yet' nudge.

Maurizio - Apr 06, 2017 at 08:55
Off topic question for all readers:

As we know, the puzzles in Thimbleweed Park follow "videogame logic". For example , (SPOILERS)

wearing a tinfoil hat to protect yourself from laser beams,

selling a bottle because it's the only way to have a nickel.

Ok, that is videogame logic. But this only works if your game is "comedy". If your game is "drama", you can't put in those things.

Does this mean that if your game is "drama", you cannot have good puzzles? What are your thoughts on this? Can you imagine good puzzles in a non-comedy game?

Bon Antza - Apr 06, 2017 at 09:49
Great question, Maurizio!
I myself am in the process of creating my very own adventure game, which is going to be quite serious scifi in style. It's horribly difficult to come up with good puzzles, because all the time I have only these ridiculously humorous ideas for them. I guess horror and fantasy are also bit easier to do (puzzle-wise) because those themes are also more forgiving.

If anyone has good ideas for creating puzzles in a more realistic / serious environment, I'd be glad to hear...

Maurizio - Apr 06, 2017 at 10:42
I guess you should play Police Quest or Sherlock Holmes to see how they did it. I don't remember if they had good puzzles though. Also Indy3 and Indy4, but I am not sure they avoid "videogame logic".

Maurizio - Apr 06, 2017 at 10:44
but since you said sci-fi, it should be easier. maybe you should play Beneath a Steel Sky and see how they did it.

Valdir - Apr 10, 2017 at 20:52
You should play Syberia 1 and 2.

Maurizio - Apr 06, 2017 at 11:31
In the end I think there was only one wrong decision in the design of this (otherwise perfect) game: not to have character talk to each other, because it would supposedly become a hint system. It seems to me they could have talked about their current feelings and objectives. They could totally talk about their objectives without telling us how to accomplish them. This way you could also have avoided the notebooks. Basically the dialog between characters would have been the notebooks.

Martin Wendt - Apr 06, 2017 at 12:16
Personally I am quite happy you can NOT talk to other characters as part of the game. Too many games that end up it talking to everyone about everything iteratively. Many RPGs have that and also adventure games. Talk to blbla, examine blabla, talk to blbla again, etc...
Also it ruins the imagination about the specific thoughts and relationship characters have. Either because there would be that ONE tone preset by the designers or, more likely, such conversations would seem very shallow as they can hardly evolve through the game. Talk to your agent colleague should change tone/style after almost every quest or it would seem odd...

Maurizio - Apr 06, 2017 at 12:42
Hmm. I think talking to each other makes you develop a complicity between characters that adds a lot. That's what makes Indy 4 so good, I think.

Nor Treblig - Apr 06, 2017 at 14:21
You can do a lot with such dialog, but then there are only two characters in Indy4!

Maurizio - Apr 06, 2017 at 14:32
Good point. But they could have made only Ray and Reyes follow each other by default (like indy and sophia), so they would be continually teasing each other and quarrel (again, like indy and sophia). Saying "I would have done better", "oh yes? why don't you try". and so on. And being able to separate them would not even be needed because you could always use Ransome and Delores for that.

Cpt.Catarro - Apr 06, 2017 at 11:47
Hi all,

if i found a grammatical error in italian traslation? To Who i have to say?

Filippo in the bowl - Apr 06, 2017 at 13:07
Scrivi pure qui, il traduttore (bravissimo peraltro) legge!

Kenobit - Apr 14, 2017 at 02:36
Sto indagando ora, ma non mi risulta.

Stef@n Schr@uth - Apr 06, 2017 at 12:44
Ron, this game is a hammer, we say in Bayern, Germany. Sledge hammer would also fit. Yesterday, I bought it, downloaded it and started playing it. All what I´ve seen, heard and felt in the game blows me away and blows me into 1987 back. It remembers me playing Maniac Mansion. In the starting sequence, the blue sky and the stars and the insects chirping. I feel exactly who did the game (Ron and friends), even who did the german translation (Boris Schneider) is recoknizable. I love that pimped features, like paralax scrolling (Looks amazing), options for the closet paper holder, even more. Hope you sell the game like bread. You and your team deserved it. Question: The guy who has been killed, is it Boris S.? The indices are enough....the name is Boris on his todo list and his voice slang sounds like his original voice spoken in english and the agents think he is from europe. But please dont´answer, if the answer is spoiling the game. I just played 2 hours and just started playing the clown. Another important thing. I absolutely need a big boxed Version of this game. I´ve all big boxed Ron/Lusasfilm games here in my vitrine. This game would complete the collectors dream (yes dream). Well done!!! Most cordial compliments, Stefan

Maurizio - Apr 06, 2017 at 12:46
I mean, if Ron ever makes Monkey 3a, we *must* be able to control Guybrush and Elaine, and they must be able to talk to each other. Can you imagine if we could not?

BTW, if Telltale games can license Monkey Island and do what they want with it, why Ron can't do the same?

Ron Gilbert - Apr 06, 2017 at 12:49
Because I'm not interested in licensing it and having Disney approve everything I do. I want to buy it back. Now, before you say "Why don't you do a Kickstarter", like everyone else says, this isn't about money. Disney doesn't want to sell it, so doing a Kickstarter is pointless.

Maurizio - Apr 06, 2017 at 13:38
Well we should make them an offer they can't refuse...


urielz - Apr 06, 2017 at 15:25
So there's no chance to work for Disney under a contract that gives you complete control of the game? That's a shame.

Maurizio - Apr 06, 2017 at 15:44
What the heck would you do that Disney could object to? Hack Guybrush to pieces with the chainsaw of satisfaction? :))

Ron Gilbert - Apr 06, 2017 at 16:23
When Tell Tale did MI, every little thing was questioned.  Ever thing had to be sent to Luca for review, this is how it works.  Forget about the fact that I created it, that won't mean anything to the suits.  Every design decision would be questioned.  "we don't think a rubber chicken with a pulley in the middle is funny."  Hey, it's their IP.

LogicDeLuxe - Apr 07, 2017 at 04:37
That's a pity indeed.
Tales of Monkey Island was 2009, though. That was Lucasfilm back then, and now it's Disney's property.
The people in charge now might think of it differently. And they don't seem to care that much, considering there still aren't any re-releases of Curse and Escape.
Did you actually asked Disney lately?

Big Red Button - Apr 07, 2017 at 06:56
Yes. He said that it was too hard to get in touch with the people who are responsible for the IP.

Someone - Apr 07, 2017 at 04:52
"... this isn't about money. Disney doesn't want to sell it, ..."

It's only about money. Disney is a big company focused on (and only focused on) making as much money as they can. If you pay the Disney managers enough money they will sell you the IP. The only question is: How much money is needed. (If you pay the managers enough money, they will even sell you the Disney band.)

Marc - Apr 06, 2017 at 13:37
I think, the notebooks made it easier only because you did not forget tasks, otherwise it did not give so many hints that were not obvious from the conversations. I was really amused to read the first pages of the Ray and Reyes when they were writing about each other or giving a first glimpse at their character by capturing different views of the same thing happening. To bad that this was not continued and only ended up being the check list.

Filippo in the bowl - Apr 06, 2017 at 13:45
Hello Ron!
I wanted to thank you and the whole team for this beautiful game !! And sorry for the criticisms that are made, but we fans love so much thimbleweed Park that we would like to be perfect! What then perfect it is impossible, because everyone has their own tastes and would like a little 'different ...

I liked it so much and (in addition to having already bought three copies) I am being sought to make him more publicity as possible here in Italy. Everyone knows Monkey Island and everyone is excited to thimbleweed Park when I talk to him, but the problem is that almost nobody knows about it BEFORE me talk to him ... we would like some way to make it known, even a facebook page written in Italian or trailer dubbed in Italian from spreading. I think this game, at least in Italy, has a huge potential audience, which unfortunately is not reached him nor knows him. In addition, the Italian translation is really good!

As for my personal opinion on the game, I repeat, I liked it but it could be improved.

1) The dialogues of two federal agents are (almost) always the same, the point of having two characters if they are (almost) always interchangeable?

2) The main plot (dropping the final surprise that may not like, but that is just an addition) part very well, but then gradually frays, and in the end many things are not explained and / or are inconsistent and superficial ... and that's a shame. For example, those who attack the agent in the alley? The end for me is too hasty and leaves too many doubts ... It does not even tell who killed the stranger at the bridge, which is basically the main quest!

3) Belli puzzles, but having a good five characters available, I would have put more than those in which the characters must work together (such as the puzzle of the radio station)

4) If the characters had talked more to each other it would not be bad ... Maybe so there would also have been the most logical reasons for their actions. For example because Delores would have to go to the circus to help Ransome? If he had asked him it would make sense!

Sorry if I wrote too much, a hug, even a thank you, and I hope for great improvements from the upcoming patch!

