Thimbleweed Park Podcast #48

by Ron Gilbert
Apr 30, 2016

We talk about PAX, Star Trek conventions and nerd out about rotation attach points, to which Gary says "Psssssspppt".

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

You can also get the podcast directly from iTunes.

- Ron

Sushi - Apr 30, 2016 at 16:29
Hi David (Fox),
you expressed your regret that you only came up with CashCards for Zak McKracken and didn't think of the idea for something like an iPhone (or smart phone in general).
But I say you DID invent the whole concept of a stupidifying phone. The only thing someone else did was to take that idea and market it as a "smart" phone. While in reality a "smart" phone is just making its user more "stoopid".

I rest my case, your honor.

Nor Treblig - Apr 30, 2016 at 16:42
Ohh.. clever! It's now so obvious.

Nor Treblig - Apr 30, 2016 at 16:48
@Zak Phoenix McKracken:
I've updated my script and added the possibility to always open reply links in a new tab. I've also added an UI to easily change those user settings (can be accessed via menu command).

Zak Phoenix McKracken - Apr 30, 2016 at 19:05
Installed. It's really great!
Thank you very much!!

Nor Treblig - Apr 30, 2016 at 20:23
You're welcome!

Ron Gilbert - Apr 30, 2016 at 19:24
That's pretty impressive.

Nor Treblig - Apr 30, 2016 at 20:50
Thank you!

Since your time is better spent working on a game than working on some web site I tried to see what I can do client-side to improve it as much as possible.

urielz - Apr 30, 2016 at 19:46
nice. we need a fix for the anti-spam math bug :D :D

Ron Gilbert - Apr 30, 2016 at 19:47
I'd love to know what the bug is. If anyone has a repo case, I can fix it.

Nor Treblig - Apr 30, 2016 at 21:30
There seems to be some timeout which results in an invalid answer despite the correct solution was provided.

Since you've already created a workaround some time ago by sending the page again with a new question but including the entered text (so nothing is lost) it's not really a big deal.

Nor Treblig - Apr 30, 2016 at 21:33
It should be reproducible by clicking on some reply link, filling out the form and waiting 20 minutes before posting it back to the server.

Bill Tim John - May 03, 2016 at 06:28
Whenever I've experienced the bug it has been while others are commenting at the exact same time: after a post that triggers frenetic commenting (e.g. the Occult Book titles) it is especially bad. Could it be some kind of session crossing?

longuist - May 03, 2016 at 15:25
I'm pretty sure no one else replied just now (in this thread), but it occurred nevertheless. Still i'm under the impression (like nor said) that the longer you need to reply the more likely it occurs.

Nor Treblig - May 03, 2016 at 20:41
I think it occurs nearly every time when I'm taking a long time to write a comment.
But a concurrency problem with sessions like he mentioned could be the cause: Mind that every time a blog page is requested a question needs to be generated (for the comment form on bottom of the page).

longuist - May 04, 2016 at 06:47
That sounds very plausible

Zak Phoenix McKracken - May 01, 2016 at 06:14
I noticed that with the "Tell me the secret of Monkey Island" option activated, that bug doesn't happens...

longuist - May 03, 2016 at 15:20
Nope. Just happened with this option enabled. (If you look at the code it solves the brutally complex math formula for you, nothing else)
Unfortunately this also means the secret of Monkey Island probably isn't a number ranging 1 to 9 :(

Nor Treblig - May 03, 2016 at 20:33
Btw. the solver supports numbers from 0 up to 12 and also subtraction. In case Ron's getting cocky. :-)

Ron Gilbert - May 03, 2016 at 20:42
I'm going to switch to roman numerals and make people integrate polynomials.

longuist - May 04, 2016 at 06:44
Seems manageable. A tiny fourier analysis and/or whitespace encoding would be nice.

Daniel Wolf - May 02, 2016 at 03:23
Very cool script! I love that I can see which comments were added since I last visited a blog post!

