by Ron Gilbert
Mar 30, 2017

Thimbleweed Park is officially out!

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

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




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

- Ron

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

Soong - Mar 30, 2017 at 12:09
Wow!  I almost bought it on GOG a few minutes ago.  I'm so excited!

Soong - Mar 30, 2017 at 12:15
Guilt absolution certificate.  LOL  I will need to convince my wife that it is essential to hang that up in our apartment.  Downloading the soundtrack now.  Might just buy it on GOG because I'm too impatient to wait for the keys.  By the way, this is not meant as criticism, I know Ron must be working hard right now.

Soong - Mar 30, 2017 at 12:45
Oh my god!  I'm so excited, but I'm making myself wait until after dinner.  I just had to start it for a few seconds and I am so curious what the German accent means.  Does F5 not work here?

Tof2046 - Mar 30, 2017 at 12:09

The wait is over !!!

Does the linux version need necessarly ubuntu ?
Can I install it on other distributions like fedora ?


Soong - Mar 30, 2017 at 12:40
Runs fine here on Parabola (Arch derivate).

jackattack - Mar 30, 2017 at 12:11
Ha, the guilt absolution is a certificate!!! Brilliant, can't wait to get playing!

Ema - Mar 30, 2017 at 12:15
Enjoy your gameplay you all guys!

Tobias R. - Mar 30, 2017 at 12:15
Hey, Ron and team,
I filled out your survey about the GOG keys, but I found only the Steam keys in the PledgeManager. Is this a mistake, or will the GOG keys come only by email?
Can’t wait any longer, guys. Situation is critical!!!

Jammet - Mar 30, 2017 at 12:17
Same thing happened to me. XD But I'm on fire. I redeemed the Steam key. I'll buy it on GOG too, though. :]

Soong - Mar 30, 2017 at 12:18
Don't worry, it's normal.  Ron said they would try to get the keys to us as soon as possible.

LogicDeLuxe - Mar 30, 2017 at 12:22
I have the same issue here. It didn't tell what platform until after I clicked on "redeem". I even tried it on
I got a confirmation email when I filled the google form two days ago, but no GOG code.

LogicDeLuxe - Mar 30, 2017 at 12:42
I got my email now. Downloading from GOG right now. :)

Sundance - Mar 30, 2017 at 12:23
Holy peeeeep. Can't wait any longer, too. Need a GOG key the next five minutes or i have to claim the steam key. :)

Ron Gilbert - Mar 30, 2017 at 12:37

Sundance - Mar 30, 2017 at 13:06
Thank you. It's here now. Everything fine. :)

Sundance - Mar 30, 2017 at 12:18
If i claim codes in pledge manager, will it be a Steam Key? I took the survey for the gog key - but i am not sure if it will come in a mail or i have to claim it in pledge manager. Can't wait to play the game.

Ricardo Marichal - Mar 30, 2017 at 12:22
I got my GOG key via email :)

Oliver - Mar 30, 2017 at 12:23

Gottit ! - Mar 30, 2017 at 12:24
Gottit !

It's on my hard drive !! Can't wait to come back home from work !!!!!

Astrozombies - Mar 30, 2017 at 12:24
Whenever I try to redeem the key on Steam, it says there's an unexpected "purchase error."  Has anybody else had this?

Peter Pawinski - Mar 30, 2017 at 12:28
Yes, I'm having the same problem and was hoping somebody here might have some advice. I've never Kickstartered before, but I went to the Steam client (not website), went to Library "+Add a Game" and tried the code and got the same error. I tried both cutting & pasting and typing it in manually.

Peter Pawinski - Mar 30, 2017 at 12:33
Actually, I just updated my client, re-logged in, and now it's working, so try that!

Astrozombies - Mar 30, 2017 at 12:38
I did the same and now it's working. Thanks. Never had that issue before though. Odd.

Gins - Mar 30, 2017 at 12:26
Oh man! I'm so excited :D
Downloaded the game, and just wanted to drop a message of appreciation before I dig into it!

I have a boring administrative question though: I have received an email with a GOG key as expected because I signed up for it, but when I claimed my key in the Pledge Manager, I received an additional Steam key as well! I just wanted to ask if this is intended, since I thought you can have either the one or the other. I only redeemed the GOG key for now, because that's the platform I wanted it for, but if I can use the Steam key too, that would be a pleasant surprise :3

ANYWAY I will get started right now, so see you guys later! *locks room door to not be disturbed*

Soong - Mar 30, 2017 at 12:36
As I understand it, you need to click on redeem codes on pledge manager to get the soundtrack code.  For me, that made the steam keys appear as well and I just received the email with one GOG code.  I guess I could use one steam code because I qualify for two copies, but I only need one now and I want to buy a steam copy so I can review the game.

Classicgamer - Mar 30, 2017 at 12:27
How do i turn on the black background behind the verbs/inventor? Can't find the option.

Andreas (tcmsurfer) - Mar 30, 2017 at 12:29
RELEASE!!! YAY .... got it, downloaded it and started it...

Thank you ! ( see you l8er)

Gabs - Mar 30, 2017 at 12:29

Brian Bagnall - Mar 30, 2017 at 12:34
Did you hear that ripping sound? That was reality warping as an alternate timeline artifact from 1987 suddenly appeared in our timeline.

Wluut - Mar 31, 2017 at 10:39
Ah. I was already wondering. Now everything makes sense. Thank you!

Michael Ritter - Mar 30, 2017 at 12:35
I hardly buy any games nowadays but in this case I just couldn't resist. It's my way of paying respect to Ron Gilbert and his team. Looking forward to many more games to come. =)

Jammet - Mar 30, 2017 at 12:35
Does anybody know where I would enable the "pixel perfect' mode? :) I can't seem to find it.

Brian Bagnall - Mar 30, 2017 at 12:39
I'm taking a solemn vow not to use online hints of any kind. Repeat after me if you want to join this vow: "I, _________, hereby swear that no matter how dark the path through Thimbleweed Park becomes, I will not give into temptation and go online to seek answers. All answers shall come to me in their own time. My reward will be spending even more time in Thimbleweed Park and the final satisfaction of knowing I did it all on my own."

Nathan - Mar 30, 2017 at 12:43
I will not be back here or clicking on any article about Thimbleweed Park until after I finish the game.

Soong - Mar 30, 2017 at 12:46
Would be the first time for me to actually stick with such a pledge, but I will try.

Soong - Apr 04, 2017 at 02:11
Managed to keep my pledge on casual. Now trying normal mode. I am excited to re-play the game now and find out even more new stuff.

Carlo Valenti - Mar 30, 2017 at 12:45

John - Mar 30, 2017 at 12:46
Should the game homepage also have "Buy the game NOW!"-links to the various stores?

Paul - Mar 30, 2017 at 12:46
Suddenly feel like a kid again, have this weird tickle in my belly same as i had when i went through maniac mansion or monkey island  what feels like many years ago. Thank you all so much for your passion and persistence! Needless to say, i'll dive in now.

Janos - Mar 30, 2017 at 12:48
Haha I love the Guilt Absolution certificate!!

Brian Small - Mar 30, 2017 at 12:49
Where do we redeem the soundtrack codes?  Somehow I missed that info.

stahlratte - Mar 30, 2017 at 13:01

should be visible in your pledgemanager receipt after reloading

Brian Small - Mar 30, 2017 at 16:39
Thank you!

Kevin - Mar 30, 2017 at 12:50
Will the game be on the Humble Store at some point? And if so, will there be a DRM-free version *and* a Steam key?? Asking because I would love for there to be both, and will hold off if so, but if not I'll just buy the Steam version now.

Victor Von Doom - Mar 30, 2017 at 12:53
...and there will probably be very few comments, because every will be busy playing! Except for me...still have to get through a workday and put kids to sleep when I get home :-D

Ron, I know the blog updates will be less frequent, but it would be cool to know how TWP did in its opening week statewide and abroad, kind of liked they do with movie openings! :-)

All the best!

per - Mar 30, 2017 at 12:55
In your "Final Development Post" you mentioned that it will be available in the mac app store.
Unfortunately I can't find it there (in Germany) and in this post you don't mention the app store anymore.
Are there any bad news for me?

Daniel - Mar 30, 2017 at 12:56
Congratulations! Thank you!!!

Martin Wendt - Mar 30, 2017 at 12:57
Congratulations! Now get drunk and party like it's 1987.

Christian - Mar 30, 2017 at 12:59
Hard work finally pays off. Cant wait to get startet.

Is there a reward for the first finisher? :-)

Stefano E. - Mar 30, 2017 at 13:00

Stefano E. - Mar 30, 2017 at 13:02
Is the Guilt Absolution Certificate supposed to have your backer name on it? Mine is blank. This is not a support question, just asking the folks on the blog :)

Gffp - Mar 30, 2017 at 13:16
Yes, it is supposed to have your name on it. But, and I don't know why, also mine is without name. For me this is not a problem, because it's the spirit that counts, and also 'cause I never pirated the games, but I just bought from a guy a second hand A500 with a bunch of (pirated) games. So HIS name should be on the certificate but, since I don't have the slightest idea about his name...
Anyway many people I guess have the same issue.

Ron Gilbert - Mar 30, 2017 at 13:21
We decided to leave the name blank. Too many Kickstarter accounts don't have real names, they are just goofy handles. We have no way of finding out your real name.  So, we decide to leave them blank and allow you to fill in the name the way you want it, or share the guilt with a sibling.

Gffp - Mar 30, 2017 at 13:48
Ahah, ok, I was referring to people on twitter who posted their certificate with their name! I don't know exactly what "handles" mean but probably "Gffp" fit the definition pretty well eheheh (I used my real name and adress to back anyway :-P)

Ron Gilbert - Mar 30, 2017 at 13:53
Or worse. Some people have the weirdest handles that have nothing to do with their name. We had enough trouble getting people to enter information for the phone book, that we didn't want to try and get everyone to enter names for the certificates.

Gffp - Mar 30, 2017 at 19:50
That's fair.

Cole Trickle - Mar 30, 2017 at 13:01
Here is the first 9.0 from Germany! Congratulation guys!,2

Martin Wendt - Mar 30, 2017 at 13:01
A second gratulation for the best game trailer around since ages! Weeeee....

Daniele - Mar 30, 2017 at 13:03
Amzing! I'm in!!!
Sorry for the very silly question, how can save the game in Mac? Should I press F5-F8 or similar?

Stefano E. - Mar 30, 2017 at 13:42
You save through the settings icon in the top right corner, under the character selection icons.

Jason Chau - Mar 30, 2017 at 13:03
@Brian Small at

Congrats Ron and Gary on a successful game and campaign! Thank you so much for doing this, for your dedication and passion! As a longtime MM & DOTT fan I am just giddy like a kid again and can't wait to play it after waiting for so long! XD

genya - Mar 30, 2017 at 13:08
Hey Guys! BigBox version BADLY requested! :)

Gonzalo - Mar 30, 2017 at 13:08
Yay!!! I'm in a meeting but I excused to go out for a minute just to buy a copy for me and gift a copy for my wife via Steam.

Can't wait to get home.

Congratulations to the team and thanks to the backers!

Kickaha - Mar 30, 2017 at 13:22
Congratulations Ron, Gary, and team!

What an amazing achievement and I'm so thrilled that this is receiving such positive reviews. Very much looking forward to playing my kickstarter reward copy and buying multiple ones as gifts for friends who missed out on the KS campaign.

Would it be too soon to suggest renaming your company to Wonderful Toybox?

Wishing this will be a financial success as well as the critically acclaimed classic it clearly is. All the best and hope to see more games like this from you folks.

Thomas - Mar 30, 2017 at 13:28
Thank you for the game!!!

One anoying thing: The font is very hard to read because the width of the space character is too small!
Tipps for a good font design:

Andy - Mar 30, 2017 at 13:29

longuist - Mar 30, 2017 at 13:31
Game started without crashing. That's so great great! 10 stars out of 5.

Stefano E. - Mar 30, 2017 at 13:35
The game is awesome! Just played the first few mins but you can tell how polished it is! Ron, Gary, David & team, Thank you!!!!!!!

Stormbringer - Mar 30, 2017 at 13:45
still waiting for a release date for the boxed version and where to buy it...

John - Mar 30, 2017 at 13:46
On my MacBook (Sierra 10.12.4, 15" w/ touchbar)  i get a black screen and everything freezes. : (
Is there anything i can do?

Ron Gilbert - Mar 30, 2017 at 13:50
Contact support@thimbleweedpark. This is my exact machine I develop on.

Nor Treblig - Mar 30, 2017 at 17:01
You, as a developer, can work with a touch bar? Admittedly I have never tried it but I really don't like the idea of not having function keys with tactile feedback.

blombo - Mar 30, 2017 at 20:12
I wouldn't like that either. Maybe Ron uses an external keyboard & monitor?

Ron Gilbert - Mar 30, 2017 at 20:15
I don't use the touch bar, it's a silly gimmick. I only use it when I am forced to use a function key, but I rarely use them.

Nor Treblig - Mar 30, 2017 at 22:49
Interesting. On Windows I use the function keys all the time (and I would hate such touch interfaces when I need to be productive).

Having said that: TWP works great with a touchscreen and super awesome with a pen! I haven't touched the mouse anymore after my initial tests (which also helps keeping the mouse pad in pristine condition).

Will continue playing tomorrow with controllers to see how this goes :-)

Nor Treblig - Mar 31, 2017 at 20:34
I've played the last day mostly using a controller and it worked very well!