Nor Treblig - Apr 06, 2017 at 14:19
ad 1) This may be mostly because of time and budget reasons. Their dialog is often similar (they also have a similar goal) but they do have different dialog and reactions according to their personality (e.g. talk to Ricky or the postman).

ad 4) YOU are those 5 characters. You can make up any conversation between them you like :-) (especially regarding that puzzle in the circus)

/harm/to/self - Apr 06, 2017 at 18:44
I wasn't so fond of the ending too. It lacked something more profound and satisfying. Things felt rushed and the characters' situations were kind of thrown away. I liked going through the place holders (and into the Park Arcade). The part after the credits felt strong and resulted into a smooth transition.

Now whilst i'm at it:

Especially in the beginning there was quite some (self) referencing. As for breaking the fourth wall, if it's not part of the concept and you use it too much, it looses its power and destroys your motivation for taking further worlds and characters serious. I also wasn't into the ending of Monkey Island 2 because it wasn't changing the perspective in wow-you-way and made you feel kind of stupid for investing your moyo into a 'fake' world. I wish things could go a little bit deeper here and there. Excluding Ransome, the characters felt a bit pale. I was more attracted to the characters in The Cave. Apart from very obvious moments, I got aware about the characters (dis)abilities after I finished game. It felt natural to me that Ray and Reyes weren't too different, they both had stuff to hide. Until the end I walked around the most with Ray and Ransome. Ransome was refreshing. I instantly pushed the mime! 'Caramel' Joe's way of saying girls made me laugh. Is there a way to escalate/break the trailer? I was trying to amplify the trailer by running from the left to the right, from the right to the left ...

The puzzles were all fine but I was missing an outstanding one, a puzzle i solved with pure joy, something unique to remember. I really enjoyed doing the radioactive thing and ending up in the hidden base. This was cool (the radar sounded great) but it was easy and the scene(s) felt a little bit wasted because you only could go there only once and there wasn't a lot to do. The radio station was very nice too and the environment looks so beautiful (oh, and the fluffy wet bluish grass in the graveyard, A street beats B street, the transparent sign in the post window ...). I wouldn't have minded more influence/interaction/complexity with the DJ, or the lab and robots.

I got badly stuck with trying getting into the Arcade. It's alright that you can't go everywhere you want but the this one felt like a must. I also got stuck getting the stub of a check in order to proceed with the game. I clicked on the check a couple of times before but somehow missed the right pixels or oversaw the needed idea/info. I finally solved this by luck/brute force trial and error. I didn't mind waiting for the elevator but it felt like a artificial bottleneck that you couldn't swap characters being inside. Getting into the convention felt satisfying and the dragon guy was fun and looking great, he made me laugh. Ransome and Franklin messing around with the devs could have been fun.

It's a great adventure, despite of its shortcomings, a 9/10. It delivers on so many aspects that i haven't mentioned yet, that it would feel like a sin rating it any lower and looking at the competition, considering a content patch ... there exist so many boring games you don't care about. It's still fun starting up TWP and walking around in the world even after you've played through the game. It feels good having this bunch of 1s and 0s on your drive. I'm looking forward to stepping into the Park Aracade (with probably all Arcades being broken or having no quarters) and, hey, please continue making (imperfect) adventures.

Maurizio - Apr 07, 2017 at 06:59
I agree I would have liked no fourth wall breaking, but not a big deal.

The ending not too satisfactory, I agree. (Same as in Monkey2).

But cmon, the puzzles were maybe the best ever. The phone puzzles especially. On par with Monkey2.

/harm/to/self - Apr 07, 2017 at 16:30
The phone book was a smart idea. As a tool to connect and interact with the world and for offering a nice space for the backers but without being annoying in the game, and i enjoyed using it, but more in a very nice silent and less in a spectacular way. The puzzle chains were rather direct, you didn't need to think around corners or combine calling some on a first view unrelated numbers (btw. at least one black entry had no response) in order to build something bigger. I like the verb interface a lot but it also wasn't used to its potential. Was there a difference to push&pull ... something, making a real difference? Maybe i've missed something. I certainly will replay the game once a content patch is out.

Maybe it's harder for a puzzle to stand out because they're all on a good level but i still think that there is a difference to an awesome one. As I wrote, I really like the trailhead stuff, not because it was the smartest and most complex puzzle in the game but it felt interesting and was embedded into a nice mood & atmosphere (btw. the glowing of the grass and puddle looks like the light is emitting from the grass to the puddle).

I can't remember all the puzzles I've solved in adventures but i do remember some moments where i felt like, wow, i finally got it or, awesome, this is such a cool solution, such a shrill peak was missing.

Nor Treblig - Apr 07, 2017 at 16:58
> push&pull
Generally there aren't so many opportunities for such puzzles. Unless you add a lot of puzzles with boxes.
Or sliding puzzles which you have to solve using the verb interface >:-)

Push is often an alternative for use with devices or buttons (e.g. radio).
In the sense of push&pull it was used e.g. with the trampoline.
It's also used on drawers as an alternative for open/close.

Ron Gilbert - Apr 07, 2017 at 17:05
I'm not sure I'd do another game with the 9-verb interface. I have some other ideas that merge the best of this interface with the not crappy parts of the coin UI.

Nor Treblig - Apr 07, 2017 at 17:48
You have fulfilled the Kickstarter pitch which promised a nostalgic throwback. The next game can have as much and as less verbs you like :-)

Verbs like open/close and push/pull (=move) sound like a no-brainer for merging.
Even the trampoline puzzle would still work since push/pull can already be applied to both sides!

Someone - Apr 07, 2017 at 18:29
"...  merge the best of this interface with the not crappy parts of the coin UI."

I would love to see the results. :)

Maurizio - Apr 07, 2017 at 19:31
Wow, I can't wait to know more. :-)

I did notice you used verbs very little this time: "give" is never required (because as you said you must be able to give everything with dialog). There are no "pickup" puzzles (like "pickup dog", ahem). No "close" puzzles ("close door" in monkey2 for Largo). One easy "push" puzzle (trampoline).

After all I think you can do without the verbs. But what you need to do is solve the problem that people expect the dialogs to be a substitute for "give". Even with no verbs you'll still have this problem.

Nor Treblig - Apr 07, 2017 at 22:01
There isn't even a dog in the game! What did they do to you, poor dog from the Kickstarter trailer trailer? (not a typo)

For the sake of completeness: 'Give' is required for puzzles involving exchange of items between playable actors.

LogicDeLuxe - Apr 08, 2017 at 04:49
I also wondered whose trailer it is, where the dog is sitting in the door.

There is a dog, though. You can hear it barking in the streets. You just don't see it.

Jammet - Apr 08, 2017 at 23:45
I love the verb interface so very much, but I would be happy so see what you would do, to make a better coin interface, Ron. :) Or a blend.

As is typical with criticism, it spills out in long winded posts more often than the awe that I've felt while playing. I could write a love letter to this, but it'll be more in the form of a proper review on Steam or GOG.

To get on-topic -- again, I love the verbs, but I too noticed that I wanted to use them more (varied) than the game let me. Wanted to talk to Chunk. The plant. Wanted to talk to the man-eating plant as well.

A lot of these cutesy opportunities were missed, this time around. Even for mere reminders or simple exchange of "hello to you too", I would have had my 5 characters talk to each other. Even if that means they'll say something like, "I've already told him everything I know." or some such.

I couldn't close doors. And whenever I opened doors, my character would step right through. At first, you'd think this is just -- taking unnecessary clicks away from the player, saving them the hassle of actually going through. But I like to leave doors open, just like draws, cupboards, and what not. I enjoy it when the world shows off interactivity like that. Also, maybe I am one of the few people who actually enjoy looking at the back of a door, when most people just leave it open, and they'll miss the note attached on the other side because of that.

God, did I love putting the bucket on Largo LaGrande's door. Kekekeke! :D

Also, sometimes when I just want to look at something, I learned from earlier adventures that there might be different descriptions, depending on where the item is: in my inventory or still on the ground. I can't get this out of me, it's stuck. I want to look at things *before* I pick them up! In Thimbleweed Park this almost always resulted in my character picking it up anyway. That felt so wrooong to me ;).

Picking up a bum when he's drunk ... to help him up on his feet. I tried a lot of different ways to solve the various puzzles, but still got more or less generic answers because what was doing was probably too obscure. Like filling the whisky bottle with just water, to trick him and have him give me the bloody wallet. But that is the joy of it all too. Trying to see what works and what doesn't.

The hardest parts for me? Three.

Finding out that as a ghost, you can actually operate just about everything. I was stuck on the wrong story god knows how many times and used other characters to operate the lift! AArrgh! Once I found out you can ZAP everything, from phone buttons to lift buttons and all that, I wanted to bang my head against the wall.

And I would never have found out on my own - without trying everything with everything else - that I was supposed to put toxic waste into that trophy. How.. why....? Anyway, I got a hint from a friend after trying for 2 days trying to figure out what to do.

The most frustrating part? I cannot remember how many times I tried to enter the Mansion Mansion with all the other characters, even *accompanied* by Delores, more or less, only to have them kicked out by Delores at the doorstep. :D It was so blindingly obvious to me. Use the fingerprint equipment on the button behind the painting itself. But Rey never gets to enter, and refuses to give that equipment to Delores. It was frustrating, so frustrating. And then, when I found the glass on the offiss table, I just rolled my eyes. Like, Okay, I get to do this NOW? Figures ;).