I also like the idea of showing the total of unread comments on the archive page. Would it be possible to show that on the blog's home page, too? I've never used the archives page, but I sometimes visit the home page, scroll down to the line stating the number of comments, and re-visit a post if the comment count has grown significantly since my last visit.

Nor Treblig - May 03, 2016 at 20:35
Yes, this should be possible. I will look into it!

Nor Treblig - May 05, 2016 at 11:54
I've added processing of blog posts on the main page too!

Sushi - May 03, 2016 at 17:14
Is there an easy way to mark all comments as read? I don't want to open each of them one by one just to get rid of the highlighting of all these new comments since 'forever'.
Otherwise: nice job!

longuist - May 03, 2016 at 19:06
uhm, hit f5 / reload the page ?!? Is that easy enough?

longuist - May 03, 2016 at 19:17
Sorry, i just realize now what you want, forget what i said. Time to go to bed (to "space out")

Sushi - May 04, 2016 at 16:56
no problem, partly my mistake... I had originally written something like "I don't want to open every archive blog post just to clear all "new" comments since "ever"), but then I edited the sentence and it reads indeed as if I meant clicking on every new comment

Nor Treblig - May 03, 2016 at 20:59
Yes, this sounds like a reasonable feature for new users.
I'll add such possibility (so you don't have to stress your mouse with 161 clicks to load all currently existing blog posts, and that's even not including special pages)!

Nor Treblig - May 05, 2016 at 11:53
The current version now has the possibility to mark comments of all new blog posts as read!
Note: this only affects new (i.e. never visited) posts.

Sushi - May 05, 2016 at 19:16
@Nor Treblig: got it!  Thx!

longuist - May 06, 2016 at 13:38
Thank you, very much appreciated!

Brian Small - May 08, 2016 at 17:31
I love this blog, but I'm sure I'd be 10x less aware of comment updates (and may have mostly given up checking for them) if it weren't for your Tampermonkey script.  Thank you so much, and for the recent improvements as well!

Nor Treblig - May 09, 2016 at 00:06
Me too. Checking for replies was really cumbersome and the reason I started the script.
And thanks for the idea with the archive list back then. Now we can easily check all those ancient blog posts with one click/key!

longuist - May 09, 2016 at 07:43
Thanks to your script we now even see spam comments (i.e. in the wimpy post) before Ron silently delete them. ^^

Nor Treblig - May 09, 2016 at 10:08
LOL, I've seen it too!

Nor Treblig - May 09, 2016 at 10:13
Oh wait, there is currently a new one there. I've seen one about two days ago, strangely it was the same blog post!

man 90210 - Apr 30, 2016 at 16:54
that many people have not contributed to the phonebook, even though they have paid for it?

Maybe you should make an update on kickstarter. Not all backers knows or use this blog.

Jesper B. Hansen - Apr 30, 2016 at 16:55
I'm with Gary!

Alain - Apr 30, 2016 at 17:00
Haven't seen it mentioned, so here it is. Mark's talk at GDC:

urielz - Apr 30, 2016 at 17:37
Oh thanks for the link! Didn't know about this.

Mattias Cedervall - Apr 30, 2016 at 18:48
Thank you for the link! It's strange that he doesn't look like a car...

urielz - Apr 30, 2016 at 17:46
Great podcast! Specially the extra bit at the end :)

Perhaps this was answered/discuss before, if so sorry for repeating it. But it seems that people with more experienced in these type of games find the game easier and don't get stuck on some of the puzzles as often as perhaps a novice would. With that in mind, have you considered having two gameplay modes? One with less in-game hints for the more experienced people? Would that be too hard/time consuming to implement? Thanks

Ron Gilbert - Apr 30, 2016 at 18:03
There will be too modes, standard and hard. Standard is really meant for novices and hard for adventure game players, but making a hard adventure game these days is (no pun intended) really hard. Unless you make the puzzle obscure and just don't give players information (which is unfair and bad design), some people just get puzzles quicker these days. When was the last time you played an adventure game where you were stumped on a puzzle for a long time that you also thought was fair.