But I wonder if the direct-control of actors is still a thing, maybe via the advanced options?

One thing I've really needed to add was a way to cycle through often used verbs (e.g. Use and Pick up) without needing to go to the verb area and back. I've bound this to the Y-button (and used X and A to reset the cycle), I like it.

John - Mar 31, 2017 at 06:22
It looks like it was the steam client, which seems to be buggy for mac. After restarting and a couple of force-closes it eventually started playing the game. Enjoying it so much, thanks Rom!

George - Mar 30, 2017 at 13:51
I would like to THANK YOU GUYS for this AMAZING game :D

Lots of humor from the very first seconds :DDDDDDDDDDD
I downloaded and i am currently playing it via steam! It works perfectly fine!
Is it possible to get the gog version also? Or i would lose the steam key if i do this?

Thank you once again for this MASTERPIECE :D

neoXite - Mar 30, 2017 at 13:58
Dear David, Gary and Ron,

Thank you so much for making this new game and fusing my fond childhood adventure game memories a with a new experience. I'll have a blast! Missed to be a backer but spamming my friends with gifted keys already =)

And a big extra cheer at David for desigining Zak McKracken, my all-time favorite adventure (I loved drawing maps for the mazes as a kid).

You guys kick butt!

Allan Larsen - Mar 30, 2017 at 14:05
How quite its going to be inhere the next couple of weeks ;)
Only reason i got time to post is because it takes # MINUTES TO DOWNLOAD THE GAME!!!!!!
....Ok, its down now, bye.

Chessie - Mar 30, 2017 at 14:24
Mazel tov and congratulations!

Herbert - Mar 30, 2017 at 14:26
No time to write. Have a game to play…!

Marc - Mar 30, 2017 at 14:27
Darn it - after the TP setup, it started the setup of Visual C++ 2015. Does it ever stop? It's been running for 2 hours on a i7 !!!

Marc - Mar 30, 2017 at 14:32
Oh well ... I cancelled the Visual C++ x86 setup, to be greeted with a Visual C++ x64 setup!
But it went by in a flash and now -- joy? No, it won't run because of a api-ms-win-crt-runtime-l1-1-0.dll error .........
I'll start all over.

Marc - Mar 30, 2017 at 14:45
Yes, finally success! Just uninstall Visual C++ and TP setup will initiate a new VC++ setup and all is good! :)
Now please excuse me, I've got a mystery to solve!

Pavel - Mar 30, 2017 at 16:01
I've got the same error (missing api-ms-win-crt-runtime-l1-1-0.dll on Windows 7), but I didn't stop the installation.
Windows update helped:

Winfried “Winni“ Maus - Mar 30, 2017 at 14:33
I was too late for backing the game on Kickstarter, but at least I bought it on GOG today. If the Xbox One had proper mouse support, I'd get that version as well - but I cannot imagine playing a classic adventure game with a controller. I'll definitely get the Android version, though.

I think I will grab my notebook now and see what secrets Thimbleweed Park has in store for me.

MrP - Mar 30, 2017 at 14:34
I just started playing and this is A-MA-ZING !! The Ransome intro is *beeping* brilliant !! Thank you Ron, Gary and the entire team to bring this time capsule to us. It brings back so many good memories !! I am proud to have backed the game, and it was a real treat to follow you along on this fantastic journey !!

Can't wait for the next games (there will be next games, right ?)

Pedro Nogueiras - Mar 30, 2017 at 14:34
I'm so excited to finally play this! Thank you so much Ron! I've been playing adventure games since I was a kid with my mother, Maniac Mansion was one of my first games ever. This is very nostalgic and means a lot to us, thank you for everything :)

bruno - Mar 30, 2017 at 14:35
Awesome! Congratulations for the release!

Livio Cherubini - Mar 30, 2017 at 14:43
To Ron Gilbert and ALL Development TEAM:

THANK YOU VERY MUCH for this Amazing Game you have developed. Unfortunately I couldn't help you on Kickstarter because when I realized that this project was underway, the campaign had already ended. I'm sorry about that.
The Secret Of Monkey Island and Monkey Island 2 were and still are my favourite games of all time! They have made me dream! I've played them in the 90's and I play them even now, at age 33, when I want to relax :-)
I've always followed the Blog since I've heard about the game development even if I never left comments.
I'll buy immediately two copies of Thimbleweed Park and I let else speak about it to my friends and family.  In my opinion, $19,99 is a great price considering the huge work behind the development and launch of a game. The Adventure Games are my Favourite Kind Of Game, especially the "old style" adventures like Thimbleweed Park, always!
I never expected with so much trepidation a game as it happened to me with Thimbleweed Park :-)
I hope that you can develop other similar Adventure Games like TP, and the next time I'll make you a donation on Kickstarter!

A Very Big and Sincere THANK YOU to Ron Gilbert and ALL The Development TEAM for the great job done :-)
Thanks From The Bottom Of My Heart :-)


john - Mar 30, 2017 at 14:46
JUST BOUGHT THE GAME on Steam! Love it, been playing for an hour now!!!

San - Mar 30, 2017 at 14:50
Ron please how long do you think we will have to wait for the iOS version? Thanks!

Ron Gilbert - Mar 30, 2017 at 14:52
Several months.

San - Mar 30, 2017 at 15:17
Read your comment and bought it on GOG. Thanks for replying! I admire you as much as any writer or filmmaker that I consider important (Stanley Kubrick, Woody Allen, Paul Auster, you name it). Have a great Thimbleweed launch.

Aubrey - Mar 30, 2017 at 16:54
Looking forward to buying again!

isotuc - Mar 30, 2017 at 14:50
Working flawlessly streaming to my nvidia shield tv, sadly I have to take a break now.

Josejulio Martínez - Mar 30, 2017 at 14:52
Ron, Is Thimbleweedpark elegible for GOG Connect [1] ?
I would like to have it on both Steam and GOG. if not, Can i fill the GOG form to keep both Steam and GOG versions?


Tom - Mar 30, 2017 at 15:01
First of all, so far I like the game very much. There is just one thing thats bugging me, as I always try to scroll through the inventory with the mouse wheel, which is not working. After all, its not 1987 any more and whenever I see a list of items, it urges me to manipulate it with this strange button on my mouse that rolles up and down.

Ron Gilbert - Mar 30, 2017 at 15:03
Yeah, I never thought of that, I will add that in the next update.

Tom - Mar 30, 2017 at 15:15!!!!
window.onMouseWheelUp = function() {gameEngine.inventoryUp;}
window.onMouseWheelDown = function() {gameEngine.inventoryDown;}
Lets hope its as simple as that...

Nor Treblig - Mar 30, 2017 at 19:19
window.onMouseWheelDown = function() {gameEngine.inventoryDown;}
window.onMouseWheelUp = function() {gameEngine.inventoryUp; gameEngine.shuffleInventoryItems;}


Wluut - Mar 31, 2017 at 10:46
window.onMouseWheelUp = function() {gameEngine.inventoryDown;}
window.onMouseWheelDown = function() {gameEngine.inventoryUp;}

That's "natural" scrolling for you. Or isn't it? I'm confused. *g*

Nor Treblig - Mar 31, 2017 at 13:54
You do it the way which comes to the mind first, then try it, then maybe swap it.
It's called trial and error and is how programming works. For me anyway :-)

Philippe - Mar 30, 2017 at 15:03
Congrats !!!

No mac store download ?

Heiko Metzler - Mar 30, 2017 at 15:08
I found a bug :-(

I have locked agent Ray in the prison cell (the door is closed) and agent Rayes was kidnapped. Agent Ray is now in the cell and i can not open the door.

Ron Gilbert - Mar 30, 2017 at 15:32
Oh wow! That is true! We never thought of that.

Nixmax - Mar 30, 2017 at 16:21
I'm afraid you will fix this somehow, right? :D Well, atleast I can try this bug until then.

Another small thing I noticed: Is it intended that you will talk to the postal worker if he is behind the wall and you want to click the sign or the post boxes? Could be a bug with wrong layering, could be a feature so you can always talk to the postal worker. But for me it doesnt make sense (if I point the mouse at the sign or the post boxes, it's likely my target to click those and not an "invisible man", who will return to his desk in a few seconds.)

So thanks so much for doing such a great job and gratulations to the whole team, Ron. ;) I could really kick my ass for missing the phone book entry when I first opened it in the Delores flashback. But that little shadow is probably a good thing as I would've been blind by now otherwise.

Cheers from germany!

Brian - Mar 30, 2017 at 20:41
Let the bug flood gates be opened.

Mario F. - Mar 30, 2017 at 22:26
YES!!! a Dead End. How cool is that.... hahaha - Back to the good old days. A true successor to MM...hahahha

Big Red Button - Mar 31, 2017 at 04:51
I haven't read the spoiler above, but, if this dead end is not easy to dispel, Ron can implement a pop-up windows which would allow to undo it, similar to the pop-up in Monkey Island when you fall down the cliff.

Soong - Mar 30, 2017 at 16:54
Can't you open the door from the inside?  I tried it while both characters were there and I was just able to click on "open door",

Mister T - Mar 31, 2017 at 14:29
Same over here, I could just open the cell from the inside (is this in any way dependent on the character in closing the door?)... Apparently we are all the same kinds of nerds, trying to lock our characters in cells like moths flying towards the light.
But it seems like the character turns the back towards the door when opening it.

Nor Treblig - Mar 31, 2017 at 15:11
Bug report #39263: Facing direction of objects aren't dynamic.

Soong - Apr 04, 2017 at 02:14
I can definitely confirm that it is totally possible to escape in that situation.  When I started my second game (this time on regular), I locked up one character and got the other kidnapped.  No problem to get out. I guess Ron's comment in this thread here was a joke after all.

Bernd Wachter - Mar 30, 2017 at 15:22
Not terribly impressed yet. Steam install, machine 1 (openSuSE Tumbleweed, so potentially a bit tricky) with intel graphics: black screen, music playing, only dies with kill -9. Steam install in the Ubuntu 16.04 environment I keep for problematic cases - same behaviour (same graphics). I've found a Log.txt, which doesn't contain that much and probably nothing useful:

[03/30/17 19:12:45] Booted.
[03/30/17 19:12:46] Format error in ThimbleweedText_en.tsv(80)
[03/30/17 19:12:46] Format error in ThimbleweedText_en.tsv(80)
[03/30/17 19:12:46] Animation stand_front not found.
[03/30/17 19:12:46] Animation stand_front not found.
[03/30/17 19:12:46] Animation stand_front not found.

john - Mar 30, 2017 at 15:25
I am not being funny, but can't you use a proper OS?

Bernd Wachter - Mar 30, 2017 at 15:31
I tried, but I didn't find the Plan 9 executables.

john - Mar 30, 2017 at 15:35
Sorry, I meant proper as in mainstream for playing games, Windows or iOS? I've been using Linux for over 2 decades and I can tell you it's not ideal for playing games. You are creating unnecessary frustrations for yourself and can't really blame the game to be honest. Your hardware, can it run Windows?

Big Red Button - Mar 30, 2017 at 15:42
The game works perfectly in Linux Mint or Ubuntu. I think, it's not because of Linux itself, but OpenSUSE is not a good choice for playing games.

Big Red Button - Mar 30, 2017 at 15:56
Personally, I ran it in Linux Mint (also Intel Graphics) without having such an issue. Though, I have the GOG version.

Maybe you should try to uninstall the game and the Steam Launcher in Ubuntu, restart your device and reinstall both.
In Linux Mint (and probably in Ubuntu, too), there are two different ways to install the Steam Launcher: Either you use the Software Manager or you download it directly from the website via the "install Steam" button. I used the Software Manager. It may be an older version, but, after the installation, the Steam Launcher updated itself automatically.

Tony - Mar 31, 2017 at 04:10
Linux is a great OS, so SU. And it is not out on IOS .. get your facts straight.

John H - Apr 03, 2017 at 12:12
Linux is a first-class platform as far as Valve are concerned.

Why on earth would anyone pay money for an operating system, when the game they want to play exists on the free OS they already have?

That said, only Ubuntu or SteamOS is officially supported by Steam (although they provide wiki help about other distros). If I had problems under Suse that I couldn't fix easily, I'd consider either dual-booting into Ubuntu or running it in VirtualBox.

Gzurl - Mar 31, 2017 at 16:18
Just guessing... which locale have you selected in the installation of both? It's very weird that you are the only one having these issues on Linux machines, and you have it in two different installations... hmm

Gabriel - Apr 03, 2017 at 08:10
I run this game on Ubuntu 16.04 / Nvidia blobs, this has been by far the best Linux gaming experience I've had! Maybe try running Steam with STEAM_RUNTIME_PREFER_HOST_LIBRARIES=0, it did make a difference for me in some games.

Carsten Otto - Apr 03, 2017 at 14:39
Same issue here, Debian 8. Any ideas how to solve this?

ClemFoSho - Mar 30, 2017 at 15:25
So far it is all i could have ever asked for.  Awesome-sauce.

Quick question - is there a way to switch characters or get into the settings gear icon (in the upper right hand corner of the screen) from a touchscreen device?  You can hover over the current character icon with a mouse and it drops down the gear icon and other character icon to switch characters - but when i tried using just my touchscreen tablet - i can't seem to get the menu to show up - because i can't technically 'hover'.  All other controls seem to work fine with touch or with the mouse.

Thoughts anyone?

ClemFoSho - Mar 30, 2017 at 17:38
For anyone who is curious, some of they keyboard shortcuts got me around this.