However, I've had these problems with every point and click game. What doesn't work for me, works for others, obviously. And it's always been way too much fun. I'll replay this, because I just love this! Thanks guys! <3

Nor Treblig - Apr 09, 2017 at 00:59

Leaving doors open:
That's something I like to do too, I like to leave doors open or closed as I please until some NPC goes through it and closes it.
But it isn't such a big deal. The reason they made it this way was probably so doors are closed most of the time and you cannot look into buildings/rooms (making it look implausible when there are other actor involved you should see through door frames in a real world).

> ... filling the whisky bottle with just water, to trick him ...
This would never work, he is a professional bum!

Doesn't he say when using this verb on wrong objects it only works with electrical devices?

Fingerprints from safe:
I had the exact same idea. Since the agents won't transfer the kit and aren't allowed to enter the mansion I had to abandon it.

Maurizio - Apr 09, 2017 at 08:30

"And I would never have found out on my own - without trying everything with everything else - that I was supposed to put toxic waste into that trophy. How.. why....?"

It was not a difficult puzzle I think. The reasoning goes like this: you were already eager to find a green (or colored) liquid to put in the puddle. So, once you see the green radioactive stuff, you understand you need to put it in the puddle. But then you realize you need some container. And then you scan the inventory and find the trophy.

Jammet - Apr 09, 2017 at 18:59
Well, I wasn't eager to put anything in the puddle. The puddle was just a puddle. XD

It's all in the eye of the beholder :). But yeah, every puzzle is easy or difficult like that. These were the ones I had problems with.

Simon Simon - Apr 08, 2017 at 02:05
I'd love to hear more of those ideas indeed...

Gffp - Apr 08, 2017 at 12:18
That's an interesting story.

/harm/to/self - Apr 07, 2017 at 20:24
The difference between push and pull can be rather significant.

Wouldn't it make sense to use such options in a way like there is a difference, a container standing on the right side of a wall, so that you need to pull it to the right (contrary to the trampoline where you had access from both sides), a close-up to a puzzle where you need to build/arrange something (pushing and pulling rotates lenses or whatever, the time clocks would have been a nice option, the idea you needed to get, was using the clock, adding some minutes three times after didn't add a lot). I think making it more obvious but also exclusive, helps making it more convincing.

The best interfaces i've seen would probably build on the ideas from Sam&Max and The Dig. For a number of reasons I don't like the flip coin implementations, i've seen so far. As verb issues with the german translation show, symbols have their cons, just don't reduce them too much, the right variety is important.

I've now played through the alternative ending and it's satisfying that you can end things this way. In context to a character's ending, i think the personal references make a lot more sense and it has a soul this way (and i'm sorry for bringing it up before).

Gonzalo - Apr 06, 2017 at 14:09
Ron, wouldn´t be great to develop a Lego collection of TP?
Can you  imagine lego sets for the different shops, a big one for the mansion?... I don´t know-- maybe in a near future when TP explodes worldwide and get tons of awards.

urielz - Apr 06, 2017 at 15:23
LEGO has some sort of system in place for that:

Steffen - Apr 06, 2017 at 17:16
There was already a discussion in another blog post:
Search for "Lego" there!

Gonzalo - Apr 06, 2017 at 19:59

Daniel - Apr 06, 2017 at 15:19
Did I miss something? How can I remap the Key for skipping dialog? I really would like to put that option on one of the side-buttons of my mouse. That would be awesome.

Maurizio - Apr 06, 2017 at 17:39
Like me, you can't wait for the speech to finish because you've already read the text, right? The solution is to either disable the text or the voice. I just can't have both together, it's too compelling to skip.

Maurizio - Apr 07, 2017 at 03:21
I found out that the voices I imagine are even funnier than the voices of the actors. The game works great with no speech. Go wonder.

Daniel - Apr 07, 2017 at 08:06
You can skip the text by pressing the "."-key, that works fine. But Ron mentions in the post above, that we now are able to remap this button. But I dunno how. It's nor comfortable to have always one hand over this one key. I like to play lazy and just with one hand on the mouse :)

Nor Treblig - Apr 07, 2017 at 09:22
There is an option 'rightClickSkipsDialog' you can turn on. But it doesn't work exactly like '.'
But you can still use an app of your choice and bind this particular key to your right mouse button.

(on Windows I use X-Mouse Button Control for such purposes; but Logitech SetPoint will also work for such simple case)

Daniel - Apr 07, 2017 at 09:50
Yeah, 'rightClickSkipsDialog' isn't exactly what it's about.

Imho, the game would be much nicer to handle, if you could do everything just with the mouse. Especially in multiple playthroughs, I don't want to listen to every unnecessery line of text again and it's uncomfortable to have almost the whole time your finger on the "."-key while you roam around and try new things. Mapping it to the side-buttons of my mouse would be perfect.

And, to be honest, I don't really want to use some additional third-party-tool for remapping keys, but tell it the game itself. I don't understand why this is no common feature in many games still today, TP isn't the only one with this (of course pretty insignificent) letdown.

Ron Gilbert - Apr 07, 2017 at 11:26
I don't follow what the issue is? How would you want it to work? Keep in mind that all the mouse buttons are already used, so any solution can't conflict with those.  I read a lot of solutions, but none of the a re workable due to the writer not really thinking tough all the ramifications and edge conditions.  I am not going to completely rework the UI.

If you want to remap the skip dialog key, it's:

keySkipText: "x"

Nor Treblig - Apr 07, 2017 at 12:10
In an ideal world we would be able to map every action to every input, allowing multiple bindings for the same action and allowing to bind keyboard keys, mouse buttons and/or controller buttons. This is something I expect from FPS/KS (Killer Simulators) on PC. Of course it would be a lot of (unecessary?) work to implement in such an adventure game.

Allowing to have everything on keyboard keys is often enough since it allows me use other applications to map those keys to mouse or controller buttons. The only problem is when you want to override already mapped controller buttons (which is not easily possible), e.g. I use Y to cycle through most used verbs which works without problems since its default action doesn't interfere with verbs selection.

My first try was to use the controller stick buttons to directly map to 'Look At' and 'Use', (+ verb execution) but this doesn't work since those buttons immediately execute the current verb (-> it would be nice if those buttons could be deactivated so we can remap them!).

Ron Gilbert - Apr 07, 2017 at 12:36
I'm not asking for a best-case remapping system (those are very hard to write and way beyond the time we have), I'm asking about the out-of-the-box control scheme, the one that 99% of the people will use.  A lot of people don't like the way it works, but when I read comments, their suggestions are not well thought out, as I can instantly come up with 3 or 4 reason why this would fail.  You can just say "do it like X game", because both games don't have the same functionality.

Nor Treblig - Apr 07, 2017 at 15:53
IMHO the keyboard and mouse controls are very good, including it's distinct features like running with keeping the action key pressed.

The only one thing I had to change (as I've already mentioned) was when playing with a controller. Going down to the verb section all the time would have been very cumbersome otherwise and I don't think I would have kept playing with this input method (which makes me pity console players who don't have any other options).
(btw. I cycle through 'Use', 'Look at', 'Pick up' and 'Give' [for alive actors that is])

Key bindings for next/previous actor would be nice too :-)

kradx - Apr 07, 2017 at 13:41
I think double-click function isn't really necessary, because the hold down left-button is the same, just way better. So maybe something like:

Option 1:
Hold down left-button to get the character fast following the cursor  around.
Double-click to execute the highlighted verb.
Right-click skip the Dialog.

Option 2:
Hold down left-button to get the character fast following the cursor  around.
Click(!) wheel mouse button to skip the Dialog.
Right-click to execute the highlighted verb.

Ron Gilbert - Apr 07, 2017 at 13:52
Clicking the 3rd mouse button already skips dialog, just like the "." does.

kradx - Apr 07, 2017 at 14:01
Oh, I didn't know that. Well, I think this is perfect. =)

Daniel - Apr 07, 2017 at 23:53
Oh wow, how could I miss this?!!! Was it explained? I'm blind or something? Pressing the third mouse button for skipping dialogue is al I could ask for. Could punch myself in the face for never trying this. Sorry for bothering you, Ron :)

Peter Pawinski - Apr 06, 2017 at 17:53
Quick question: I won the game without tying up the loose ends of any of the characters. Was the game supposed to be won this way? (Without spoiling it, I did not complete all the ticked off items for any of the characters when I triggered the ending sequence of the game. )

Arto - Apr 06, 2017 at 18:01
Yes, the game should end without completing everything. That's how life really wo

Maurizio - Apr 06, 2017 at 18:19

Nor Treblig - Apr 07, 2017 at 12:26

Peter Pawinski - Apr 06, 2017 at 18:18

Well, I just finished it going back to complete each character's tasks, and it at least feels more "complete" this way, even if the ending is the same. :)

COeins - Apr 06, 2017 at 20:21
Fond another fun oddity, not sure if it may have been fixed in one of the latest builds, but since its not in the release notes above I thought I'll report it:

If you give the map to the sheriff while one agent is still in the sewers (can happen if you don't pick up the map from the copytron right away and get abducted in the meantime), the act-3-start cut-scene will trigger without that agent. (In my case Reyes). You will still hear his lines and can even select dialog options but don't see him. If you then exit and re-enter the vista, he's standing there but can't be controlled.