I'm talking about adventure game puzzles, not weird logic puzzles (like in The Witness). I really dislike that style of puzzle unless it has a real grounding in the story and world.

urielz - Apr 30, 2016 at 18:17
Glad to hear that. The thought came to me while hearing the podcast and how some puzzles became easier after some hints were added. I guess it’s a tricky balance to achieve.

Had plenty of frustrating moments with Sierra games :D But the last puzzle I got stuck and thought it was a fair one was with The Cave (which I recently bought). I couldn’t figure out how to get the castaway from the boat! Clever puzzle, it was very rewarding. Great game btw, I'm starting my 2nd run with a different set of characters (Anyone out there who hadn’t try it, give it ago, it's well worth it).

Peter Campbell - May 01, 2016 at 02:15
Ron, out of curiosity were you a fan of Myst when it came out?  It's a game that I appreciated for what it tried to do but I never actually enjoyed playing it, simply because it's one of the biggest offenders I've ever played of "What the hell am I supposed to do and what are the puzzles that I'm supposed to even be trying to figure out??? I'll just click around the screen and mess around and hope that something happens so that I can progress to whatever it is I'm supposed to be trying to accomplish lol."  Great music and atmosphere though!

Sushi - May 01, 2016 at 10:24
I'm stumped on the "I can guess your weight" and "guess the right color - wheel of misfortune" puzzles in the cave. It reminds me of the scams in the back alleys on Phatt island. I tried lots of things that make perfect sense in my mind, but to no avail so far...

urielz - May 01, 2016 at 11:46
Oh I had a hard time with that one as well. The weight puzzle was ok, but the wheel of misfortune I didn't find it very logical in the end.

Christian Stigen Larsen - Apr 30, 2016 at 18:26
Will there be an option to turn off the audio dialogues? I appreciate that you're doing it, but it would be cool to play the game withour voices, old school style, as well.

Thank you so much for making this game! All the best!

Ron Gilbert - Apr 30, 2016 at 18:31
Yes, you will be able to turn off the voice, or you can listen to English while you read French or any other language.

Mattias Cedervall - Apr 30, 2016 at 18:42
Wow, that was the longest bonus talk ever! :-) Thank you.

Paulup - Apr 30, 2016 at 20:41
Will there be a super old school option to play the game as a text adventure?
Or an option to just have a monk recount the tale to us in medieval English by candlelight, like back in the 10th century?

juan - Apr 30, 2016 at 21:10
What is the deadline to upload the voicemail?

Nor Treblig - Apr 30, 2016 at 21:39

juan - Apr 30, 2016 at 22:09

FloWo1974 - May 01, 2016 at 18:01
I used "Dammit" (in a funny way, think "24" ) in my VM. Is this considered profanity?

Brian Bagnall - Apr 30, 2016 at 23:36
OMG! What a treat! Ron showed up at Kinda Funny and played Thimbleweed Park. The game must be coming very soon:

Brian Small - May 08, 2016 at 17:23
Yes, this is a good video.  It was mentioned a few blog posts back as well.  Did Ron actually say at the end of the video though, that the blog was updated "2-3 times a week"? :)  Maybe he's referring to the fact that he adds comments throughout the week, which is pretty awesome, I have to say.

Nor Treblig - May 09, 2016 at 00:12
Of course that's what he said. He is much better in math then he thinks: We are currently averaging at 2.31 posts per week!

Big Red Button - May 01, 2016 at 06:24
At 14:30, David mentions the wrong viewing direction when a character is walking upstairs or downstairs.
Is it not possible to modify the engine in a way that it is able to detect those areas itself by simply comparing the determined actor sizes? I mean, if there is no variance of the actor scaling, it's clear that the actor's distance doesn't change, so there is obviously a stair or an ascending slope.