O brings up the options menu
1 and 2 switches between characters
(I am assuming 3 and up will switch between more characters later)
3 (or any other number for now) shows the hover menu


hihp - Apr 02, 2017 at 14:01
A double-spaced will work. I am playing it on a Microsoft Surface Pro 4 ans that's what I do :)

hihp - Apr 02, 2017 at 14:01
* double-tap

peterszky - Mar 30, 2017 at 15:28
Launch day was problem free for me and the game is *BEEEEEEEEP* awesome!!!

Pavel - Mar 30, 2017 at 15:36
Happy day. :)

Big Red Button - Mar 30, 2017 at 15:39
I just tested it and it worked fine. Next week, I'll get to play it without stress.

By the way, I intuitively pressed the Esc button in order to get to the menu and I was surprised as it didn't work. Then I tried the F keys. Is there a reason why only the sprite in the upper right corner opens the menu?

john - Mar 30, 2017 at 15:46
HAHAHAA, same thing happened to me. I actually googled "Thimbleweed Park save game" after 15 minutes of failing to save the game. Tried everything: the usual SCUMM-like options F1, F5, or other functions keys, ESC. After 15 minutes I started to think it was a bug. Only then I noticed the icon pop up in the cornet with the save options!

Gonzalo - Mar 30, 2017 at 15:48
You can also press O to access the menu (at least in mac)

john - Mar 30, 2017 at 15:51
Yes, just tried on Windows, pressing 'O' works..

I also found Ctrl+S to do the job as well.

Big Red Button - Mar 30, 2017 at 16:10
Nice to know! Thank you, guys!

Someone - Mar 31, 2017 at 05:43
Ehm. You guys have seen the big picture with the keyboard shortcuts at the beginning of *this* blog post?

Big Red Button - Mar 31, 2017 at 06:22
That picture was added subsequently. Perhaps because of these comments here.

Someone - Mar 31, 2017 at 06:30
Ah, Ok, Sorry. There aren't any "update" notes. So I assumed the picture was there already.

aubrey - Mar 30, 2017 at 16:37
Oh my gosh!  I just checked three or four other apps, and CTRL-S also saves!  This is amazing!

Ron Gilbert - Mar 31, 2017 at 17:09
Bring up the Options and select Help

Big Red Button - Mar 31, 2017 at 16:55
Maybe it would be useful for beginners if they were able to take a look at the series of help screens once again by pressing F1.

Rob Noah - Mar 30, 2017 at 15:46
Thank you so much Ron for making this game. You are the master, and I cant tell you how grateful I am that you decided to write another classic, and from what Ive seen so far this could turn out to be the best of the bunch  ;)

Well done champ, you and your team are the best!

john - Mar 30, 2017 at 15:48
Yes, I feel exactly the same. I hope for more classic style point-and-click adventure games in the future, Ron. After a long and well deserved break, of course!

Mathias - Mar 30, 2017 at 15:47
Trank You!!!!

(on holiday in Berlin - will start playing on Sunday afternoon)

N. Harold Cham - Mar 30, 2017 at 15:51
Love the fact that you're still supporting QWE/ASD/ZXC to choose verbs. Selecting dialog lines by number would be a nice addition! Still can't figure out why "Nehme" makes more sense than "Nimm", but I guess I'll find out-a-reno!

Soong - Apr 04, 2017 at 02:20
Have you been able to figure it out?  I finished the game on casual and I could not find any reason for the unusual verbs.  Gramatically it can only be first person singular.  I might have missed some optional parts of the game, though.  And I didn't play in German, I just payed attention to when a change might make sense.  I guess I'll find out a few playthroughs from now.

Soren Ladegaard - Mar 30, 2017 at 15:55
WOW! Been playing for an hour and i really love this game. It's so classic "Ron Gilbert".

Loved the pigeons on the highway. I can't stop laughing when drinking from the water fountain. The Coroner and The Sheriff.

This is a 10/10 game! Buy it!

Paul Jacobson - Mar 30, 2017 at 16:12

Well done guys!!!

I got my backer code, the game is downloaded.


Ricardo Marichal - Mar 30, 2017 at 16:25
The Spanish translation is FANTASTIC !!

Gonzalo - Mar 30, 2017 at 16:28
Just a heads up. The game runs AWESOME with 4gb ram in mac.

Mattias Cedervall - Mar 30, 2017 at 16:28
I've finally played Thimbleweed Park today! :D

Mattias Cedervall - Mar 30, 2017 at 16:40
What does the option "Classic Sentence" do?

Toilet paper OVER should have been the default setting! I'm afraid some good people might TP Ron's house! :P Pitchforks are so expensive these days. :-(

Big Red Button - Mar 30, 2017 at 17:03
I assume that the sentence line is directly above the interface at the bottom, when you select "Classic Sentence", instead of moving with the cursor.

Mattias Cedervall - Mar 30, 2017 at 17:50
Right, now I remember. Thank you! I prefer the classic way and I use the C64 font.

Nor Treblig - Mar 30, 2017 at 17:06
Haven't played it yet but isn't this the option for switching the sentence position between cursor position and classic position above the interface?

Mattias Cedervall - Mar 30, 2017 at 17:50
You are correct. Thank you for your reply! :-)

Christian - Mar 30, 2017 at 16:48
Playing on Linux (Ubuntu 16.04, radeon r600 dri2 driver) and everything is fine! Set everything to Retro (verbs, text, etc. -- toilet paper over) and German subtitles and no audio. For the REAL nostalgia feeling for me. ;-) Excited that the translation really has been done by Boris!


One minor criticism though: I really do miss that you can not "look at <person>". Or you can not always "talk to <person>" either. Sometimes Ray is not selectable for interaction, as an example. But sometimes she is (like "give <item> to Ray"), that is a bit inconsistent. And I always loved in the old adventures that you can look at everyone and your character would tell you what is special about a person or what your character thinks about a person. Implement that maybe? However great SCUMM verb feeling in general! The FEELING is definitely there!

Minor nitpicking: In the German version there is a small error, when you want to exit the game. "Do you really want to exit?" is translated "Wirklich beendchen"? Either this is a joke I hadn't just got, or there is a "ch" too much. "Wirklich beenden?" would be correct. And while talking with the Pigeon Brothers agents and Pigeons have "you" (= Sie) in small case, but while it is a formal conversation it has to be "Sie" instead of "sie". English you = "Sie" (formal use, capital first letter) or "Du" (informal). Or "ihr" (= "you both"). Boris will figure this out for sure!  Will write bug report email.

Herbert - Mar 30, 2017 at 17:26
The “beendchen” might be on purpose, since in the English version it says “quit-a-reno” in Sheriff-style.

Jeepika - Mar 30, 2017 at 16:53

Mattias Cedervall - Mar 30, 2017 at 17:00
It still looks like invisible hands are dragging SPOILER the knocked out agent into the alley... Maybe fix the animation?

EdoBvd - Mar 30, 2017 at 17:00
Played an hour -- So far liking it !! :-)
- I love the fluidity of the interface, really confortable
- I love the way the dialogs don't overlap
- Got me to smile a good few times
- Thinking in terms of "verb" actions again, it's been so long!

Little bemols:
- the jokes about being in an adventure game are too early in the game, they don't fit in the 1987 atmosphere
- I'm not 100% convinced by the music, perhaps I'll just turn it off

Finally, relieved of my guilt!

Mattias Cedervall - Mar 30, 2017 at 17:04
The woman working in the diner said a line when suddenly it had a much lower volume than the rest of her lines. Maybe look into that?

Ron Gilbert - Mar 30, 2017 at 17:24
Yeah, that is a known issue. I've never had it happen, so it's hard to debug. I suspect that it's a issue with the SDL_Mix lib, which I don't want to dive into debugging.  The testers have had it happen a few times, and we can't reproduce it reliably.

Mattias Cedervall - Mar 30, 2017 at 17:48
I see. I hope you can fix it in the future. Thank you for your fast reply, Ron! :-)

Dominik H. - Mar 30, 2017 at 17:08
Thank you Ron.
I love it.. the game is amazing , so funny its perfect . I cant tell you  how happy i am to play a game like These After so much years.
And omg i saw guybrush i think😍

Greets frommen Austria

Mattias Cedervall - Mar 30, 2017 at 17:20
The volume is also too low when Carney Joe says bye to Ransome.

Nathan Williams - Mar 30, 2017 at 17:25
Here in Sydney, I stayed up late, rewatching the Ransome trailer, and then somehow woke up at 4am...
Well, how could I fall asleep then, knowing the game was out....

I played all morning, then also on the train to work.

I get off the train, see something shiny on the ground, and my brain tells me "another spec of dust to pick up!"

I am tired, but so happy.
Thank you all for the effort you have put in over these past two years.

If you plan to run another Kickstarter, I'll happily be in that one too!

Anthony Ammo - Mar 30, 2017 at 17:40
I haven't posted on this blog at all--but I've been keeping up every step of the way. I am so happy right now!

TenguMan - Mar 30, 2017 at 17:43
first of all, the game looks great off course....! It's so clever, funny and full of easter eggs!

just one suggestion (I know I am stupid, but maybe many other people are.. :D)

I've always used the "autosaved" file...after a couple of hours playing, I started a new game just to see again the first automatically deleted my longplay =(   maybe could be useful a message saying "save on another file!" =D

I'm just a little disappointed because

at the beginning Ray speaks with the sheriff about a fire in the pillow factory does he know about that? No-one have ever said anything about that.....or did I miss something?!

Mattias Cedervall - Mar 30, 2017 at 18:44
I guess that Ray heard about the fire before arriving in Thimbleweed Park.

Mario F. - Mar 30, 2017 at 22:36
you are on the right track. that belongs to the story....think about it...why does he know about a fire???
at least you make up your mind. mystic, isn't it?

Stefano E. - Mar 30, 2017 at 17:44
The game scored an 86% / 9.3 on Metacritic! So much deserved! Hope the sales numbers will be awesome as well!

Dominik - Mar 30, 2017 at 17:45
Although I'm a backer I bought the console version to support you guys and also to play comfortable on my big screen. But at 319 Euros it was quite expensive - but OK, I got this weird "Xbox" with the game.

After three hours of play I'm overjoyed with the game. Humor, Suspense, Animation, Sound, Voice acting, scripting and overall polish - all top notch. It really is a showcase of what a classic 2D pixelated PnC Adventure can be!

I hope you guys get a fair reward for all your work in form of good sales and good reviews.

Sushi - Mar 30, 2017 at 17:49
*minor spoiler alert- although only related to the books in the library-*

Why is the book 1.2-"the true secret of monkey island" by "Ron Gilbert" just the the lyrics of Never gonna give you up by Rick Astley? I vote to remove it as it breaches the rules that were set or better yet, replace it by something written by the real Ron on that topic, in a patch.

blombo - Mar 30, 2017 at 18:21
Ron talked about this extensively in a recent interview:

Nor Treblig - Mar 30, 2017 at 18:25
LOL, that's a good one! (don't remove it)

Steffen - Mar 30, 2017 at 19:32
Nice rick-roll, indeed! I like to keep that too!

FilipL - Mar 30, 2017 at 17:58
Hi Ron. I really like the game so far, but I was wondering when Double Fine will bring out the Remastered version with HD graphics?

Arto - Mar 30, 2017 at 18:19
Took me two hours to download the game with my 100/100 fiber from GOG Galaxy 1.2 (had to reset everything once), but it was worth it. Been casually playing for almost 4 hours now (reading the books and listening to answer machines, which btw have hilarious stuff in them) and I have to say the story, the writing and the atmosphere are incredibly good! I'd need to go to bed, but don't want to! It's a good thing I have 10 days reserved for playing this game :)

I think I found a very very minor bug: can't pick this speck of dust, as it's out of reach:

DZ-Jay - Mar 30, 2017 at 22:03
I had a similar problem with a speck of dust in the parking lot of the Quickie-Pal.  When I switched agents later, the speck was gone.


Nor Treblig - Mar 30, 2017 at 22:40
I think they relocate after some time until they are collected because of this very possibility that they could be unreachable or at least invisible.

Soong - Mar 31, 2017 at 06:53
Yeah, I'm also having so much fun with some of the details in the game.  The phone book is awsome.  I love picking random names that sound interesting and calling them to see what I'll get.

LogicDeLuxe - Mar 30, 2017 at 18:30
I played the first two chapters in easy mode so far. Only issue I had was two voiced lines appeared hard panned to the right for no reason. Other than that, it plays just fine.

The slider for verb background opacity, and the option for retro pixel mode seem to be missing. I didn't find them anywhere.

My suggestions for the first patch:

Having the "use" verb when left clicking an item in the inventory. They did it in "Day of the Tentacle", and I always found it rather convenient.

Adding the missing options.

Telephone low pass effect so that telephone calls don't sound as if the person is standing right next to you.

Big Red Button - Mar 30, 2017 at 18:38
According to Ron, there is a config file somewhere in the game data, which contains way more parameters than the options menu.

Ron Gilbert - Mar 30, 2017 at 18:41
I'll release the config options tomorrow. Too much going on today.

Ema - Mar 30, 2017 at 18:52
How come nobody says anything about the identity of the dead?!? :-D

DZ-Jay - Mar 31, 2017 at 05:24
Because... "in a town like Thimbleweed Park, a dead body is the least of your troubles."  LOL!

Kai - Mar 30, 2017 at 18:58
Thank you! I just installed the game and it's wonderful. it was a real pleasure to follow you at the whole team while development.
Please make another classic point & click adventure, I'll back it too.