After a while the remaining agent begins to wonder where the other one may be,  and you can control both again. But they'll still (both) periodically complain about the other one missing.

R.C.M. - Apr 06, 2017 at 23:37
A big Thank You to Ron and the rest of the TWP team/testers for clearing these issues up ASAP. Even though we're a bunch of complainers you treat us very well :)

Tom - Apr 07, 2017 at 00:03
Wow, thanks Ron! Both for the hard work and for the interesting insight. That about adding new stuff got me excited :D

Sean Graham - Apr 07, 2017 at 00:29
I noticed a very small, cosmetic, bug with the battery powered truck...  If I switched it on, then off, the dialogue would always seem to say that the switch was in the on position.

Maurizio - Apr 07, 2017 at 00:57
Why did the t-shirt puzzle solve itself? I mean the correct dialog line appeared automatically, solving the puzzle for me. But I should have done "GIVE tshirt" explicitely. What a waste. It could have been a great puzzle, very story-integrated.

LogicDeLuxe - Apr 07, 2017 at 04:52
I noticed that too. A thought about giving it, but decided to talk first. I would have expected to trigger that dialog when using "give".

Maurizio - Apr 07, 2017 at 06:40
so you had already solved the puzzle. I hadn't.

Peter - Apr 07, 2017 at 08:40
Yeah, I had the same thing happen to me. I had no idea the shirt was connected with the puzzle (I'll have to go back and see what's on the shirt--I'm not sure I ever even Looked At it during the game), but when I figured out I needed a tube, I took Delores straight to the Tube store to see what happens, not expecting that the puzzle would be solved for me right there.

I don't think the hat-laser puzzle was much of a solve, though. I was walking around with it on when the laser room came up, but there was still one more step to do. Granted, it made figuring out what to do a lot easier, but that doesn't qualify for me as an automatic solve. In the former, there's knowledge the character has that you, as the player, don't that solves the puzzle for you. In the latter, it's a bit of luck and the character reports an observation that helps you, the player, solve the puzzle.

Ron Gilbert - Apr 07, 2017 at 12:48
It only does that in EASY mode. In HARD mode, the dialog option is not there.

Maurizio - Apr 07, 2017 at 13:24
Then that's a bug, Ron. I would not touch easy mode with a ten foot pole. The dialog option appeared.

Peter - Apr 07, 2017 at 13:49
I'll add that I've only played it in hard, too.

Ron Gilbert - Apr 07, 2017 at 14:08
You're right, I got the logic wrong when I looked at it.  It does appear in HARD mode and that is the correct behavior.

We had a long design conversation about this, if I'm remembering the outcome, it was because playtesters would go to Ricki and talk to her and there was no conversation option, so they assumed she didn't want it and completely abandon her as a option, then wonder hopelessly.

That's was a common issue in the design, and why it's different from putting the image on the poster in MI.  In this case, they thought they were design the right thing (talking to Ricki), and when it didn't work, they assumed she was the wrong person. It's really hard to undo an assumption a player makes once they make it.

The concession we made was you had to look at the missing tube and look at the t-shirt before the dialog option would appear.

No solution was perfect, so we chose the one where the least number of people would be confused and frustrated.

This was an on going issue in play testings, where players would talk to someone when they needed to give an item and give up when the option wasn't there.

Maurizio - Apr 07, 2017 at 14:45
Thanks a lot for explaining, Ron. I understand the problem now. They were assuming. Hard problem.

I can see no solution apart from the drastic one, i.e. changing the dialog system so that you can only talk to people ABOUT something. I.e. you need to always click the topic first and then the person. (No multiple choices at all.) But of course the humor in your case comes from reading the available choices, so it wouldn't work for you.

Thanks again for the explanation.

Peter - Apr 07, 2017 at 18:18
Come to think of it, I must have looked at the shirt when I first got it, and then long since forgotten about it by the time the puzzle came around. I was just surprised to have stumbled upon the solution since I had no idea I had the answer in my inventory, just did the logical thing and had Delores talk to the tube woman. But thanks for letting us know the reasoning. I can see it being frustrating for the player who has figured out the puzzle on their own, but was expecting a dialogue option to solve it instead of a Give command.

Maurizio - Apr 08, 2017 at 04:08
.. or you could just leave the inventory visible in dialog mode. That would solve, wouldn't it? they wouldn't assume to see a dialog option for the t-shirt.

Maurizio - Apr 08, 2017 at 09:27
Even better: all the dialogs in the game have the option "I'd like to give you something". If you choose this option, the inventory appears, and you must click on object. Problem solved. 4 hours of refactoring work for you :)

Maurizio - Apr 07, 2017 at 01:01
Also for the hat: if you allow to walk around wearing the hat, you solve the puzzle automatically. I had the hat on by chance in the right place. To fix this, you could do that if you wear the hat in the wrong room, the player takes it off without saying anything. So we would be forced to solve the puzzle.

Bogdan Barbu - Apr 07, 2017 at 01:13

I am a little over 6 hours into the game now according to my saved game's thumbnail. However, I have run into a problem which may be a bug. According to Nickel News, the luck number is 9. When typing the key in to decode the will, I don't get an option for no first digit or for first being digit even, specifically zero. Or perhaps I got it all wrong?

PS: Other than that, all the to-do lists are complete except for the last 7 specs of dust and what are probably the final objectives of the act: escaping to the afterlife, getting into the factory, and doing whatever the characters are supposed to be doing there.

Bogdan Barbu - Apr 07, 2017 at 04:23
Oh, for some reason I was misremembering the text as "the second digit is" or something similar. :)

Klasodeth - Apr 07, 2017 at 05:46
In your example, the first and only digit (9) is an odd number. Try doing the puzzle without assuming leading zeroes?

Bogdan Barbu - Apr 08, 2017 at 02:42
Did you read my second message? I had misread the text, thinking it specifically asked for a different number but after I read it again it immediately became obvious. That's the thing with adventure games --- if you don't pay attention to something and misremember it, it might take a while before you check your assumptions again.

Maurizio - Apr 07, 2017 at 01:17
Why do you solve puzzles automatically for me Ron?

I mean, in Monkey2 I had to "stick Kate's leaflet on wanted poster" without any hint at all (maybe the hardest puzzle of all time), and now in the grand finale of Thimbleweed Parks you solve two major puzzles automatically?


Big Red Button - Apr 07, 2017 at 02:25
I'm still looking for the murder weapon. It seems to be hidden very well. :-D

By the way, I noticed a little misspelling in Reyes's notebook: 'Finde die Papier der Leiche (Hotel?).'
"Papiere" would be the correct spelling, just as it's spelled in Ray's notebook.

Big Red Button - Apr 07, 2017 at 02:26
The above excerpt with the misspelling is from the German translation. I occasionally switch between English and German.

Nor Treblig - Apr 07, 2017 at 09:08
He didn't use Ausweis? (I have yet to play the German version)

Do you have a murder suspect and know where that person may live?

Big Red Button - Apr 07, 2017 at 10:36
Yes, I do, but I need at least one certain item to get to his/her home. I think, I'll try further to get it on my own.
After all these years of hoping for another adventure game by these developers, I'm not in time pressure.

I assume that he didn't use the term "Ausweis", because you only have a passport and a driver's license in the US, so, technically speaking, using the term "Ausweis" would have been unrealistic.

LogicDeLuxe - Apr 07, 2017 at 10:11
Far worse is this blatant translation error:
"I hope I'll get the job!" was mistranslated into "Ich habe die Stelle!". It should be something like: "Hoffentlich bekomme ich die Stelle!"

And another minor one is here:
Instead of "a-reno" he put "lein" to a noun, but here it is "Schlüsselchens". Should be "Schlüsselleins" to be consistent.

Big Red Button - Apr 07, 2017 at 11:30
I have noticed a few details, too. Maybe I'll write an e-mail to the team after I have finished the game, because I don't like to nag here.

Big Red Button - Apr 07, 2017 at 11:37
Thanks to the fact that there are English voices only, all translations for the game can be improved or corrected at any time via a patch.
Seeing that Boris translated 16.000 lines during his spare time, the German translation is nonetheless good.

Nor Treblig - Apr 07, 2017 at 09:13
But... but... it's unbreakable! :O

N. Harold Cham - Apr 07, 2017 at 09:50
After a short discussion in the "13" book club I removed the script from GitHub until I know I don't step on Ron's or anybody's toes by releasing it... I guess I was a bit too quick releasing it without asking.

Nor Treblig - Apr 07, 2017 at 12:16
Seems like your comment was deleted so... yeah.

Zak Phoenix McKracken - Apr 12, 2017 at 13:01
Hi, I think it's better this way.
Your work is great, anyway, my congratulations to you.

madpilot - Apr 07, 2017 at 04:37
Thanks for this game to all the team. I was a (small) backer from the beginning and am really pleased with the result!