Big Red Button - May 01, 2016 at 07:10
Speaking of the correlation beween distance and scaling, this issue reminded me of a comment, which I had written previously (see I recommended to use an equation in order to reckon the variance of the actor's distance based on the scaling. By doing so, you could empower the engine to figure out the correct viewing direction itself. Such an algorithm may save a lot of time, once it works.

Well, you are the professionals, of course, not me. So, you definitely know better than me. Though, just let me quote my own example at this point:

I suppose that the main difficulty is to estimate how fast the actor's distance changes. I don't know which data are available for your algorithm, but as a first approximation you could describe the proportionality between an actor's distance and her/his sprite's scaling factor approximately by using a simple tangent function as follows:
*distance = constant1 / tan(constant2 x scaling_factor)*
*constant1* would just be a linear factor in order to scale the calculated distance.
*constant2* would depend on how large the sprite is displayed on the screen without using any scaling. Anyway constant2 must have a rather small value (for instance 10 degree <-> about 0.17 radian)!
Unfortunately it may be time-consuming to find out the most proper values for the two constants. You would need to get a feeling for their influences first. Actually, it's just trigonometry.
If you used the above equation and you got too big results at all distances in the game you would need to *decrease constant1*.
If only the farther distances, which this equation gives you, were too big, you would need to carefully *increase* the value of *constant2* instead.

If you additionally reckon the horizontal tempo of the actor based on the horizontal coordinate, divided by the current scaling factor, you know whether the character is rather running sideward or rather approaching/disappearing.

Zak Phoenix McKracken - May 01, 2016 at 07:17
Yesterday I have installed Broken Age. For whose of you who don't know,  it's made by Tim Schafer two years ago. I think it's a nice point'n'click, with some new ideas. Anyone here has played it?

Bogdan Barbu - May 01, 2016 at 07:55
I played through some of it until my schedule got super busy. It didn't feel like an instant classic to me but it did seem fun.

Zak Phoenix McKracken - May 01, 2016 at 08:50
Yes, it's not in classic style (which I, of course, prefer), but it has a fashinating story. It's similar to LOOM: the game featured quite easy puzzles, but had an original story and a innovative interface.

Nor Treblig - May 01, 2016 at 09:16
Wait, an interface reduced to just one verb where you haven't even look at *and* use you call innovative?

Zak Phoenix McKracken - May 01, 2016 at 14:11
Ahah I was referring to Loom, with a distaff as interface! It was (and even nowadays) innovative.

Nor Treblig - May 01, 2016 at 15:08
Oh, I assumed you meant everything applies to both.

Looms interface was different than other verb interfaces and I enjoined playing it. But it also alienated some of the existing adventure gamer players because of its simple interface and concentrating more on telling a story without too complex puzzles.
You are right, it really is in many respects similar to Broken Age.

Oh, and I realise now that Loom *did* actually have a single verb interface: "Use staff"
I'm sad that the sequel was never created!

Carlo Valenti - May 01, 2016 at 15:40
I really DO LOVE Loom. When I learnt about the existence of SCUMMVM two years ago, that was the first game I came after. I think it's the music, the atmosphere, the story telling.

Nor Treblig - May 01, 2016 at 17:40
Beside the sequels what's also missing is an ultimate version: The VGA version had great music but the PC port was completely messed up due to censoring and space constraints (which I didn't realise how bad it was until seeing a complete listing).
The best version in existence is the FM-Towns version, having only minor changes compared to the EGA version (or maybe do you prefer the (original) EGA version? But I don't think its music was that good).

Here are two interesting articles:
- Comparison EGA (original) vs. FM-Towns (quick read):
- Comparison VGA (CD) vs. FM-Towns (holy sh*t...):

Nor Treblig - May 01, 2016 at 17:47
Oh and although it's great that this game is available for purchase again it would be so nice if they could also provide the original EGA version (GOG and Steam have the FM-Towns Version only).