Christian - Mar 30, 2017 at 19:04
PS: Whoever did the Linux version,... you  seriously rock! Running the game on my old Intel Pentium T4500 with GM45 Express "Graphics" Chipset. Only 3GB system memory and the integrated chipset is taking additionally away from it. glxinfo : OpenGL version string: 2.1 Mesa 17.1.0-devel OpenGL shading language version string: 1.20.  Max GLES[23] profile version: 2.0. Steam Overlay works, taking screenshots works, everything . However had to set startup option  in Steam properties: SDL_AUDIODRIVER=alsa %command%

Lluís Casanovas - Mar 30, 2017 at 19:09
Congratulations for the realase this games I was waiting to buy that the day that I kown that you make a groudfounding to get to do the game, I think that is the best adventure game since Ron Gilbert lauch Monkey Island, I was buy the game today, thanks a lot 😂😂😂😂😂

Orcan Ogetbil - Mar 30, 2017 at 19:12
Downloading.. I guess the blog and comments are not spoiler-free anymore. It would be good if folks could mark spoilers as such, at least for the first couple weeks.

Rob Noah - Mar 30, 2017 at 19:29
According to my download, if this had come out in 1987 it would have taken up 553 1.44" disks!
Amazing. That would have made for some box right there..

Johnny C Walker - Mar 30, 2017 at 19:49
I'm still very early into the game, and loving it so far... but I do have some critiques to do with the storytelling. So much has been poorly explained so far. Ray and Reyes's background is really buried. The notepads tell a different story than the game itself. Even if their backgrounds are a mystery, I have zero idea why they're helping each other, or to what capacity they're pretending to be connected, or even WHY they're pretending to be connected. What are their motivations and why are they working together? Again, I'm not talking about their mysterious backgrounds here, I'm talking about their present motivations. The game just seems to want to me to accept that they're reluctant partners... but why?

They're both lying, and they both can't trust the other, so why trust the other to not blow their cover? It feels like a piece of the story is missing.

Plus there's lots of other strange comments that don't seem to make sense: Why are the Pigeon Bros called "perps"? Why can't I investigate the contents of their van? Surely their unusual behaviour warrants further investigation? Why can't I show them a photo of the dead body to see if they recognise the victim? Why does the coroner know Agent Ray's name when she's only just arrived in town and they've only just met?

These are the questions that this player has. I really want there to be great explanations for them. I want the two agents to be pushed together for a reason. Fingers crossed it comes!

Other than this, I'm still really enjoying playing it. It's beautiful. Great fun. And I'm keen to know what happens next, which is great!

Johnny Walker - Mar 30, 2017 at 20:01
Oh! I missed one, and it was the one that made me want to comment. Reyes suddenly talking about a pillow factory fire that hadn't been mentioned before.

Ron Gilbert - Mar 30, 2017 at 20:04
This will all make sense later... none of it was an accident.

Johnny Walker - Mar 30, 2017 at 20:55
Cool, good to know. Been playing since I last commented and REALLY enjoying it! So much fun!

DZ-Jay - Mar 30, 2017 at 22:11
I found it a bit jarring that the character had a question about the pillow factory fire in a conversation, when the fire had not been mentioned before.  Perhaps you meant to indicate that the agent had prior knowledge, but it felt strange from a narrative perspective.

Also, before looking at the body at the very beginning, if I read the notebook, it had all the comments from like three different "look" actions.  That was also strange hearing the agent "speak" those sentences after I had already read them in the notebook.

The other one was that when a letter was delivered during the Delores segment, I knew I wanted to open the letter, and as soon we tried and Delores said that she couldn't because her uncle would be able to tell from the ripped envelope; we immediately knew we had to use steam -- but then Delores continued talking and said something like "you'll have to find another way to get stamps."  (???)

Nothing requiring stamps had been mentioned yet (I hadn't filled out the application nor read the magazine yet), so it was very strange to be told a hint prior to encountering the puzzle.

There are very few of these little narrative quirks, and the story is otherwise very well constructed so far.


Someone - Mar 31, 2017 at 06:28
==as the previous posts: mild spoiler==

The "fire conversation" irritated me too.

"Perhaps you meant to indicate that the agent had prior knowledge, but it felt strange from a narrative perspective."

That situation would be more clear if Ray makes an objection immediately,. like: "Why do you talking about the fire? The case is closed." or "Could you please stop talking about the fire. It has nothing to do with our case." or something similar.

Christian - Mar 31, 2017 at 09:01
But something like this happens: She says that he is a total pillow factory fire buff

Someone - Mar 31, 2017 at 10:28
Yes, but later.

Johnny Walker - Mar 31, 2017 at 10:08
I'm glad I'm not the only one who noticed these strange storytelling decisions. (I also kind of wish Ray and Reyes spoke different lines, rather than literally the same ones, but that's another, different, storytelling irk). It reminds me of what Ron said about players getting the key before realising there's even a lock.

Johnny Walker - Apr 01, 2017 at 19:03
Still, I'm loving the game! So beautiful with such a cool atmosphere. Fantastic stuff.

Jujstus - Mar 30, 2017 at 20:09
Great game. This is my first game since years I've played till the end.

There is a dead end bug: In the Hotel in the Lobby... after you came out of the elevator and then when you are the first to drink water (not the boy) ... then you are drinking forever... there is no end :)  You have to load the savegame.

Also it would be better if a left mouse double-click would open the doors or next screens. Would be often easier. Key-Shortcuts are ok, but not anytime.

And a last hint: it would be better if the player not to have to walk over 12 screens to pick up a needed thing. Max two screens (or one long street) would be better (not easier to solve).

Someone - Mar 31, 2017 at 05:37
"it would be better if the player not to have to walk over 12 screens to pick up a needed thing"

TWP is an old-school-adventure: The long walking ways were common in the old games. And it's "natural": You have to walk to the other side of the city if you need to walk there. :) Remeber walking in Maniac Mansion from green's room to the living room. (Even if you not count the long loading times. :))

But yes, in these days most players don't like long walks. :)

Big Red Button - Mar 31, 2017 at 06:25
The reviewer who wrote this ought to play the Atlantis chapter from Fate of Atlantis!

Nor Treblig - Mar 31, 2017 at 09:48
At least in TWP you can run quite fast, let's see how this goes :D

Someone - Mar 31, 2017 at 10:29
At least for me the running speed is fast enough. :)

John H - Apr 03, 2017 at 12:02
Right-click usually opens doors.

Once you have the map, getting around is a lot quicker.

Don't forget your character speeds up if you hold down the left button.

Randy "Dirt Farmer" Hofbauer - Mar 30, 2017 at 20:32
Ron, I must say kudos on showing us so much without giving away spoilers. I've been following the blog/podcast since day one and have watched all the videos. And yet the game feels incredibly fresh and inviting, aside from recognizing some areas and characters. Great job!

Brian - Mar 30, 2017 at 20:37
Awesome!  Congradulations!  Looking forward to playing tonight!!!!

michel - Mar 30, 2017 at 20:47
Purchased, purfect, purring. I am ecstatic, and now I know we even have a three headed monkey in southern Italy.

Eric - Mar 30, 2017 at 20:59
Oh, it's so beautiful and the music... Thank you, so much! This has been a wonderful experience.

Guilherme - Mar 30, 2017 at 21:52
Just played 3 minutes, and stopped to read the comments here!
I just came back 30 years back in my life when i played it!!!

Have u already started to produce the next game??
Count on me as a backer for the next one!


Greetings from Brazil


DZ-Jay - Mar 30, 2017 at 22:02
I've been playing the whole day with my wife and having a ball at it! Fantastic game so far.  I only have one problem:  I got stuck for a couple of hours during the Delores segment in the Mansion Mansion because I didn't see the wood.  My wife and I figured out exactly what we needed to do to make the ink -- all of it down to a T, but we just couldn't figure out what to burn to get ash.

We walked that mansion, room by room for a couple of hours, and even outside, and kept missing the darn wood pile!  At last I randomly moved the mouse across the entire screen and noticed the wood pile outside and poof! solved it.

The problem is that the graphic for the wood pile is not very sharp and easy to discern.  It looks like some random bush or scenery element of the grounds, and not very distinct from the rest of the lawn.  It would have been nice to have gotten a hint somewhere about wood or something so that at least we could know what we were looking for.

By the way, I love the game so far.  Kudos on the many extra touches of interaction you added (I even tried putting a glass of gasoline in the microwave -- that was pretty cool!)

Congratulations! You have a hit on your hands!  It's time for you to party like it's 1987!!!


Ben Henson - Mar 30, 2017 at 22:13
My Pledgemanager lets me download the Guilt Absolution Cert but has nothing for the soundtrack or making-of pdf book. Are these coming later?

Nor Treblig - Mar 30, 2017 at 22:38
You should already have a bandcamp code there (soundtrack) if you've pledged at such tier ($35 or higher)

Ben Henson - Mar 31, 2017 at 21:31
Ok feel silly, I assumed the codes section where just for the steam code which I didn't need as I got a GOG code via email.
My wife and I are loving the game BTW!

Nor Treblig - Mar 31, 2017 at 22:31
No problem!

Yes, the game is really great! It's everything (and more) I and probably most Kickstarter backers could have imagined when backing this project about 2.5 years ago.

Gonzalo - Mar 30, 2017 at 22:40
Are you considering opening some kind of subscription where we can sign up and recieve an alert when you make another kickstarter?

Nor Treblig - Mar 30, 2017 at 22:48
If you follow this blog and (via RSS or email) you should get informed about new projects.
But he said they won't make a Kickstarter next time.

Gonzalo - Mar 31, 2017 at 00:45
Thanks for that info!

Chris Gelatt - Mar 30, 2017 at 22:57
I've only been playing for a few minutes, but this is an absolutely gorgeous game, and it feels extremely polished (especially with the tweaks to the classic Monkey Island-style interface).  I'm really, really glad I backed it.

I did find an instance of the wrong audio being played for a line, though.  When looking at the soda bottle at the start, Agent Ray says "Michigan" for "MA".  Looks like it's just Agent Ray, though.  Agent Reyes says "Massachusetts" for it.

Rob Noah - Mar 31, 2017 at 01:05
Hey Ron, I think I found a bug if it hasn't been mentioned already : was playing as Agent Reyes, talking to the 'lady of the night' and Agent Ray in the meantime is in the sewer, at the phone. Ray got pulled into the sewer and Rayes doesn't know where she is, yet when I click on Reyes' notebook there is a green tick next to where it says find 'Agent Ray (maybe she ditched me)', and he definitely hasn't found her yet..

R.C.M. - Mar 31, 2017 at 01:14
Having a blast with the game so far! My only issue is whether I should finish it as soon as possible, or to slow down and savor it! Anyways, I've just unlocked Ransome and think I'll call it a night there.

BTW, being able to run is a Godsend- thank you for putting it in the game!

Guga - Mar 31, 2017 at 01:29
May I complain about a minor annoyance?

Characters keep saying what they need to do, which is quite OK so you don't forget your goal, but...

...sometimes they say it even if they were saying something else. I had agent Ray saying she was worrying about Reyes missing less than half a second AFTER I started talking with someone, and completely missed what Ray would have been saying.

I suppose it should happen only when in idle, but it seems to happen quite often that my intended speech is overridden by the prompt (in the Delores flashback it happened a lot of times).

Other than that... wonderful first impression. I wanted to call in sick at work today, it was too tempting.

Ron Gilbert - Mar 31, 2017 at 02:03
That's a bug.

Guga - Mar 31, 2017 at 02:33
I supposed it was, but as a developer I prefer to avoid saying the b-word to another developer :D I know how it can get to your nerves when you receive a ticket from someone saying "THERE'S A BUG, FIX IT YOU *BEEPFACE*" and you read the description and it's the supposed behavior :P

Nor Treblig - Mar 31, 2017 at 10:14
If you don't like to say the b-word then try the f-word :-)
(not THAT f-word!)

mikael - Mar 31, 2017 at 01:43
Have anyone found the redeem code for Mac App Store? I only have the redeem code for Steam.

/Long time backer

Someone - Mar 31, 2017 at 05:40
At the moment TWP is not available in the MacStore and in the Windows Store. They will follow later.

Big Red Button - Mar 31, 2017 at 06:28
Backers will only get a code for Steam or for GOG. If you would like to get it from somewhere else, you would have to buy it there.

Gonzalo - Mar 31, 2017 at 01:50
Hi Mikael. As far as I know, the game isn´t in the App Store. The game can be redeemed from GOG and Steam only.
I don´t know if in a near future it will be available in the App Store.

Jimmie - Mar 31, 2017 at 01:55
Thank you for this game. I've waited sooo long for this. Only played half an hour and so far i really love it!

A review here in Sweden:

It's in swedish obviously, but it got the higest grade "Masterpiece" !!

Pieter - Mar 31, 2017 at 01:57
It's AWESOME....thank you...and the team for such a great game (just 2 hours in thou....thing good change ;-))

Pieter - Mar 31, 2017 at 02:07
thingS Could change....sigh Bleeeepp!

SunDancer - Mar 31, 2017 at 02:29
I love it! I even dreamt of it tonight after just 3.5 hours in... this will be a fantastic weekend! 8)

peterszky - Mar 31, 2017 at 02:42
You made only one mistake with thus game: if Disney sees this, then you never get back Monkey Island... :)

Demetris Thoupis - Mar 31, 2017 at 07:29
Well Not Really. "DISNEY IS THE BEST COMPANY EVER" (you will get the point when you get the point in the game :)

Taylor Randall - Mar 31, 2017 at 02:48
No PS4 release?