It brought me 30 years back, to thinking about the puzzles all day, trying to understand them, or just playing running around with the characters in all rooms, trying strange things, hoping to find some new clue I've been missing.

Thank you a lot!

Mario F. - Apr 07, 2017 at 06:44
I played it now 3 times and i want to say that Gary, Marc and Octavi really had much work to do to make such nice rooms and locations. Kudos to them. It is so much work to make such screens out of nothing and just based on plain ideas.
The whole team pulled that off and the result confirms it: if good artists work together hand in hand there is nothing better.

Maurizio - Apr 07, 2017 at 07:29
PETITION: for version 1.1 of the game, you should add the achievement "Kill off Ron Gilbert". This should be done by showing him the puzzle dependency chart of Broken Sword. Then Gilbert dies of heart attack, cause the chart is a straight line.

Who's with me?

Marc F. - Apr 07, 2017 at 08:52
Hi there,

thank you all for the great game. Haven't had that much fun with an adventure for a loooong time.

Also, a little problem: I've finished on hard and gotten most of the achievements. Now I'm trying to get the rest of them, but they don't register anymore. E.g. I still need to push over the mime, but whatever I do, no achievement. I tried on casual and on hard... nothing. This is on OSX, by the way, but I played a large part of the game on this machine and never had a problem. I've also played on two Windows 10 machines, also no troubles there. It only started today.

Worst of all, I phoned some 50 numbers from the phonebook today (which is a little tedious even if some are fun) and it didn't register them! Argh. The game shows the green checkmarks, by the way. But Steam is oblivious and only shows the around 40 calls I already had before.

Thanks again and keep going please. We need more games like this. Too bad they take so long to make. :)

Ron Gilbert - Apr 07, 2017 at 11:21
Can you contact

Also, what OS are you on?

Marc F. - Apr 07, 2017 at 15:58
This happened on OS X (Sierra, latest version). I just tried it again on a Win10 laptop and the "mime" achievement registered. So far so good. It still does not increase my voicemail count, though.

I sent that mail to support as well. Curious as to what happens here.. :)

Nor Treblig - Apr 07, 2017 at 09:46
Hey guys, I just saw that new TWP merchandise is available:
Order as long everything's in stock!

Alejo - Apr 07, 2017 at 10:15
I´ve been a reader and follower of this blog since the Kickstarter campaign.
First I got to say that the whole process of development has been really enjoyable for me (specially because I´m a software developer myself). Being able to see how the game grows and the team solved problems and shared them with the community was awesome... it really built up the excitement and expectation, which with the game now finished I can say that it didn´t fail to deliver at all. In fact, I think it is much awesome than expected, and I expected it to be very awesome indeed!
Maybe it is me being nostalgic, but it really felt like finding a game from the old days you never played before. Only that better. Much better!

The story telling is brilliant and very well written. The characters are great and the jokes very funny! Specially the old times references!
The music and FX are amazing! And what can I say about the animations? Simply mesmerizing.

I am also impressed by the amazing and complex game you guys pulled being such a small team. I can´t imagine how hard you worked.  

So thank you very much and congratulations to Ron, David, Gary, Jenn, Mark, Octi and all the team!

DZ-Jay - Apr 07, 2017 at 12:24
I think there's a translation error in the dialog from Mrs. Reyes (the Agent's mother).  It sounded to me like she said "Come a casa.  Come a mí."  This is a grammatically incorrect way of saying "Eat home.  Eat me," which makes no sense whatsoever.

By its context, I think it was meant to say, "Come home, come to me," but the "come" (in English) was not translated and then read by the actress as "come" (in Spanish), which is the imperative form of "eat."

LOL!  My wife and I were staring at each other... "Did she say... What did she say??"

(By the way, Spanish is my first language.)


Nor Treblig - Apr 07, 2017 at 12:26
That's funny :D

DZ-Jay - Apr 07, 2017 at 12:30
I forgot to say that the correct translation should be:

"Come home, come to me." => "Ven a casa, ven a mí."

Perhaps also "Vuelve a casa, vuelve a mí." ("Vuelve" means "return.")

Amb - Apr 07, 2017 at 15:16
*Spoiler* Plotline of thimbleweed park. Kill a tourist. Investigate death of tourist. Frame innocent man. Steal from a bank. Break into factory. Convince little girl to commit suicide. Convince little girl to kill everyone else as well.

I am not really sure how to log a bug request for that. XD

Nor Treblig - Apr 07, 2017 at 15:39
Stealing things and breaking into buildings is a very common theme in P'n'C adventure games.
The difference with this game is, that since it's a modern P'n'C adventure it's also a killer simulator.
They want to appeal to a younger audience too :-)

/harm/to/self - Apr 07, 2017 at 17:06
How about some weed for a character (depending on 'do you life in a state where ...', 'do you really ...'?

You eat/smoke the shit and then, lets say your experience differs, more flashy, very focused on one aspects, which helps you to recognise something you otherwise wouldn't have seen/felt/found. Could be nice for dialogues too and it could appear to older and younger audiences.

Nor Treblig - Apr 07, 2017 at 22:05
There is drinking alcohol, smoking cigarettes, weed and heavy-breathing Edna in this game. And don't forget this gnarly guy in the hotel. They REALLY tried to get the youngsters too :-)

And if you take that Poopsi™ (which resembles some drink which is a copy of another drink) into Chuck's workshop:
BOOM: Coke and strippers!

/harm/to/self - Apr 08, 2017 at 15:33
I don't need cigarettes and alcohol for setting up a more dirty/grown up stage. The reason i mentioned weed is because, affecting a character's perception, it could have been part of a nice puzzle and enable some funny dialogues/situations.

No idea about Poopsi™ but i was wondering if you could (mis)use Ransome's candy dispenser (if the electromagnetic wave would have been strong enough [enhancing it via a puzzle]) in the Park Arcade.

Demetris Thoupis - Apr 07, 2017 at 15:50
What is included in the update 1316.862?

Shawn Swift - Apr 07, 2017 at 18:49
Just finished the game. I really enjoyed it!

One question though... What was that security camera scene with Agent Ray on the coroner's table all about? And who was the person with the coroner? If I remember correctly at some point that scene just happened when Ray was off somewhere, presumably safe, and I was walking around with Reyes somewhere, in the hotel perhaps, and then she was in the coroner's office afterward. Maybe a bug?

Mario F. - Apr 08, 2017 at 03:32
yep. Didn't get that too. could someone explain that please?

e - Apr 08, 2017 at 04:35
Why do so many think this is a bug? I have to admit that the thought of something being broken crossed my mind too, when I suddenly noticed that Reyes had quietly returned from whereever he had been.

Maybe a cutscene of Reyes waking up in a dumpster somewhere would have been in order. The way the disappearance is done now feels like there's something missing. It's supposed to convey a sense of mystery by not showing you everything but what a lot of players seem to be getting instead is "is this a bug?".

I read somewhere that the disappearing character's journal gets a new entry about blacking out but I missed this on my playthrough. The journals don't seem to get new content after the game's first scenes, so by the time the coroner cutscene came I'd already stopped reading them.

e - Apr 08, 2017 at 04:53
One line of dialogue could have done a lot to clear confusion while not revealing anything: "What happened?"

If the agent finds the experience traumatic enough to write down, he/she could also have said it aloud for the benefit if the player. But once again, this is a very minor thing. I found the cutscene fun. A little extra mystery. And it didn't confuse me, I'm just complaining on behalf of other people I've likely imagined.

Nor Treblig - Apr 08, 2017 at 15:01
I agree with you: The scene itself is interesting and mysterious but just some small comment afterwards from the abducted agent would have been nice instead of completely ignoring it.

I didn't use the notebooks etc. anymore after seeing they are used as ToDo lists. I wanted to do this myself.

eHenryThripshaw - Apr 21, 2017 at 18:14
It seems very weird that Reyes would not mention having been abducted.
So I figured that the scene with him on the table at the coroner's office is actually a  flash-forward. Something that will happen in TWP2, maybe?

Nor Treblig - Apr 21, 2017 at 21:41
It seems like it happened at the current time since the abducted agent actually gets relocated from where you left her/him to in front of the town hall.
The agent just can't remember anything of it, not even that this wasn't the place he was right before.

Shawn Swift - Apr 08, 2017 at 04:54
"Why do so many think this is a bug?"

Because the first time something like that happened in the game, we were in control of the character and got a cutscene showing the abduction and it was clearly there to initiate the agent rescue puzzle sequence.

The second time we only learned the agent had been abducted after the fact, they didn't react at all to it having happened, and there was seemingly no point to it. Aside from adding intrigue, it had no perceivable effect. There was no puzzle, no payoff. I was expecting that agent to turn out to be a robot or have some device implanted in her. Some people thought the other person with her was a clone. Others have said it was the tube lady.

"The journals don't seem to get new content after the game's first scenes, so by the time the coroner cutscene came I'd already stopped reading them."

The journals are always being updated with new goals. It just takes a while before any appear. They also shake to catch your attention when new stuff is added.

e - Apr 08, 2017 at 04:59
I kept checking the to-do list regularly, not the more prosaic journal entries on the other pages.

e - Apr 08, 2017 at 05:39
I just loaded a savegame from the very end of the game, there was nothing about the blackout in the notebook after all. The last updates were about the 'Trons in the coroner's office.