*But what's really bad is that they don't provide the audio play!! BOO!*

Zak Phoenix McKracken - May 02, 2016 at 07:07
I just completed the boy's part, and am completing the girl's part... Did you know that by clicking on the item itself in the inventory, it's equivalent to LOOK AT the item? I just discovered by chance :-D

Nor Treblig - May 01, 2016 at 09:13
I think it's really a great game!

The story telling, the graphics (OK, this one is always very subjective), you control two characters, dialog trees, multi-platform etc., all great!

The downsides (for "real" adventure game fans) are: quite easy puzzles, you have only one verb, some think it's too childish (partly due to the graphics I guess).

One big problem was wrong expectations of some of the original backers, and another one the long time it took to develop the game. (Both things which are now irrevelant for everyone picking up and playing the game now.)

urielz - May 01, 2016 at 11:48
I tried it about a year ago and didn't click with me. Spent a bit of time and quit. Maybe I should give it another try...

Franklin - May 01, 2016 at 12:31
Maybe my judgement is clouded by all the hype around the game and Tim, but it seemed like a good solid B adventure game.  If you take Tim's name off it, it wouldn't have gotten more than a brief review on  There was nothing remarkable about it that lived up to the promise of all of Tim's hype. Maybe I'm just tired of Tim's face appearing everywhere all the time. Tim loves to promote Tim and I'm growing tired of it. I read someone on twitter saying that Tim Schafer is the Kim Kardashian of games, and I couldn't agree more. I just hope Ron doesn't let us down with Thimbleweed. So far I'm impressed, but we'll see. Ron seems like the complete opposite of Tim.

Nor Treblig - May 01, 2016 at 13:35
I don't know where you got all the hype from (and I've seen all the documentary about Broken Age i.e. lots of hours of Tim Schafer), but hype always leads to high expectations and this always leads to disappointment.
E.g. even if something *matches* high expectations it's often less enjoyable than when something exceeds (possibly lower) expectations.

(Note: This has nothing to do with video games in particular, it applies to everything in life.)

So better stop reading news etc. about Tim Schafer but judge games by themselves and unbiased on whoever made it.

Ema - May 03, 2016 at 17:22
I bought it. Nice at first, I played it 2 or 3 evenings... Just to end up in the cloud after the... Human sacrifice. Then I got tired of it. I hope it isn't that I'm getting old...

juan martín - May 01, 2016 at 13:29
What is the current ETA? I know in means "estimate", so I wouldn't mind if it ends up being completely wrong.
But I do know that it is impossible to work without one and it would be nice to know which date date currently is.

urielz - May 01, 2016 at 15:32
According to this interview: (thanks to Brian Bagnall for the link btw!) It's either October or January next year.

juan martín - May 01, 2016 at 19:45
Ok, thanks for the answer!

marcel - May 01, 2016 at 14:42
Your RSS feed does not link to correct enclosures. There's a 403 happening.

Iron Curtain - May 01, 2016 at 23:40
Agreed. I'm having a similar problem.

Carlo Valenti - May 01, 2016 at 15:41
Gary says "Psssssspppt".
Gary is Fester Shinetop.

Nor Treblig - May 01, 2016 at 17:55
@Ron: To mark phone entries with audio files maybe instead of a speaker icon an icon of an answering machine / audio cassette fits better.

Similar to this icon (cassette part only, of course):
Something like this could be recognisable even with low pixel count.

mat - May 02, 2016 at 04:15
You have hired a producer? i thought Ron was doing this work.

Could you talk (maybe in the next podcast) about why you did this and why now and not earlier?

(This is not meant as a criticism, i have no idea how game developing works)

Big Red Button - May 02, 2016 at 05:39
In an earlier podcast they mentioned, that Ron was very busy due to the lack of a producer. So, I assume that they have hired a producer for reasons of time, so that Ron has more time for the game development itself now.

Daniel Wolf - May 03, 2016 at 03:13
I figured so, too. Still, it would be interesting to learn a bit about what the producer is doing and what has changed for the rest of the team.