Someone - Mar 31, 2017 at 05:41
Maybe in the future. Have a look at the old blog posts.

Big Red Button - Mar 31, 2017 at 06:29

john s - Mar 31, 2017 at 03:14
I looked at online reviews of the game this morning and I am so happy they all all very good, definitely deserved!

This is the type of game I expected when I backed "Broken Age" on Kickstarter. "Broken Age" was such a disappointment. It's funny how you could make a much better game than Broken Age with much less money raised on KS.

I hope you will have a lot of additional sales revenue to consider doing more games like this in the future.

And I love the SCUMM-like interface, and the game "feels" and play like my favourite Monkey Island, exactly as promised on KS.

This game is 10/10 - no exaggeration!

Ondi - Mar 31, 2017 at 03:15
The game is fantastic-a-reno! Thanks TWP Team.

I had an idea this morning when I loaded my save game from yesterday:
What do you think about show the current title card when loading a save game? Like the loading screens in action or rpg games where you get information about the level or area you are currently in. I think that would help to take up the thread.

MatDam - Mar 31, 2017 at 03:34
Thimbleweed is Amazing!!!!! I'm happy because week-end is here :)

Zak Phoenix McKracken - Mar 31, 2017 at 03:36
I didn't read any comment on this post to avoid spoiler, because I've started to read on Twitter and found people asking for hints!!
So, I write here just to say you that I am alive, I have played the game for 4 hours, and I love the game, it pours love and passions from every hole.

I (probably) will not write here anymore, until I'll finish the game.


Martin Wendt - Mar 31, 2017 at 04:35
Enjoy! And see you afterwards :)

McDrake - Mar 31, 2017 at 03:47
Just great work.
Everything works as it should (?).

theTrond - Mar 31, 2017 at 04:21
This is fantastic! Great game! Next project: MI3 !! With the Thimbleweed-team!

Kai - Mar 31, 2017 at 04:48
Thimbleweed Park on my laptop and a 6 hour train ride ahead of me. That works.

Jimy - Mar 31, 2017 at 04:52
Please add F5 = Savescreen like the old Lucasarts Adventures.
I'm always pressing F5 in hope the Savescreen pops up

Cole Trickle - Mar 31, 2017 at 05:14
The game is such a joy and the controlls for Xbox are well done. I really enjoy playing it on my sofa on the big screen. And the graphics are so much better than expected.

I read a lot of the reviews, which are all positiv. But what bothers me is, that even in german reviews they say that hotspots are missing. I think hotspots aren't modern game design. Pixelhunting is really annoying, but except for the "chainsaw of dissapointment" all objects are clearly visible, and to explore the surroundings are one thing why I love adventure games.
Regarding hotspots, if you go one step further, you can automatically absorb all items as soon as you enter  a new room, how much fun would that be?

john s - Mar 31, 2017 at 05:22
I agree with you regarding your comments on hotspots. The game is fine as it is.

Someone - Mar 31, 2017 at 06:53
Yep. I agree too. (And I can't follow the reviewers arguemnts about the missing hotspots hints).

Mister T - Mar 31, 2017 at 16:51
The designers go such a length to make the game as immersive as possible and then some nutjobs want to break that reality by highlighting hotspots. One step further and the hotspots are in a menu beside the actual background, much easier to access. Another step and the playing window disappears, while one just pulls items from the inventory into a menu of the hotspots...

Nor Treblig - Mar 31, 2017 at 20:14
Those complaining about missing hotspot highlighting shouldn't play the classic way (e.g. mouse + keyboard) anyway. They should get a controller where they can then use this feature for cycling through nearby hotspots (which is more or less their desired functionality)!

john s - Mar 31, 2017 at 05:25
HAHAHA, I just played the Ransome the Clown flashback scene, his swearing cracks me up, I laughed so hard. Never truly laughed playing adventure games, with few exceptions like MI. This game is pure genius.

DZ-Jay - Mar 31, 2017 at 05:53
Messrs. Gilbert, Winnick et al,

I forgot one other thing I wanted to say.  The artwork is gorgeous!  It truly is breathtakingly beautiful.  I know I complained in the past about keeping the retro and "purist" 8-bit art, and I take it all back right now.  Mr. Ferrari's artwork is fantastic and I wouldn't change it for the world.  It fits right in, it feels natural and classic, it's beautiful and interesting, and never gets in the way.  It just *feels* like 1987 (youth, high-school parties, playing computer games after school, long summers with friends, etc.) without having to *be* 1987 (acne, getting bullied in high-school, detention after school, awkward conversations with girls, being grounded by your parents, etc.).

Also, I noticed Mr. Octavi's artwork prominently displayed in the old Gypsy's library.  They too are impressive and very a propos.

Great job to everyone involved, and especially to you, Messrs. Gilbert & Winnick, for having the eye to pick such great talent.


R.C.M. - Mar 31, 2017 at 08:58
I couldn't agree more! I admit part of me is sad we didn't get the simplistic, full-retro art style like in the original Kickstarter pitch, but the 'newer' art style is absolutely wonderful and still has that retro charm. Definitely the right choice.

Mario F. - Mar 31, 2017 at 06:19
I have a little issue with monitor setting. When i start TP in fullwindow mode, it always starts at screen 1, but i need it on screen 2. So what i do is, i start TP, then go into menu and turn off fullscreen, move window to 2nd screen and turn fullscreen on again. any chance to solve that? maybe i can go around by trying to force the game to start on monitor2.

Sushi - Mar 31, 2017 at 07:09
Hi Mario,

I don't think that is something that can be fixed in the game. Any program you open will be full-screened on the main display (screen 1) by your OS. On linux, it might also open on the same display your terminal from which you launched the command is on. Either way, you already found some workarounds. Otherwise rename your screens ;)

Nor Treblig - Mar 31, 2017 at 10:10
Another common thing is to run the application on that screen depending on where the mouse/touch position was, using main display only as fallback.

Mac - Mar 31, 2017 at 06:48
Started playing the game last night. Great, I'm feeling like 12 years old again. :-)

One thing though that I miss so far: A slider for mouse sensitivity in the options screen. I know I can probably change it in the windows system settings. But the sensitivity in the game seems to be different from the system. So I'd keep setting it back and forth when I start or quit playing.

And then one thing that feels like a continuity error. When I first talk to the sheriff/coroner, I can ask them about the fire in the pillow factory ... even though my agents don't know anything about a fire nor the factory yet. Nobody told them so far. How can they ask about it already?


Someone - Mar 31, 2017 at 06:55
"And then one thing that feels like a continuity error. When I first talk to the sheriff/coroner, I can ask them about the fire in the pillow factory ... even though my agents don't know anything about a fire nor the factory yet. Nobody told them so far. How can they ask about it already?"

We discussed that above in the comments. It's not a continuity error, just play along. :)

Mac - Mar 31, 2017 at 07:03
Oh ok, thanks.. The comments gotten a little long by now. And I also did not want to come across spoilers. So I just skipped to the end. Sorry!

DZ-Jay - Mar 31, 2017 at 07:04
Yes, but if you notice that a lot of people are taking it as a continuity error and pointing it out, it suggests that regardless of its intent in the narrative, it is not working as intended.

When it breaks the suspension of disbelief enough to take you out of the game to notice, it ceases to be a clever plot device and becomes a distraction.

I just hope that Mr. Gilbert and his crew take notice.  Just a friendly suggestion.  I love the game regardless. :)


Someone - Mar 31, 2017 at 07:18
Yes, that's right. I was irritated too. But Ron et al. wanted that Reyes asks about the fire. So it's not a "continuity error" in the sense of a bug. :) It's more a problem of the wording.

DZ-Jay - Mar 31, 2017 at 08:07
Yes, I agree, it is not a bug.  However, my point is that it is an issue in the narrative, a device that does not really work as intended, breaking the suspension of disbelief instead (at least to some of us), which I'm sure is not what Mr. Gilbert intended.


Ron Gilbert - Mar 31, 2017 at 09:57
You're doing exactly what I wanted... talking about it and questioning it. I stand by my decision.

Someone - Mar 31, 2017 at 10:32
So you have discussed this within in the team too? Very interesting ... (from the point of story telling...)

DZ-Jay - Mar 31, 2017 at 11:27
I appreciate that, yet it comes at the expense of breaking my immersion in the game, even if momentary.  Even my wife (who's not really an adventure gamer) thought it was a bug.

It's cool for you that we are talking about it and causing a minor stir; it's not much fun for me if I get distracted from the game while playing.  ;)

No worries, it still a minor thing.


Flo - Mar 31, 2017 at 12:12
I liked it, because it got me thinking about the motivation of Reyes. What I find a bit disturbing is the fact that Ray seems to know about an  obsession of Reyes with the fire (although they don't seem to know each other).

Mister T - Mar 31, 2017 at 15:48
That is what it makes it work for me: Ray noticing his obsession just like the player as the audience does.

I had a bigger (though still rather unimportant) problem with Ransome just starting to give stuff away to the other characters. There is a great scene in the hotel, where Ray and Reyes become a team. Such a scene is missing for the others. If the post office was also a lost & found, Ransome could have given the wallet there hoping to make a buck from some reward, while not being friendly to the others, as at that point their goals are not necessarily aligned. Or, to hint at the ending, maybe he could just wonder what *beep* made him give his *beep* stuff away.

DZ-Jay - Apr 01, 2017 at 21:57
I didn't get that at all.  Like some of the other commenters above, I was too busy breaking out of the game's narrative thinking that this was a bug.  You can blame me for that, but I think it just means bad plot device.


Diego - Mar 31, 2017 at 10:11
Surelly Reyes know something about the fire... that´s why he can ask about it. At the end of the game it is shown that he had something to do with the fire. Maybe he started the fire.

Someone - Mar 31, 2017 at 10:41
"Surelly Reyes know something about the fire..."

Yes, but it's irritating in that particular case/scene. The player asks in his head: "Huh? What fire? Arg, I've missed something!". The latter one is irritating and a little bit frustrating. I know what Ron wants to achieve in this scene but I had chosen a different wording, that makes clearer (but not totaly clear) that Reyes knows something and that he is interested in the fire.

Oscar DeMint - Mar 31, 2017 at 11:05
You can then ask 4 more questions about the fire, clearly Reyes is probing. This didn't bother me at all.

Diego - Mar 31, 2017 at 11:37
I know what you mean... its like when you are watching a movie and an actor asks something to another and you don´t know nothing about and you think "what?" and at the end all is explained and you are like "ooohhhh... ahhhhh"

Thank you! - Mar 31, 2017 at 07:01
Great game! Thank you so much :)

Darkstorm - Mar 31, 2017 at 07:40
Been playing it for a few hours and having a blast, very fun and all the puzzles have been logical.  

Only real negatives so far for me is that:
-there's a bit too much fourth wall breaking and inside P&C jokes though.
-you can't "look" at people to see what the character thinks of them.  That was quite surprising.

Mattias Cedervall - Mar 31, 2017 at 13:44
I have to agree.

Nor Treblig - Mar 31, 2017 at 13:58
It seems like you can only use 'Talk To' or 'Give' with actors. I agree that 'Look At' would have been nice on everything AND everyone.

The 4th wall things were quite surprising :-)
But partly it's your fault too, e.g. when talking about save games it's your choice!

Sergio - Mar 31, 2017 at 07:47
The forgotten help screen will be restored in a future update?

Sergio - Mar 31, 2017 at 08:02
I forgot, make the F5 key the saves manager, it was the first thing i tried after i launched the game. :)
Congratulation the game is incredible and the Guit Certificate is pure genius...

Hans - Mar 31, 2017 at 08:52
Congrats on the release, I'm very very much looking forward to playing. Thanks a lot guys!!

Now go on vacation, enjoy the spring time. Don't even think to check the internet the next couple of weeks :)

Marcelo - Mar 31, 2017 at 08:52
Ron, Gary and team: you did it again, man! Felt the same as in the days of old: something entirely different :) . No nostalgia, pure joy. Thank you all for this great game

Arvejeitor - Mar 31, 2017 at 08:56
Congratulations on the release, I'm playing the game and enjoying every minute of it. Really good work! (and thanks for the Guilt certificate, i fell like a better human being now)

Christian - Mar 31, 2017 at 09:26
The game is awesome!

But I have a small question: Why does ThimbleweedPark.exe contain curl and the text "";? Does it send usage data to the internet?

Also did anybody have any luck with ThimbleweedPark.ggpack1 files? Seem to be better than XOR encrypted ;-)

DZ-Jay - Mar 31, 2017 at 11:16
Mine (on a Mac) wants to connect to Google Analytics every time I start up the game.  Little Snitch warns me every time, so I blocked it.

Not because I don't like people collecting stats (which I don't), but because I do not trust or like Google.

Soong - Mar 31, 2017 at 09:31
Just bought another copy, but this time on Steam so I could review the game.  But it seams I have to actually install Steam and play the game through it in order to review it.  Can anyone confirm?  If there is an easier way to give the game a thumbs up, please let me know.

Soong - Mar 31, 2017 at 09:58
Registered on Metacritic and left a review instead.  Those also show on steam, I guess.

Nor Treblig - Mar 31, 2017 at 10:13
I THINK you have to start it at least once. But there is no minimum play time or something like that for reviews as far as I know.