I did read somebody write about seeing such an entry on the Steam forums. Maybe that entry doesn't even exist in the game. I have no idea anymore, but it seems that I didn't miss any information while playing after all.

e - Apr 08, 2017 at 05:44
Oh, snap! What am I saying. It's right there... and it IS in the to-do list.

sos pc baires - Apr 07, 2017 at 19:29
I am stuck in the part of the hotel and I realize that I lack the hotel key that I had from the beginning ... disappeared !!! what I do? Thank you I'm 40 years old and I did not play a game 20 years ago! From argentina

Nor Treblig - Apr 07, 2017 at 22:07
If this is after the arrest and the key of the victim is gone, then it should be OK.

Peter Campbell - Apr 07, 2017 at 22:15
So this is unrelated to bugs/patches, but I remember Ron said that he thought the 16,000-ish people who backed the game on kickstarter would make up the majority of people who would end up buying the game.  But, judging from SteamSpy, GOG having TP as #1 most popular game for the past week, and however good or bad TP is doing on Xbox Live, hasn't TP done more than double that in sale units already after only one week since launch?

Nor Treblig - Apr 07, 2017 at 22:24
Oh boy, I've just watched all the more recent trailer the first time.
They are great, but I'm glad I didn't watch them before: too spoilery for me :-)
And so much dust... dust everywhere...

I've also rewatched Ray's trailer: Very interesting indeed!

Simon Simon - Apr 08, 2017 at 02:01
Wow - I love this game so much!  And the voice acting of Delores is so beautiful, I sometimes find myself doing pointless stuff just to hear her voice.

I have a small UI suggestion. I think it could be highlighted more when a new character becomes playable. I know the face symbol in the upper right flashes a bit. But it does flash very often, especially every time you return from a close-up scene where character switching was disabled: after looking at the notebook in your inventory, looking at the map or at library books for instance. I got quite used to it and it does not really attract my attention anymore that the character choices may have changed. I figured out that I can play Delores  when I wanted to switch between Ray and Reyes (same with Ransome). I think either a more highlighted flashing/wiggle for thew character choices or/and the removal of the flashing effect after returning from closeup screens could help.

Thank you so much for this awesome game!

Zak Phoenix McKracken - Apr 08, 2017 at 03:33
Hello everybody,
I think to have found a dead-end bug.

I'm in part 4.
I entered ThimbleCon '87.
Delores is talking to sexy Riker, and he told her that he wants a hamburger.
Well. During part 3, I already bought a hamburger from S&D diner (Ransome did it), but now that I am in part 4, Ransome did not have the hamburger in its inventory anymore, nobody else has it, and worst thing, if I return to S&D Diner and talk to Sandy, the option "I want a hamburger" is no more in the list of dialogue option.
It's a bug or it's normal? Should I get a hamburger from another location?
I ask here, just to know whether I have to replay from a saved game before purchasing the hamburger in part 3, or not.
Thank you!

Zak Phoenix McKracken - Apr 08, 2017 at 03:52
I gave it to Delores :-)
Alright, I can continue...
Sorry, really sorry for my post.

Mario F. - Apr 08, 2017 at 14:24 many characters for you? you loose the overview?

Nor Treblig - Apr 08, 2017 at 15:00
You just couldn't wait to devour all those delicious hotdogs :-)

M - Apr 08, 2017 at 04:50
For people affected by the bug with the hat (I gave it to Morena) is there a way to patch the saved games to get the hat back ? I'm in the factory

Ron Gilbert - Apr 08, 2017 at 10:09
The new patch will return it, all stores have it now.

Rodrifra - Apr 08, 2017 at 05:04
It's a pitty I haven't read this blog post (I didn't want spoilers:P).

I've been stuck without the rathole for days, but I thought it was intended and need to solve something else. I was sure I neede to get Ramson out *spoiler here* since I was sure it had to him the one to go up the antenna and the one needed to get the last hotdog. But I couldn't manage to solve what was left for him to get out. Yesterday I saw your tweet about the new GOG version/patch and instlled it. Finally I was able to scape the circus.

If my memmory serves me well, I think I didn't get the cheese too fast. I think I picked it up after I picked up the popcorn. As soon as the rat dropped his popcorn and I picked it up I Picked the cheese. Maybe it was the other way arround, picked the cheese and then the popcorn. I don't have a saved game prior that point :(

So happy to continue the game, and not being stuck any more (for now) :D. I'm enyoing so much the game, I missed you so much :P

David Fox - Apr 10, 2017 at 03:39
There was about a 1/10 of a second interval from the time the rat got to the hole and then walked over to the cheese and dropped his popcorn. If you happened to pick up the cheese during that period, it would make the hole untouchable.

De Skrrwy One - Apr 08, 2017 at 06:44
Just an anachronism - at Thimblecon, when agent Reyes is directed to speak to one of Our Illustrious Devs, he's not sure what to talk to "them" about.  "Presuming gender" is a 21st century concern.

DZ-Jay - Apr 08, 2017 at 07:21
Hello Mr. Gilbert,

I noticed that Frankly doesn't have any default double-click actions most of the time.  Also, sometimes the default actions are reversed as compared to the other characters.  For instance, for everyone else, you "look" at a door when clicking, and you "open" the door when double-clicking; but for Frankly, you "walk to" the door when clicking (which causes him to go through) and you "look" to the door when double-clicking.

This feels awkward and inconsistent and forces me to re-adjust my clicking and double-clicking impulses (with plenty of errors!) whenever I switch characters.  It's a bit annoying.

It would also be nice to have "Zap" be a default double-click action for things like the TV, elevator buttons, door locks, computers, phone, and other electronic devices, where it makes sense.  I think you probably intended the discovery of the "Zap" verb for electronics to be some sort of puzzle, but it is a common game mechanic you have to do for the rest of the game.  It just forces me to drag the mouse (or in my case, my finger on the trackpad) back and forth to first click the verb and then the device.

All this clicking and re-clicking feels much too close to a 1980s tedious mechanic, which I thought you were trying to correct.

By the way, I just decoded the Will and found the Book Of The Dead.  My wife and I felt so smug and clever when we figured those puzzles out.  Some of the puzzles are very easy and a bit lame (and sometimes have too many hints around pushing you towards it), but some are very clever and make you think.  Nonetheless I find them all very fair and logical.

I've gotten stuck a few times (for several hours!), and I have reverted to trying anything with everything randomly, but (thankfully) it never helped.  Eventually, when I become unstuck it is truly due to some detail I missed, a final epiphany of plot or character understanding, or a particular puzzle I hadn't done first.  This is as it should (although I could have used some hints in those).  I hated those old adventure game puzzles that could only be solved by some illogical random combination of items or circumstances.  Bravo!


Nor Treblig - Apr 08, 2017 at 16:13
Franklin is different but I didn't had problems with navigation. He just doesn't use doors, which makes sense, you just walk/float everywhere (of course there are special rules for moving vertically, as always :-).

I can understand the usability thing with 'Zap'.
But since you are using a touchpad there shouldn't be a keyboard far: You can press 'a' to select 'Zap', no need to move the cursor.

Bogdan Barbu - Apr 08, 2017 at 12:39
I can't seem to find my comment where I reported a couple of bugs. I'm sure I tried submitting them here, at least.

1. After the safe is open, closing it and pulling the painting won't cause the green light to stop flickering. I don't believe this is true before the safe is first open.

2. Specks of dust sometimes appear behind the UI in hallway in front of Chuck's office.

3. Ron, Gary, and David still appear at ThimbleCon after everyone has left, probably because they are implemented differently with all the randomness and all. I recommend this not be fixed.

LogicDeLuxe - Apr 08, 2017 at 14:23
The 3rd one is obviously intentional. It becomes apparent when you finish the story lines for each character.

Bogdan Barbu - Apr 08, 2017 at 15:41
Oh. I didn't bother with the two agents.

Bogdan Barbu - Apr 08, 2017 at 15:55
I loaded a saved game and saw their inventories, which I hadn't checked because I finished with Dolores before them. But LOL

David Fox - Apr 10, 2017 at 03:45
For #1, that's intentional. The light is always flickering, whether the safe is open or closed. But you won't see it if the lights in the room are turned on (which is the case during Delores' flashback).

#2. Dust gets regenerated every 15 minutes, so if you don't see it in a room, or can't pick it up, just come back later.

LogicDeLuxe - Apr 08, 2017 at 14:16
Another translation blooper in the pillow factory: "Daisy Bell" is turned into "Hänschen Klein", which makes sense, since the deactivation scene is a play on HAL 9000 from "Space Odyssey", and HAL 9000 sung that in the German version of the movie. In the game, the second line is not from Hänschen Klein, but a straight translation of the original song text. This seems rather inconsistent.

See here:
Which also mentions the use of the song in the movie.

Teo - Apr 08, 2017 at 16:32
I have the dime problem (and update to 312.861 version).  I searched in the streets, cemetery, stores, and nothing...