DZ-Jay - May 02, 2016 at 06:38
Dear Mr. Gilbert,

I just read through the latest non-update comments in the Space Venture Kickstarter page, and was instantly reminded of how strangely and refreshingly unique the Thimbleweed Park project is among its peers.  I want to thank you and your team for the hard work in not only ensuring the project sticks to its plan (indeed for having a proper plan at all!), but for also keeping us so abreast of the progress in your weekly posts.

If all Kickstarter campaigns were as well managed and thorough in their plans as Thimbleweed Park, the world would be a much better place.  And with that, I also wish for everyone to get a pony for Christmas this year.  You're welcome. :)


PrinzJohnny99 - May 03, 2016 at 03:01
Was there already a statement why the game will be delayed until end of '16/January '17? Big disappointment....

Zak Phoenix McKracken - May 03, 2016 at 08:36
They will add animations and more animations, polish polish polish polish... all for our future pleasure!
Arf! Arf! Arf!

Peter Campbell - May 03, 2016 at 13:11
It's not disappointing when you take into consideration all of the improvements that have been made to the game from what was originally planned when development first began or even when the kickstarter campaign was first launched.  Just look at the very early test videos with the Commodore 64 style art and compare that to what we have now with Mark Ferrari and Octavi Navarro being added to the art team.  Plus dialogue trees have been added and the room count has grown to around 100 when it was originally planned to be I think around 70-ish.  

The team is adding in additional art and puzzles and features and polish not originally planned either and they want to make sure to release as good of a game as possible instead of rushing it out to meet the original release deadline.  I'd much rather have the release date delayed so that Team Thimbleweed has the additional time needed to properly finish up everything that they want to do with the game and make sure that it's really well polished rather than omit a bunch of things or leave certain things about the game as kind of a mess just to meet an arbitrary release deadline.

urielz - May 03, 2016 at 14:00
I share your view completely. I'd much rather wait than having in my hands a game that does not lives up to the developers' vision.

Carlo Valenti - May 03, 2016 at 14:41
The release deadline is not completely arbitrary, each day of prolonged development has a cost. What we can ask is to dry out all the available funds to make the game better, nothing more. What we can do is to give more funds to be dried out.

Peter Campbell - May 03, 2016 at 17:28
This is true, but the beauty of being an indie developer , in this case Ron Gilbert and Garry Winnick, is that they own the rights to their own game as the owners of Terrible Toybox Inc., it's not some other publisher who they're working under that owns the rights to the game that gets all of the revenue from game sales like how it was at LucasArts.  

And I'm just saying this strictly theoretically, but Ron and Gary can be extremely flexible if something happens and they have to go over the budget because whatever the deficit would end up being, it would quickly  be erased shortly after the game is released on Steam and Xbox Live from the game sale revenue since the money goes right back to Terrible Toybox Inc., so once the deficit is accounted for everything after that is net profit.  

They'll also now have a fully developed game which has value in itself.  And they'll have saved a lot of money for future game development by having gone through the process of making the game, building their own game engine and knowing how to be able to do things a lot more efficiently and quickly next time.

So by having to spend more to make Thimbleweed Park better, the better it'll sell and the more successful another kickstarter campaign would end up being for either a sequel to TP or an all new point and click adventure game.  It's a good investment as an indie developer with a strong fanbase and it also means that the entire team working on the game will have better future job opportunities so it's a win-win situation for everyone involved; the devs and the gamer community.

Big Red Button - May 03, 2016 at 18:56
Let's wait and see if they are actually willing to finance their next game via kickstarter as well. It may have some advantages, but there are also disadvantages, such as the time-consuming maintenance of a blog like this one, including a podcast et cetera. I'm convinced that Ron has often been annoyed by the task of posting a new blog entry and reading all of our multitudinous comments.

Nor Treblig - May 03, 2016 at 20:27
But then on the other hand he voluntarily decided this (quite insane) schedule of a weekly podcast and more than one blog post per week. He could by insanely enough to make another Kickstarter!
And I would be fine with it!