Mattias Cedervall - Mar 31, 2017 at 09:40
Ron, I'm sad to see that you didn't fix the little mistake in my book "Diet yet?" like I begged you to do...! :-( I'm surprised that my title "Diet yet?" was changed to "Dieting yet?"! :-( It's supposed to be "Diet yet?" because that rhymes! I'm still happy to be in the game!

Mattias Cedervall - Mar 31, 2017 at 09:44
Ron, I assumed that SOMEONE wouldn't include my notes (Page 1 in the book) in the actual book! It looks bad. :-( Right now I'm looking at "The Last Aid".

Mattias Cedervall - Mar 31, 2017 at 09:48
PS. There's also a "-" missing before the line "Be strong, were whispered. Weep with me.". It should read: – Be strong, were whispered. Weep with me.

Gonzalo - Mar 31, 2017 at 09:51
Just 2 hours of play, but does anybody else see in the vacuum tubes a contact point between twp and Stephen King's Tommyknockers?

Marcel Taeumel - Mar 31, 2017 at 09:57
Nice launch trailer!!! :-)

Wluut - Mar 31, 2017 at 10:34
The trailer is awesome!

Marcel Taeumel - Mar 31, 2017 at 11:00
It would be nice if both [Y] and [Z] would activate "Give". Just considering my German keyboard layout. :-)

Gv - Mar 31, 2017 at 11:28
Is it too late to suggest a occult book title? El Negrodormilon. Please, patch the game! ;)

BaM - Mar 31, 2017 at 11:40
@Marcel Taeumel, I've found out once you start the game in german, the keyboard layout is correct. But if you switch the language to English and restart the game, Z and Y are switched.

@Ron Gilbert, you might want to fix that. ;-)

Ron Gilbert - Mar 31, 2017 at 11:56
Yeah, that's a know issue. No easy way to fix it without proper international keyboard support. Doable, but a time consuming task that's on my list.

Harald - Mar 31, 2017 at 18:48
Hi Ron,
don’t forget that the keyboard layout and the game language are independent. I play in English with a German keyboard.
If international keyboard layout support is too hard, maybe just read the keys from a text/ini file. This way, the user may even use custom layouts (o=open, p=pick up etc.).

Arto - Mar 31, 2017 at 19:55
Custom layout would be good for me also since I'm left-handed and I use my laptop's touchpad with my left hand. So the hand in the way if I'd like to use the keys for verbs, that are located on the left side of the keyboard. On my Scandinavian keyboard I might map the keys to:

Nor Treblig - Mar 31, 2017 at 20:12
HA! If you would have been a real keyboard user you would have been talking about NUMPAD keys, not those!

Arto - Mar 31, 2017 at 21:04
I use MacBook Pro. No numpad in this thing.

Arto - Mar 31, 2017 at 21:11
Also, no numpad in my iMac's wireless keyboard.

Nor Treblig - Mar 31, 2017 at 21:24
Yeah, you can't be that picky about laptop/tablet keyboards (but why would you buy a wireless one without numpad?)

You could play with the wireless one and just move it more to the right (can't do that with the one which is connected to the display of course).

Arto - Mar 31, 2017 at 22:59
If I would play with my wireless keyboard, it would be no problem, as you mentioned. I bought the wireless keyboard because I used it also with my Apple TV (now the Apple TV is in my closet, and I use Chromecast instead). Also the wireless keyboard was better for the near-horizontal working position that I prefer over traditional sitting position. But at work, whenever someone is talking about the purchase of wireless keyboards, I raise my voice to object.

lancelot - Mar 31, 2017 at 11:56
Found one of my "books" in the library (with, imho, an unnecessary minor edit in the title) but cannot find the other one...seems it didn't make it for some reason. Very sad, "American Palette-shifters" is lost to posterity.

lancelot - Mar 31, 2017 at 12:26
Facepalm. I just needed to think a bit first. All good and happy now :).

Marcel Taeumel - Mar 31, 2017 at 12:10
If I click on the "invisible" down arrow at bottom of the inventory, it will still scroll down one more row. :-) Having 12 items (i.e. 3 full rows) at the moment.

e - Mar 31, 2017 at 23:26
I noticed this too, it's not expected inventory behaviour, is it? You can always scroll down once more after the down arrow has disappeared.

Dan - Mar 31, 2017 at 12:14
Happy Birthday (yesterday) to me! I can't find my book in the library, but I can't remember what title I gave it! If anyone sees one that starts with "opened with the creak of a joyful platypus" let me know. :)

Diego - Mar 31, 2017 at 12:29

NotSoMightyPirate - Mar 31, 2017 at 12:39
Is it possible to switch the transparent UI to a classic black bar like in the old SCUMM games? I didn't found this option.

Nathan Williams - Mar 31, 2017 at 13:05
I have a small feature request.

I have been playing as Agent Ray, and first up I forgot to "Look" at the body.
I went and did a few other things on my checklist, and then came back and looked at the body.

Now the description of the deceased is the top page in my notebook each time I open it.
It would be nice if the todo list was always the first thing I see when I open the notebook.


Marcel Taeumel - Mar 31, 2017 at 13:08
The interface is really smooth! I like the double-click-to-run and hold-to-follow features. :-)

Two other minor things I noticed, probably not worth changing:

- On Ray's mobile phone, you cannot dial another number after listening to a message. You have to put down the phone first.

- The amendment jokes at Nickel Press should not repeat directly after one another. So, after 5th there should not follow the 5th again. :-)

And somehow, the actor icons in the upper left are blinking rather often without an apparent reason...? It's a little bit distracting. I keep on switching actors just to make the blinking stop. :-)

I do like talking to the FaceTron 3000 (tm) :-D You put so much detail into the dialogs. This is just awesome!!

SEN - Mar 31, 2017 at 13:41
This is as close to God an atheist can come... I'm speechless. Hats of and everything. And thank you guys!

Mattias Cedervall - Mar 31, 2017 at 13:44
Ron IS God!

john s - Mar 31, 2017 at 14:05
Ron is THE GOD.

Mattias Cedervall - Mar 31, 2017 at 13:42
The female agent doesn't say the lines when I ask the postal worker about jokes, it's only text...

john s - Mar 31, 2017 at 14:04
She did for me.

Mattias Cedervall - Mar 31, 2017 at 16:06
It must be an evil bug then. :-(

LogicDeLuxe - Mar 31, 2017 at 14:03
I think, I found a reproducible sound bug. I have doug right in front of the library door in the entryway room. When I'm walking at the bottom of the room (screen scrolls horizontally), I hear him panning as expected, according to his position on screen, but when I go up to him (screen scrolls vertically), his sound shifts gradually to the right, which makes no sense at all.
Maybe other sound issues are related. Could there be accidentally mixed up coordinates for sound panning calculation somewhere in the code?

Also got some lines panned to the right in the diner and some panned to the left in hotel rooms, but those don't seem to be reliably reproducible.

Dean - Mar 31, 2017 at 14:22
This game is fcking amazing.

Dean, UK.

john s - Mar 31, 2017 at 14:27
Did you mean "This game is *beep* amazing" ?

I say this game is *beep* *beep* *beep* *BEEEEP**beep* amazing.

Gonzalo - Mar 31, 2017 at 14:36
Who´s the actress who voiced agent Ray? She has a very expressive voice color. I love her.

Ron Gilbert - Mar 31, 2017 at 14:37
Nicole Oliver - Ray
Javier Lacroix - Reyes
Elise Kates - Delores
Alex Zahara - Franklin
Ian Corlett - Ransome

Nor Treblig - Mar 31, 2017 at 15:11
A 'Credits' menu item somewhere would be nice!
Or fix the broken cheat short cut (Ctrl + w).

LogicDeLuxe - Mar 31, 2017 at 16:18
There is a Credits.rtf file in the Resources folder, though oddly enough, all it says is: "In a town like Thimbleweed Park a dead body is the least of your problems."

Nor Treblig - Mar 31, 2017 at 20:12
Of course I have seen this already :-)

I'm actually wondering who voiced the first playable (but short-lived) character.

Nor Treblig - Mar 31, 2017 at 20:14
was wondering

Ron Gilbert - Mar 31, 2017 at 20:22
Gunnar Bergmann was the actor. He was recorded in Germany.

Marcel Taeumel - Mar 31, 2017 at 15:21
Who voiced Boris? Was it Boris? :-D

Diego - Mar 31, 2017 at 15:50
Who voiced the murderer? hehehe

Randy "Dirt Farmer" Hofbauer - Mar 31, 2017 at 17:05
I feel like I'm also hearing traces of Pamela Adlon in various characters (e.g., Pigeon Brothers)? She has such a distinct tone in her voice (which I love). Was awesome in Grim Fandango, so hope that's her I'm hearing.

Mario F. - Mar 31, 2017 at 18:10
Who voiced Sheriff etc?

I can imagine you laughed ur ass off during recording. This man is my hero.

Gonzalo - Mar 31, 2017 at 18:17
Thanks! She is awesome.

Gonzalo - Mar 31, 2017 at 18:47
Thanks! She is awesome.

Mister T - Mar 31, 2017 at 14:55
The steam forum has become a vague help hotline: people try to give hints to the fellow players without giving anything away. Totally reminds me of the way we talked on the school yard about monkey island, avoiding to spoil the fun of riddling along.

DZ-Jay - Mar 31, 2017 at 14:57
Kudos to the entire cast for such a fantastic job, although Sr. Lacroix and Mr. Corlett get an especially big appreciation from me -- those are so far my favourite two characters in the entire game.  Ransome's cadence, tone, and delivery are spot on for such a character, and I particularly enjoy listening to Reyes talk with his peculiar Latin accent (I'm Hispanic myself).  Bravo!


DZ-Jay - Mar 31, 2017 at 15:04
I think I encountered a bit of a timing bug:  As I was going into the Post Office for the very first time, and not yet having seen the bum sitting by the dumpster on the next building over, the latter's voice apparently triggered a recurring event where he says something about his broken pockets and missing losing his dime.

However, the line was triggered right after I went through the door of the Post Office, which made me and my wife think for a while that it was the Postal worker behind the desk who was missing his dime.  This made me start searching the small Post Office room trying to find it.

Eventually, when I went back outside and finally encountered the bum, it became clear that the line about missing a dime was from him.


Droygon - Mar 31, 2017 at 15:20
WOW!!!!! Congratulations! it's finally here - and in a timely manner too :)

Thank you all for letting me and everybody else be a part of this awesome journey and for having THE BEST WEEKEND EVAHH!!!!! Woohee!!!

Really... you guys are truly a team of great,funny, fun-loving and genuinely creative people and I wish you all the best and really look forward to see what you come up with in the future... hopefully together (pretty please)... because it would be awfully uncomfortable for me to keep up with each of your blogs individually... this way I continue enjoying my routine and you don't have to feel like you are making me uncomfortable... which you obviously would... since your all so nice and great and all... and have ESP too...

Lebostein - Mar 31, 2017 at 15:35
The old MMucasFlem games had 99 save game slots. That was cool! But the modern adventure games from new developers has only 9 slots...

Nor Treblig - Mar 31, 2017 at 20:22
I like me "unlimited" and named savegames!

But also a lot of those older games had similar limitations.
xcopy is your friend.

Mister T - Apr 01, 2017 at 09:23
I wonder if that is one of the cross-platform issues or cloud restrictions.

There will never be a space sim as great as Tie Fighter because the controllers of consoles do not allow that functionality.
(Limited causal connection, I just wanted to put this out there....)

Amb - Mar 31, 2017 at 15:54
Sigh. I kept copies of my books i submitted but not the titles... this is going to take a while

Arto - Mar 31, 2017 at 19:57
Same here... I did find one of my books, though.

Amb - Apr 01, 2017 at 15:19
Well I found two of them almost next to each other.  On the Right on the top floor, in the special sections - Chrono Mechanics.  just next to a fact book about a missing moon of Jupiter.  I'm most proud of the Chrono Mechanics one, as my wife read it for the first time yesterday and she actually laughed out loud at it.  Mission accomplished.  Only about 8 more to find.

Firebird - Mar 31, 2017 at 16:24
Congratulations for releasing a great trip back to the 80s!

I like the game so far, but I am missing two game features:
1. I can't activate the True-Pixel-Mode (which would be a resolution of 320 x 180 on 16:9 displays). I think, that this was a promised feature. As I already switched to the old font, I really want to try it, even if Ron said in one of the blog posts, that no one wants to use it.
2. Can you please overthink the decision, to only provide 8 usable save slots? Even if it is not possible to die in the game, I like to save at regular intervalls, to be able to take a look back after I finished the game. Disk space shouldn't be a problem nowadays.


Roman - Mar 31, 2017 at 16:32
Oh no a typo in the library book title "10 magical ways to upg(r)ade to Windows 10" ... ;-)

Sushi - Mar 31, 2017 at 16:59
No spoilers - 100 % safe to read on

After having played the game for 3.5 hours or so, I am getting more and more sucked into it (despite my initial impression which was more WTF?).  . I really like the flashbacks. Each time I finish one, I realize I was so caught up in them that I kinda forgot I was also in the present (1987) with the agents.
I also like the gentle nudging hint system, where the player character is saying "I should ...". Frustratingly enough, I was very hard trying just that, walking around everywhere (also realizing why you had to limit the places you can initially visit) until the agent just broke the fourth wall and told me <spoiler>. I felt sooo stupid! But on the other hand, it was also  proof that I completely am in the zone of supsension of disbelief  Hard to describe it better without spoilers.