Ron Gilbert - Apr 08, 2017 at 17:04
The dime will appear on Main Street or B Street. If the dime was placed on As Street, the patch moves it to one of those streets.

Teo - Apr 08, 2017 at 18:58
It's probably my fault. With my firts dime I called to "edna" (3444), and gave to Willie my second dime. Finally the dime never reappeared (I dont see anything in the streets, I've been trying over and over again). Thanks for your time

Ron Gilbert - Apr 08, 2017 at 19:00
It will keep respawning... We'd never create a deadend.

LogicDeLuxe - Apr 08, 2017 at 19:09
Is it in the coin return by any chance?

Teo - Apr 08, 2017 at 19:29
As I said before, I't was my fault, you guys are right

Santiago - Apr 08, 2017 at 19:36
In chapter 7 I think, you can give Leonard the quickiepal clerck, the pirate hat; thus it bcomes unavailable later on when you need to wrap it in the tin foil.

Ron Gilbert - Apr 08, 2017 at 19:57
Yes, that is a bug that is fixed in the latest patch.

Jammet - Apr 08, 2017 at 20:14
I'm playing again. Riiight now. I'm not one of these speedy fast super players. :D And I do everything by  meself ;).

But DAMN it's in the middle of the night, and I have to shut down the stereo every single time I dial the phone. God that's annoying. The touch tone is louder than ANYthing else in the game XD. Love the game, that aside! :] Back on it!

LogicDeLuxe - Apr 09, 2017 at 05:11
I agree. Would be nice, if the telephone sounds could be lowered a bit.
In reality, you wouldn't hear them that loud, since you wouldn't put the receiver that close to your ear while dialing. Would be quite a silly stunt with the cell phone anyway.

Jammet - Apr 08, 2017 at 22:53
Well then. :) I've finished it for the very first time!

Thank you so much! Everybody involved, thank you Ron, thank you David, thank you Mark, thank you Gary! Much love to all of you!

I wish this would be a place where I can freely talk about the ending of the game. Because it makes me want to talk about it. So, I've put a few thoughts here: ), and I am Jammet there as well. It's marked as spoiler and everything. I'm going to play again soon. Need to think about the ending for a little while. But I have to say, I was really, really surprised. :)

Dan - Apr 09, 2017 at 00:05
There is an issue where music audio will disappear if you sit in the menu a while and come back to game, or sometimes just do stuff in menu and come back to game. Saving the game brings the in game music audio back.


Way to kill it on making an old school adventure game. Been looking, waiting, and hoping for something like this for years. While I did enjoy Broken Age, it didn't recapture the magic of what I most loved about old LucasArts games. So far, this TOTALLY has. I absolutely love it. And apparently, the rest of the world is pretty universal in their praise too (congrats on the metacritic scores!). Really great stuff!!

Honestly, I really hope you continue to just make adventure games. It may not make you Assassin's Crap (I mean Creed) rich, but I have to imagine it's satisfying and it's making a ton of people like me grin ear to ear. I'll back your future point-n-click adventure games in a heartbeat if you do more. I love the quirky sense of humor that has such an absolute charm to it, because it's not pretentious and just doesn't care. You can tell this comes from a small team with personality and it has the unique touch that an artist or author brings to something: it feels like a person or a small team, not a major corporation. Honestly, it really is art.

So, please, encore! Actually, I'd love to see you make another game in this spirit but treating it as a progression of SCUMM. Moving forward to the 1992 art style if you had high res available, but maintaining this spirit. Being true to the old school style like this, but continuing to modernize it in the RIGHT way. 2.5D Parallax is perfection for this genre.

My only complaints thus far are quibbles and I recognize they are entirely budget, not talent, related: I wish every verb actually worked instead of being for show (IE clicking "look at" on something and having it talk to. Or not having certain options even work on certain things). Also, some areas are packed with interaction, and others are overly sparse. I realize not everything can be packed and that would actually get annoying, but there have been a few areas so far where I felt like obvious things I would want to look at and have some funny witty dialgoue come in weren't open to interaction.

PS if you ever got the rights to Monkey Island 3 I would literally crap my pants.

Villy - Apr 09, 2017 at 06:48
I think I gave Sexy Riker the hamburger early in the game, and now I can't give him any or order a new one.

DZ-Jay - Apr 09, 2017 at 10:46
Have you tried talking to him?

** SPOILER ***
Reminding him about the food will make him sick again, and cause him to run up to his room.

e - Apr 09, 2017 at 12:36
I just started my second playthrough. After saving Ray out of the sewers, I noticed that her notebook is missing from her inventory. I don't think this happened the first time...

Peter - Apr 09, 2017 at 12:40
Is it in Reyes' inventory? I remember at some point in the game, one character ends up with both notebooks.

e - Apr 09, 2017 at 12:48
Nope. I'm controlling Ray and Rayes, neither has Ray's notebook. I'm not sure when it went missing, I just noticed it right after the sheriff let me out of the sewer.

e - Apr 09, 2017 at 12:58
Ah, it was dropped in the alleyway. I guess I just didn't go exploring over there this time, since I already knew where the disappeared character had gone. False alarm.

Christian - Apr 09, 2017 at 13:00


Hi, I threw the bottle I found by the highway into the dumpster and can't get it back. Currently it seems that I definitly need it to get a nickel and solve the map puzzle.

Nor Treblig - Apr 09, 2017 at 13:37
It should respawn on the highway (those filthy *beepers*!).

bobdeniro - Apr 09, 2017 at 17:07
Game over.
THANK YOU Terrible Toybox!
A bittersweet ending, but a terrific experience overall.
But now don't be strangers... :)

Emir Akaydın - Apr 09, 2017 at 21:47
Just finished the game. The experience was better than sex! Thank you guys.

Valdir - Apr 09, 2017 at 23:22
Congratulations Ron, Gary, David and Team Thimbleweed!!

Just finished the game and it was a great classic adventure game.
It reminded me of this movie!

The puzzles weren't that hard. And it got easier towards the end. But a nice throwback experience. Or maybe I'm just older.
Please make more Terrible Toybox adventure games!

Thank you! You really created a game that would fit between MM and MI1/MI2.

Zak Phoenix McKracken - Apr 12, 2017 at 12:54
It reminded me this movie, instead:

The movie and the game start with a different story, but share a big part of the finale.

Zombocast - Apr 10, 2017 at 00:13
Thanks for the hardcore 21 hours of playtime. missing 2 specs at the end.
Cheated on the TV in the hotel and the toxic forest. I was weak.

Marco - Apr 10, 2017 at 02:29
Also finished the game - had wonderful 16 hours of gameplay together with my 10 year old son who really enjoyed it, too. The game exceeded my expectations in all areas (story, art, atmosphere). Also, we did not run into any bugs or we did not notice them.

Great to see you get very positive and much press coverage - even my local newspaper had a story about TWP. Plus excellent online reviews - very, very good (+ deserved).

Is there one thing I did not like? Not really - maybe I would like to have had a better map. It stood out quite much from the rest of the game's art style, imho. An overview map closer to the one from SoMI would have been great. But this is not even nitpicking but dust-collecting :-)

Awesome game - looking forward to my signed box which will take it's well deserved spot on my shelf.

Riggs - Apr 10, 2017 at 03:37
Hi There,

I'm stuck in level 2. I can't copy the map as I gave Wille my dime. The Dime is needed to make a copy of the Map.

Any suggestions?

Arvejeitor - Apr 10, 2017 at 07:29
You don't need a dime for that... just 5 cents ;)

Jay - Apr 10, 2017 at 03:53

may be try to recycle the glas-bottle at quickie-pal...that shoudl "generate" some cash

LogicDeLuxe - Apr 10, 2017 at 06:51
Shouldn't be there a copyright line somewhere? I didn't see one anywhere in the game. Maybe add one to the main menu at the bottom, just like you did here on the home page.
I think, it's also very unusual that there is no company logo anywhere. (Like in Maniac Mansion, but still)

Jacky - Apr 10, 2017 at 10:24

I experienced a minior bug. As Dolores I already found the layer at ThimbleCon, so he's not in his booth anymore. Then I called him (6175 - blah blah you'll find me at the TimbleCon Cosplay booth ...) and then there was a new ToDo in my list "Find Lawyer in ThimbleCon". It's not a big bug, but it really confused me and to be sure I reloaded an old safegame.

LogicDeLuxe - Apr 10, 2017 at 12:02
It's 1987! He most likely has no remote control capabilities on his answering machine (which of course is located in his office), and he went straight from Timblecon to the Mansion. Thus he just didn't change the message yet.

Jacky - Apr 10, 2017 at 12:59
Not what I meant at all :D
The first message was "I am preparing for ThimbleCon" and then I did not call is Answering Machine anymore. I already found him, we all met at the Mansion mansion and then he said, we'll meet in the tomb again. I called him again and the answering machine said "you can find me at the booth...".
That led to me having "Get Lawyer to read uncles will" checked but "Find Lawyer at ThimbleCon" was still unchecked!
See here: It does not make sense and is confusing. That's what I meant.

Kim Jørgensen - Apr 10, 2017 at 13:28
Thank you for making Thimbleweed Park, I really enjoyed playing it.