Big Red Button - May 04, 2016 at 13:28
That's true. I only mean to say, that it mainly depends on their will. We don't have the slightest idea of how they're going to decide. Let's just wait and see.
In my opinion, the most important thing is that they're going to use both their engine and their enthusiasm in order to make even more first-class point & click adventure games.

Peter Campbell - May 03, 2016 at 23:25
This website/blog was completely voluntary.  Most developers who have their games funded via kickstarter don't even create an official website for their game, they just give the occasional update through the kickstarter page.  So we're really lucky that Ron and company are doing all of this when they really had no obligation to do so, other than that they felt that because the game was crowdfunded that those who funded the game deserved to know how development was coming along and be able to give feedback and be actively involved in designing some parts of the game such as the look of Delores and the names of the books in the occult bookstore shop.  This blog site is a majorly rare occurrence in the video game industry and I tip my hat to everyone involved, even though I'm not wearing a hat right now lol.

There are soooooooo many advantages to funding a game through kickstarter that if you feel you can raise enough money to fully develop the game that you should absolutely go for it.  Yes there are physical rewards to give out but you don't have to go to an outside publisher to look for financing or risk losing the rights to the IP that you are actually creating.  Also you are able to hire who you feel is right for the job, design and make changes to the game however you want and release it whenever you want, you don't have to answer to the publisher on all those accounts.  If you are an indie developer and can have a hugely successful kickstarter crowdfunding campaign, don't hesitate one bit to go that route instead of either self-funding the game or looking at a publisher for funding.  Platinum Games can't release Bayonetta 2 on any other consoles because Nintendo owns the rights to the game since that's what they negotiated for when funding the game for Platinum.

longuist - May 03, 2016 at 15:01
I waited (actively :) 25 years since MI2 for TP. A month more doesn't make a difference. Thimbleweed Park Forever :P

Big Red Button - May 03, 2016 at 18:30
Same here! :-)

PrinzJohnny99 - May 04, 2016 at 05:17
Maybe I'm just impatient. The more I see about the game, the more I want to play it.
Funny thing is, I pledged for the special edition box of the game, and this will be the version I won't even play. I will pay again for the Ipad and Xbox version of the game.

PrinzJohnny99 - May 04, 2016 at 19:04
After reading your latest blog entry, please push the release date for a whole year, before you start to crunch. One thing I always liked about the way you work is, that you keep the working time within a sensible scale.

And thanks for making this game. It's still a 25 year old dream come true.

Carl - May 04, 2016 at 19:11
Mr Gilbert, to increase the budget, could you offer to sell Thimbleweed Park merchandise? I'd love to buy an autograph poster and a mousepad. But please do not make them exclusively expensive.

P.S. as an elementary school child, my friend and I played Maniac Mansion; we found a lot of enjoyment doorbell ditching the mansion! I hope, in Thimbleweed Park, you add small entertainment like this. Also, thank you for recreating my childhood with Thimbleweed Park!

Peter Campbell - May 04, 2016 at 20:50
At the very top of this webpage there's a tab called "Support Us" that has options similar to what you're asking about.

Zak Phoenix McKracken - May 05, 2016 at 03:30
Ahah, me too! I wanted to see where Weird Ed was when I pushed the doorbell!!
"I'm coming! I'm coming!"

Jens W. - May 05, 2016 at 05:22
Please take your time. I don't know about anyone else, but this Kickstarter is a great experience so far. It is handled so professionally that to me the way to the finished game is about as exciting as the finished game itself (probably) will be. As we all know: Anticipation is the best part of any great moment in the making. ;-) Being a programmer myself I know that software development is notoriously difficult to manage and budget. (Adding more people to a late project makes it later etc. etc.) I'm not only looking forward to Thimbleweed park. I'm already anticipating the next project. As I'm sure there will be, one way or the other. ;-) So: Take your time. :-)