Cpt catarro - Mar 31, 2017 at 17:11
I have no words.. only a mega big THANK YOU Ron for what u and ur team had create. I'm touched by the beauty of TP! It's just like 25 years ago! I can't quit thinking how to resolve puzzles all the time! At bed at work! All that modern adventure games miss is U! I was hoping that it was not only nostalgia and TP blow away everything! It's really the best adventure game from 1992 to nowadays!

Diego - Mar 31, 2017 at 17:39
Who would have ever guessed LeChuck is Guybrush's brother?

Fabrizio - Mar 31, 2017 at 17:40
I'm really disappointed that it was not released the Amiga version

Carl Docto - Mar 31, 2017 at 18:06
I'm on the Dolores Flashback. My wife has been watching me play, and she's been laughing a lot. This game is fantastic (voice acting, music, pixel art, and dialog).. A classic. Thank you.

SPOILER and suggestion for the next patch: (do not read anymore of this comment to avoid the spoiler).
In the Dolores library, I need to find the MMucus Book. I almost immediately knew to remove the sign, so I tried "pull" and "push." Once that didn't work, I spent about an hour afterwards trying other solutions. I watched a gameplay demo to solve that puzzle ("pick up"). I believe "pull" should work as "pick up" sometimes. Thank you.

entropy - Mar 31, 2017 at 18:29
Hi Ron,

how do you feel, now that Thimbleweed Park launched?
Did the launch meet your expectations?

DZ-Jay - Mar 31, 2017 at 19:10
By the way, is it me or does the dead guy sounds (before he died) like an Indian attempting a German accent?

Nor Treblig - Mar 31, 2017 at 20:30
You mean Indian like a guy from India? I didn't have this impression. I just thought it was a hilarious German accent.

Big Red Button - Apr 01, 2017 at 05:17
Me too. In my opinion, he did a very good job!

By the way, I only played until the murder up to now. For no more than five minutes or so. I'm too busy this week and I want to be relaxed when I play TWP.
But, my first impression is awesome!

Demetris Thoupis - Mar 31, 2017 at 19:11
Finished it a couple of hours ago after about 12 hours of gameplay
Congratulations it is an excellent adventure game.
Criticism will follow to the team in an email to not spoil anything for people who didn't play it.
Although RON gets a lot of credit I think GARRY should also be praised equally as it really shows to be a product of people who love adventure games and reminds of "small teams" doing their thing without co-orporate numbers in the way.

Stefano E. - Mar 31, 2017 at 19:33
I played few hours in, and I LOVE the game. I really appreciate the fact that the puzzles so far have been quite logical. I was stuck for a while in a puzzle though I knew what I needed to do (it was told to me not directly. but after trying something similar to the solution) but I couldn't find an object/tool I thought I need. Then I had my a-ha moment and I was like "what if" and it worked! Freaking awesome!
Great great, great job guys, this is point-and-click adventure to its finest.

ac - Mar 31, 2017 at 19:42
Having played couple hours now on casual I could easily list a bunch of things I felt could've been done better but I'll leave you with this:

I'm almost thinking there could be a business opportunity in outsourcing the "hollywood elements" from game productions to companies dedicated to doing them because so very few games in history of gaming get those to match even a straight to dvd b-movie level. That would involve dialogue rewriting/polish, voice actor casting and audio mix etc. To make this affordable for indie/mid-budget games the production company would need to be well structured and staffed by people who are sort of "quincy jones"'es of each field - ie. someone with very high bar and knows people that can deliver what they need. ie. kind of like agency/consulting business for indie devs to find the people related more to arts and production of arts suitable for specific project. Traditionally you probably had game publisher doing this but if this was consulting/agency based then indie game devs could still keep their control while getting a good idea of the production related cost ahead, based on how much dialogue and music they need etc.

Demetris Thoupis - Mar 31, 2017 at 20:00
I think you are being too harsh on a small 8-12 people team who delivered a very high quality game which is what was promised at Kickstarter unlike DoubleFine which delivered with 5 times the budget a mediocre game which I am not even calling it an Adventure Game! Voice acting is always difficult to hit and the budget restrains you a lot. Some like it some don't. There is a reason the voices sound in a certain way and I think that a lot of criticism comes from people without finishing the game. My only hint without giving spoilers, the characters are of a certain age and should have a voice of a certain age.
About outsourcing this is clearly up to the developers.

ac - Apr 01, 2017 at 18:38
Just stating as I see it - it's highly unlikely that unless you already have all the right contacts that you would be able to put together a team that can have a good probability of making a "hit". eg. Consider some production teams that could take any artist and turn them into a big hit. Music industry had a few of these. Traditionally the model has been that producer or label/publisher holds all the strings and thus is in position to reap all the profit. But people know about "hollywood accounting" and other greedy stuff that often leads to (because if you have label/producer that is holding all the strings and is also a perfectionist, they'll be very tempted to optimize how much they get out of the deal and some green/novice artist or indie will get a shtty deal by default).

If the label/producer type people set up to act as agency instead, I argue you could avoid that problem as it would a b2b contract negotiation as opposed to b2a (business to artist/invidual). The lawyers involved would need to set up a contract template that aligns the interests in equitable manner. Being that teams on both side are probably similar size ~6 person teams (not counting voice actors) on one project (I've looked hit records and they always have about 6 people in production/engineering credited, no less), both sides would have enough experience combined to say that "as a team we are getting a fair deal here".

To me this seems like a better model than contracting out every piece directly or the label model.

I heard on some interview that one of the best produced recent games (Witness) took about 7 years and atleast $100k was "blown" just in one hire before it was determined something else was needed talent-wise. That tells me you really need a lot of "AA" titles behind you just to know what you need when and then is the matter of finding that - could be quite time consuming process I imagine vs eg. "I know I want those guys that did X before" or taking a look at show reels in some directory of similar companies.

ac - Apr 01, 2017 at 19:12
I must correct that "stating as I see it" does not have anything to do with the visuals, I'm very happy with them. (eg. you could have a game with 1x1 resolution, just 1 pixel and a talented person would turn that 1 pixel into very delightful, carefully picked colors - there's ~16 million colors to pick from, many of them aren't as delightful in the context of a single pixel).

What sort of grates me the most are the main characters. The voice actors do a good job in delivering what I felt about them when I first saw them when the blog was launched. A bit like some of the rookie doctors just out of school trained to be confident and pretending to know it all even when you know that based on what tests and questions they've done/asked so far, they couldn't possible reach any sort of conclusions outside of "Hypochondriasis" which to me is complete non-sense and I have plenty of studies to back this up, I just don't want the privilege of having to pay a doctor for time to walk them through why they are wrong.

Ron Gilbert - Apr 01, 2017 at 19:17
All of the actors were seasoned, professional union actors and the game was cast and directed by someone who has been doing this for 15 years. So, I'm not sure how your solution would have help anything. And, I completely disagree with you, I think the voicing acting is top notch.  I think you're making some bad assumptions. Nothing about the voice acting was done "on the cheap". It is one area you never skimp on.  Everyone loves to complain.

ac1 - Apr 01, 2017 at 19:32
Didn't I just say that? They do a good job on delivering what I first felt about the characters.

But it still grates me because the characters they are acting feel "void of life and emotion". So the problem is these characters are too realistic (/hate life is the feeling I'm getting from the characters) and the acting reflects that.

ac1 - Apr 02, 2017 at 00:25
I listen to this voice mix with headphones on and it feels as if I'm getting "raw mic mix" - never mind any environmental mix - I mean that to me it sounds as if the characters are talking at full loudness RIGHT NEXT TO MY EAR.  That is *not professional result*.

Listen to voice mix in other games like Tie Fighter, Star Trek 25th Anniversary for reference of a better voice mix. If you want to get real fancy, listen to Mass Effect 1 voice mix..

They sound very much as if you were watching a TV series.

The difference is somewhat subtler if you lower the voice volume from the menu, but the point then would be: why do I need to lower the voice volume? When I watch TV series, the voice volume is already mixed to appropriate levels relative to other audio.

Sushi - Apr 02, 2017 at 09:16
It seems to me you should invest in a decent soundcard. I hear those soundblasters are the new bomb!
Free solutions include not using headphones (although your PC speakers might be of doubtable quality, unless you really are the audiophile you are claiming to be) or just turning  the voice OFF in the options.

ac1 - Apr 02, 2017 at 16:38
I actually first played this on friends system, I don't know the specifics but he got a big dedicated amp to drive the speakers. I think they are about 10 inch bass speakers.

The voice mix loudness issue was much more clear on his system than on headphones but on headphones it felt more annoying.

Generally the feeling is that the voices all around sound like they were recorded in acoustically treated small studio closet. That IS how most professionals do record vocal mixes... but that is only the first step! In Hollywood I don't know actually how they record scenes such that some green/blue-screen sounds legit, do they use effects or actually record (or playback and re-capture the voice mix) in physical space similar to what is on the green/blue-screen? Would be very interesting to know.

backpatcher - Apr 03, 2017 at 10:03
"you should invest in a decent soundcard. I hear those soundblasters are the new bomb!"

I'll have to object. When I launched the game, my soundblaster card rendered the game audio with a huge amount of distortion.
I had to switch to onboard audio, which ran fine :D

John h - Apr 03, 2017 at 06:53
As far as I'm concerned the voice acting is of a professional standard, and I've no complaints about the sound quality. It's a similar standard to Day Of The Tentacle, and what more could anyone want?

That said there are a very few moments where it feels as if the actor didn't know the context of what they were saying, and so couldn't deliver it with the right emphasis. Like the difference between saying "That's my *pen*" (emphasising what it is) vs "That's *my* pen" (emphasising whose it is)  (not an example from the game).

But with the sheer volume of dialogue in a game like this, and the budget, and the branching dialogue, I think it's too much to expect that every conversation has every nuance of emphasis just right.

And I went to a play at the Royal Shakespeare Company last month in which some lines were delivered with a similar (IMO) misplaced emphasis, so it's something even the best actors sometimes do.

Mister T - Apr 03, 2017 at 12:09
I have the feeling that emotion works best when the chracters are in a well-defined situation and the actor can dive into it. Ransome can go to 100% every line, because he is the *beep*hole clown. Ray can be extra professionally cool. Reyes has the problem, that he is the green young guy with a sad backstory and mainly nice, which just gives him less to gnarl on for the conversations. Going Fox Mulder probably would have made it a lot easier, having the cold professional and the naughty silly agent constrasting each other, but that would really just have been for the effect.

I am a bit surprised how little dialogue I skipped. It was mainly openings or answers I already knew and way less than I usually skip in games. So something about the voices and the writing must have worked very well for me.

John - Apr 04, 2017 at 07:30
I noticed the voice acting acting when playing, thinking that it's really great and makes the game. It's too bad that there isn't a Maniac Mansion with similar voice acting. Also, I now have to constrain myself from making snide remarks in Ransom's voice to people who don't know the game :).

DZ-Jay - Apr 16, 2017 at 08:01
Haha! I do the same.  When someone crosses me, I hear Ransome in my head saying "*BEEP*off!!" or "I'm *NOT* *BEEP*ing touching that *BEEP*ing thing!"


Big Red Button - Apr 11, 2017 at 07:30
I agree that the voice acting is very good.
In Monkey Island there were no voice-actings at all, originally. So, everyone had had his own impression of Guybrush's voice, until Armato was engaged for Curse of MI. Therefore, Armato's voice did inevitably disappoint a few people, even though he did a brilliant job.
I personally had to get accustomed to Armato's voice as well, because I had imagined Guybrush to sound even more planless and less self-confident. To make matters worse, Guybrush even looked different in Curse of MI. But, it didn't take long until I appreciated Armato's interpretation of that character.

urielz - Mar 31, 2017 at 21:37
I disagree. So far dialogue and story is superb. And I think this is being overlooked by some reviews that tend to focus on the classic adventure/retro game 'novelty' of this game. We're bombarded all the time with "AAA" games with huge hollywood budgets and the story is as shallow as it can gets.

Voice acting is very well done in my opinion. Perhaps it doesn't help that there is some superb performances from secondary characters that might take some spotlight out of the main characters (I love Leonard and the sheriff/coroner).

I am about 1/3 of the way and I already experienced some moments which I think will transcend the game. I really hope the game exceeds the expectations of the developers. I 'm hoping for more "indie" titles like this one. I backed this game and I'm buying an xbox copy for my little nephews. See if I can get them away from Minecraft for a while.

Mister T - Mar 31, 2017 at 23:45
Apart from the budget which is not there (which would mean cutting rooms, animations and puzzles) it would mean to lock the text (at least contentwise) several months earlier, which would make testing much more complicated and cut the time to apply changes even shorter. Also the ideas would have to get communicated to even more different people, with an uncertain dynamic when it comes to creative control (as that is something the Quincy Jones' of the world would like to have, perhaps even more than a Quincy Jones pay cheque), robbing indie productions of one main advantage.

As it is, the game is the blue print for production dicipline: The result is better that what was announced, it takes an unconventional road for telling the story, compared to the average kickstarter it got delivered on time and offers several translations on day one. All of this on an engine, which did not exist before. Without a full time producer for much of the time. I doubt there is much room for streamlining left.

ac1 - Apr 02, 2017 at 16:23
You exercise the "creative control" when you are selecting who or which company to contract and outline what your vision is.