I only got stuck for real once, when I missed Chuck's key to his office. It appears that I’m not the only one Maybe you should consider giving it a different color.

Anyway, once again thank you for a great game.

Mario F. - Apr 10, 2017 at 16:10
Any response from dave or tim yet? Could they be on a next project?

jtc - Apr 11, 2017 at 08:18
Did I imagine seeing the coroner (or sheriff) spying on me from the doorway to the coroner's office? Then just as I approach the door, he disappears to the left, which does not lead anywhere but provides just enough space to hide a character in? The thing took probably less than a second, just one of those "from the corner of my eye" things.

Damn that was spooky :)

jtc - Apr 11, 2017 at 08:19
To elaborate, I was inside the coroner's office, not outside. There's this open doorway where you exit through the right but have just a little bit of space on the left.

Nor Treblig - Apr 11, 2017 at 13:56
Great, isn't it? :-)

Zak Phoenix McKracken - Apr 12, 2017 at 10:13
Hi folks!
I finished the game in normal mode yesterday!
Now I can read all the past 11-days-messages safely :-)

Awesome, really.
I'll write something in the near future.

Mario F. - Apr 12, 2017 at 16:22
You mean expert mode right?

Zak Phoenix McKracken - Apr 13, 2017 at 11:37
Yes, Normal mode.
I plan to play it in casual mode during the weekend.

Dan H. - Apr 13, 2017 at 12:16
Uh, apparently I threw important stuff in the trash can in the alley behind the diner (not the burning one). The items don't spawn back and I can't open the trash.. anyone knows how to get the stuff back?

Ron Gilbert - Apr 13, 2017 at 12:42
If you were allowed to throw it away, it wasn't important.

Dan H. - Apr 13, 2017 at 15:10
And of course you're right :)
Thanks Ron, best 20$ I've spent since DOTT.

Bret - Apr 13, 2017 at 14:05
I have given the pirate hat to the comic book guy, does this mean I will need to replay the game all over again? I have played for 26 hours !
Is there really nothing I can do ?

Nor Treblig - Apr 13, 2017 at 15:08
Just install the latest version of the game and load your save game.

Bret Addison - Apr 13, 2017 at 15:25
Sorry I don't do gaming much (Thimbleweed is the first game I have played for at least 10 years; I was a Monkey Island fan when I was a kid). Do I redownload from GOG ?


Bret Addison - Apr 13, 2017 at 15:42
OK sorry this is fixed now, thank you so much


Nor Treblig - Apr 13, 2017 at 16:07
Glad you sorted it out.

You can install GOG Galaxy if you want to keep games automatically up-to-date.

Bret Addison - Apr 14, 2017 at 14:29
I have now completed the game after just under 30 hours of play. Struggled in only a few places:

1 The" cheese" bit with Ransome.
2 I didn't see the spell book in the occult bookstore
3 I didn't realise I needed to use both characters to distract Natalie.
4 I missed the toxic forest

Apart from that I think I completed all the puzzles.

The game was good, I felt the design of Thimbleweed park could be better. What about some real houses to explore. I felt it could have a waterfall "twin peaks" style. I think it could have had a more varied jazz theme music.

Some of the puzzles were clever, such as floor 10 of the hotel. I was originally wondering why there was a tv on the floor, and why I needed a room plan. Why does the elevator malfunction going to the penthouse ? Of course it is funny when this is answered.

I don't think it quite has the atmosphere of monkey island, but this is a really great game still.

The ending felt a little rushed and I am not sure it tied up all the lose ends.

Still the puzzles and beautiful art work make it well worth while playing.




Nor Treblig - Apr 14, 2017 at 15:47

ad 1) I hope it wasn't because of the bug, but if so it's been now fixed for all future players.
ad 2) You didn't go all the way up? :-) Hm, I can't really remember any hints which could tell someone to find such book in the first place if someone didn't fully explore the bookshop.
ad 3) This was a great puzzle!
ad 4) Do you mean specifically using it with the puddle? Then you are not the first one I've heard.

It was also great that after learning about the ghosts you could actually see them :-)

I'm sure we both missed some eastereggs. I hope you finished all characters at the end?

Bret Addison - Apr 14, 2017 at 16:39
Hi Nor,

Yes I finished all characters, it seemed obvious to me that Delores becomes the most important character, and the other characters need to complete their quests before moving to Delores.

I think the idea of the adventure game trying to simulate "free will" was clever. I think a lot of the game dealt with this. The phone book were you can call whoever you want, and the hotel where you can visit any floor you want. It was very clever that part of the game and shows the logic of programming. I felt the game developers invested a lot of time with that part of the game. The use of phones  was particularly clever and innovative. A gamer knows when he reaches the end of the "world" the programmer has created for him/her, and it is not an infinite place like the real world.

1 The cheese puzzle. I found this the worst part of the game, I think Ransome is a great character, but I'm not sure he fits in that well with the logic of this particular game, which should be a murder mystery. It didn't work because I tried to use the cheese with the stage in the circus but nothing happened, so I thought I had exhausted this possibility.

2 I went up the ladder but didn't see the book, perhaps because of the colour? Maybe my fault upon reflection.

3 It was a great puzzle yes, but I think I tried to use the radio in the town hall and nothing happened which made me think the possibility was exhausted, similar to above.

4 Yes, I mean using the radioactive waste with the puddle. I suppose you wouldn't realise it would make footprints. On the other hand, you do see people walking about which may be a sufficient clue. This was the hardest puzzle of the game and borders between being reasonable and unreasonable.

I thought it was clever when you enter the hotel room and find the blue teddy that was given to the kid. We don't find out how that got there?  I think there was more scope to develop the game as a straight murder mystery. It seems maybe the ending was changed owing to time constraints.

I don't want to sound pretentious or critical, this is still the best puzzle game made so far. Its just 25 years later, because of the advances in computing the bar needs to be raised. I think the town should have had normal residential homes, like Laura Palmers house in twin peaks etc. Perhaps the art could more have invoked the American Pacific northwest. I do realise that the team who built the game was small.


Nor Treblig - Apr 15, 2017 at 09:07
@Bret Addison:

ad 1) I would have liked to do more stuff on the circus grounds (in 1987). Maybe some puzzles were cut.

ad 4) It was suggested to show wet footprints right after the puddle, similar to the later glowing ones.

Mister T - Apr 15, 2017 at 13:11
Oh yes, wet footprints quickly dissolving afterwards would have been a brilliant way to clear that up!

For Ransome some Rube-Goldberg Machine would have been more fitting - or rather a rude Goldberg machine... - perhaps one meant to hurt the rat once one found its hole, which then fails and solves the puzzle accidentally in a peaceful way, which would result in a tirade of beeps. He spent so much time at the circus that he could have come up with all kinds of crazy ideas to solve everyday problems.

Nor Treblig - Apr 15, 2017 at 15:41
A Rude Goldberg machine, what a great idea! David Fox would like that!

Mike McP - Apr 13, 2017 at 22:44
Man, I REALLY need to download and play this now.  I kickstarted, but as a developer, I actually look forward to reading this blog more than the actual game!

Bret Addison - Apr 15, 2017 at 12:12
Point 4:
I think I missed the puddle puzzle as I was trying to free Franklin from the hotel so he could zap the battery. I felt this was the only source of electricity in Thimbleweed park. I thought this was the way to move the tank out of the way of the door.


Nor Treblig - Apr 15, 2017 at 15:45
I first also thought of that, but you couldn't really give it to him or put it somewhere Franklin can go to.

Claus - Apr 15, 2017 at 18:29
Thanks a lot for this great game, I just finished it! I did not see any mentioning of the broken speech samples, so I will report it: some of the english samples have a wrong volume and are panned to one speaker (I seem to remember partly left and partly right). Unfortunately I did not make a note which ones :-). Maybe easy to figure out with some clever script...

Dennis "D.C." Dietrich - Apr 25, 2017 at 14:32
Well, the only extra content I'd really like is something you already have and which, if I'm not mistaken, you are (or at least have been) considering adding anyway: An option for uncensored Ransome dialog.

donnydutchmen - Apr 26, 2017 at 17:46
I have become a victim of the rat hole bug and can not progress on the game anymore :-(.
Since its the first rat hole by the stage entrance, the rats won't walk further than the first hole somehow, and therefore other holes become useless as well!
I searched the whole game 1000 times when i finally decided to ask the internet. The answer was exactly what i was afraid of. A bug..
To bad i have overwritten all the usable saves before the bug appeared, and so now maybe i am stuck forever.
Is there an update coming out for the Xbox One soon? or do i have to play the game all over again?
I would have love to do it again, but i am afraid my vacation is now over :-(.

Nor Treblig - Apr 26, 2017 at 22:54
The current version on GOG is stable since 2 weeks which fixes most game breaking bugs. Maybe they have already sent such version to Microsoft already and are waiting for verification?

Xbox Play Anywhere doesn't seem to be implemented yet, and AFAIK it's not possible to copy save games from/to Xbox One so you cannot really get the savegame fixed. I'm afraid you have to wait for the update or play the beginning again.