What you refer to as "QJ's of the world"-doing sounds more like what "handholders, meddling micromanagers of the world" would do than the process the people involved in Q's projects described. If you think there's some school that teaches people to work like Q well, I've yet to hear about one, so safe to assume most people aren't doing what he is doing. When someone asked about some details about his signature sound, he actually got a bit protective "So you wan't to get competitive...".. Trade secrets you know - though I would say half of the trade secret when it comes to audio is having a) experience in listening good records b) driven to get the best results, and you know what the best is through experience of listening to people who have been involved in productions that did very well even without "hard sales" tactics marketing - ie. the product sold itself projects. In audio this is particularly obvious : would you listen to nails on a chalkboard, a randomly picked bed room indie production or Q's production. I would wager statistically significant amount of people wouldn't be able to describe exactly why but they'd prefer the Q's production.

Comparable analog is if movie had is special effects done by some random team or ILM.
In games, comparable to "random team" is if indie game hires a random team to help with the game.. vs a publisher that knows they don't go broke by spending on ILM-equivalent of games to do their polishing stuff.

And if there's one company that would REALLY benefit from "ILM of games" but instead of special effects specialization, dialogue specialization : Almost every RPG and adventure game ever (Lucas,Sierra games are EXCEPTIONS, clearly they had talented writers).  But why stop there? Do the other things I did like that too. The creative vision is still with the company or invidual hiring the services of such "ILM".

I have few game ideas I've wanted to do but I'm waiting for a point where I can outsource everything and since generally only 1 in 100 meet my quality bar, there needs to be 100 companies to choose from. My own input will be about looking, like QJ, at multiple ideas I've seen out there and pick the best for the outsourced companies to implement. So I'm not pitching "my idea", I'm pitching someone elses idea that has been shown to work, then I'll slap my name on it and if I'm right (which I always am) then people recognize that even if I removed my name from it, because some colors and sounds are simply more enjoyable than "nails on a chalkboard" and that goes for everything, game design elements, style of writing (one may not be eloquent but one only needs to recognize people who are and structure a business around convincing them to work with your clients - ones creative input would be in choosing people who you want to work with).

Mister T - Apr 03, 2017 at 12:29
"Comparable analog is if movie had is special effects done by some random team or ILM."
Indeed, expensive movies hand over all to the big players and reduce the amount of managing they have to do, which also mean handing over a great deal of quality control to individual supervisors for each company. Something one can afford when the budget is high enough that stuff can be remade when the director has a different vision.
But take smaller movies and look at the credits: they do exactly the opposite of what you described. They employ a lot of smaller companies, most known for one thing they are doing well. Instead of iterations, they establish direct contact between the productions supervisor and the artists and a much closer contact to the director, who also tries to communicate his vision as clear as possible and does not just wait for people offering him ideas, because that process would cost money.

By increasing the distance between the director and the artists, you weaken the construct. Especially when the development is as tedious and slow as game design (opposing to music, which allows knocking out a reasonable demo in minutes, even before getting the actual artists on board, and therefore allows a much more intuitive approach).

"My own input will be about looking, like QJ, at multiple ideas I've seen out there and pick the best for the outsourced companies to implement."
So basically you talk about having no idea of your own and a lack of vision and you want to produce other people, all that without any experience because you think it is easy and someone from the outside will save it for you while a stylistic coherence developes during the project on the fly? Have you ever worked in a team? Do you know about the value of an idea at all when you obviously are incapable of generating them yourself?

DZ-Jay - Apr 01, 2017 at 07:02
The only production-y thing that I find not so good is the telephone messages by non-backers; i.e., every message or recording provided by an in-game character.  These sound too crisp, as if they were standing right next to you, which does not really convey the sense that they are talking to you through a telephone -- especially a payphone or cellular phone from the 1980s.

Just a simple band-pass filter with a narrow band would have suffice to keep the illusion.  As it stands, there seems to be a distinct difference in tonal quality that you get from the dialing tones (which are squarely within the mid-range of frequencies, as per real telephone tones), and the voices that follow (which are recorded in very high fidelity audio).

There is also a bug where if one character has a recurring dialog triggered by timers, the volume of his voice will go really low if a second character say something at a time when a timer is triggering.  It's as if they are both trying to use the same audio channel, and one causes the other to drop off, but instead of cutting away, it lowers in volume which is a bit weird.

Other than that, the acting, the artwork, the music, the stability of the code, the lighting, the environment simulations, and just about everything is about as high a quality as any triple-A title -- and this is before considering the limited budget and the independent nature of the entire production and crew.


jfrisby - Apr 01, 2017 at 01:01
Questions, right off the start (stuff mentioned at some point previously)---

1.   Is there a key command to hide the UI?
2.   You'd mentioned at some point an option to turn off /filter some of the modern graphic stuff, like pixels that move unlike the old-school.   I just immediately saw the weeds in the first scene swaying...  and wondered if there's a button to turn that to old school.   (seems unlikely, I guess, since the old method would drawing new frames for that movement).

Marco - Apr 01, 2017 at 02:05
I gladly backed the game, upgraded my pledge when I saw the advanced direction that was taken and still I am amazed and got even more than I anticipated! It's great fun, it looks awesome and the overall atmosphere is spooky - I love the stereo effects :-)

Playing with my son and we have a really great time solving all the puzzles. The game really got much better than I thought it could be. Well done!!

Filippo in the bowl - Apr 01, 2017 at 02:06
Beautiful game !!! I wanted to thank Ron, Gary, David and all the staff for making such a dream !!!

But I also have a question to ask:
I'd like to turn on the option "Retro Verbs"  without the "Classic Sentence" option, but it seems that you can not ... How come? It 'a bag?

Cole Trickle - Apr 01, 2017 at 04:00
I noticed some minor bugs. I play on Xbox with german settings but I play the game completely in english (voice and text).
-when launching the game it says "Dr e A" instead of "Drücke A"
- in the Edmont Hotel it says e.g. "Walk to Zimmer 1001" instead of "room 1001" This just happens with rooms.

Just one thing annoys me a little bit. There are too many red herings in the inventory at least at the beginning. This makes the entry of the game unneccessary hard.

Thomas - Apr 01, 2017 at 04:42
More savegame slots for Thimbleweed Park!!!
Only 8 slots? Are you sure?!?

Cole Trickle - Apr 01, 2017 at 06:33
Since there are no dead ends you could end the game just with autosaves. Why would you need so many saveslots?

DZ-Jay - Apr 01, 2017 at 07:06
You are right, but make sure to keep in mind (as someone mentioned above), that there is only ONE auto-save!  This means that if you start multiple games (to try different options, or for multiple household members), they will all share the single auto-save.  Therefore, it is better to make sure you save your progress explicitly when you quit.

Still, this means that you can finish the entire game with at most one single save spot per playthrough.


Sniarn - Apr 01, 2017 at 05:20
Ron, could you tell us about the differences between the different version of the game? E.g., how does the Mac App Store version differ from the one on How are updates handled etc.

Thimbleweedster - Apr 01, 2017 at 06:42

There's a little bug in the phone book. After listening to a voicemail message, immediately open the phone book again. Sometimes, the check mark doesn't appear for the entry you just listened to. Close and open the phone book again or switch between pages back and forth, and then it is checked. Weird-a-reno! Also, when you're on the first page of the phone book or on the last page, using left or right cursor key should not produce a page flipping sound effect.

Greetings from a former software tester ;-)

Jammet - Apr 01, 2017 at 07:20
Haha! I've noticed my phone book enty is weird. It has the voice file from my first attempt but the text I wrote when I made the second! How did that happen? Made the new text and voice on the same day :D.

Dario - Apr 01, 2017 at 07:30
What a boring ending... two years and this is the best you can do? I would like to read posts about the ending... i was waiting another thing.

Nor Treblig - Apr 01, 2017 at 09:07
Yeah, some people here regularly asked for the blinking cursor but I can understand there wasn't a real priority here :-)

About pixelPerfect: Ron always said there will be this option, which also will look horrible.
The fact it wasn't included in the first release apparently means it's currently broken. You just have to wait for the next version I guess. Or maybe it's a plot to force everyone to play the game first in default mode so when this option will be available even pixel purists will hate it because they are already accustomed to the new way? Evil! :-)

Mister T - Apr 01, 2017 at 09:32
A blinking cursor? I want this so badly...
I guess I wait for my playthrough in casual mode for those options and then go low-fi. Maybe I will even reduce the framerate to seizure inducing 25 fps to get the full experience. And headaches.

Nor Treblig - Apr 01, 2017 at 09:58
There should also be an option to disable to 60 Hz hum on the telephone line (default: enabled).

Nor Treblig - Apr 01, 2017 at 09:09
Btw. my first intuition was to rename the file to 'Prefs.notjson' :-)

dionysos01 - Apr 01, 2017 at 08:16
Congratulations to you Gilbert and your team !
Please, continue to make awesome games.

Danny Tunker - Apr 01, 2017 at 11:53
Congratulations on the release!
My wife and me have been playing the game together for the last few days (she only having been bitten by the adventure game bug a few months ago) and are LOVING it.

I wouldn't change a thing about it and have zero complaints. It's been a long time since I was this happy with a game. And the soundtrack is freaking phenomenal. Big hugs and high fives to the entire team.

This. Game. RULES.

Ps: You've set off a rather spiked toilet paper debate in the house and our toilet paper holder doesn't know what hit it.

Pps: She's making me pick up every dust speck.

Steffen - Apr 01, 2017 at 12:06
It is like in the old times with MM & MI. And the best thing is there are still no clues, lets plays or something similar. Great and somehow special. Thanks a lot for giving back that feeling.

Big Red Button - Apr 01, 2017 at 12:41
Actually, there are Let's Plays on YouTube. But, they haven't made much progress yet.
I presume that I'll watch some of them after I have finished TWP. But I won't hurry up with this, because the journey is the reward. ;-)

For example Gronkh from Germany, who was paid a visit by Ron a few weeks ago, has started a Let's Play series for TWP:

Demetris Thoupis - Apr 01, 2017 at 13:27
I offer free non spoiler Hints in Facebook and also in Steam Community so if you get stuck just ask a question there and someone will try to answer non spoilery

vikloen - Apr 01, 2017 at 15:58
Hi !
I read a French testing of the game by Gautoz on Gamekult (note : 7/10) and I feel spoiler because the journalist say too many things about the game.
I know about the scenario, the protagonists and I hesitate to buy now :(
OK maybe the information are for valid the 7 but...

Big Red Button - Apr 01, 2017 at 16:46
Reviews are always very subjective and I think that such a review can never tell you your own impression of a game. Don't buy the game if you aren't interested enough. But, in my opinion, you should not overrate other people's verdicts!
Maybe reading a more positive review from another magazine would increase your interest again.

Personally, I would have bought (or backed) this game even if the reviews were negative, because there hasn't been an adventure game by Ron Gilbert, Gary Winnick and David Fox for so many years that I would give this game a chance anyway. I'm still grateful that they created the classic SCUMM games (and even SCUMM itself), so that I feel obliged to support them.

Mario F. - Apr 01, 2017 at 16:54
I copy that. If you dont need to worry about your spent money on a game, then it's a game from the pioneers fo this genre.
20 bucks is really nothing.

Patrick - Apr 01, 2017 at 17:15
Nearly through and hit a bug....
When looking for something to trade for the guidebook, I could give the aluminumfoil-hat to the comicbook guy.... and now I'm in the factory, doors closed... no hat.....

Schnee - Apr 01, 2017 at 17:47
Hey Ron -- just started playing the game earlier tonight, and wanted to let you and the rest of the team know I'm absolutely loving it so far. You've all done an excellent job, and I can already tell I'm going to be playing and enjoying this game for many hours. Thanks for all your hard work & congratulations on the successful launch! :D

Big Red Button - Apr 01, 2017 at 18:37
I'm currently listening to the TWP soundtrack. It's great!
I think, the "Trailer Variations" are exceptionally elaborated. It contains more than six minutes of the main theme without getting boring!

Alexander - Apr 01, 2017 at 18:45
Bug Report: (minor)

In the cut scene after arrest part with Agent Reyes standing in front of the bus: saying: "Now we got the ... *beep* :)". There is no voice of her - only text.
Then Agent Rey replies and voice is back.

maybe anyone else having this?

Ron Gilbert - Apr 01, 2017 at 18:50
It's a know bug, but I don't know why it happens.  It can happen on any line, and we see it once every few days of none-stop testing, so it's very rare and I've never seen it while I'm running on my dev machine. What seems to be happening is the audio system asks for a free channel and there is none, so my code defaults to show the text rather then nothing.  But that also don't completely fit since, if you are playing a talkie and there are no free channels, it forces one (to avoid just this).  So that might not be the issues, but for some reason, the low level audio system can't play the line, so I display the text.  I have no idea why it's failing.

Alexander - Apr 01, 2017 at 19:17
Thanks for the confirmation and explanation Ron.

Right after that - playing on. Something strange about accessing the circus place:

When Dolores enters the Circus place from the map.. she gets right in, but Agent Rey does not.... why is this?

Alexander - Apr 01, 2017 at 19:20
Ah ok. there is a sign.. no feds :)

Michael - Apr 02, 2017 at 00:39
We Australians are used to being ripped off for digital downloads, but $31 on the Mac store?

GOG has it for $20AUD.

Helge Frisenette - Apr 02, 2017 at 00:40
Ten hours into the game and I can only say that you guys delivered in abundance! I never really doubted you though.
The only thing I was a little worried about was the music, purely based on the intro to the podcast. Worry that turned out to be completely unfounded. Wonderful score too. Quite different from Michael Lands stuff and not as hummable but very good in its own right and it really grows on you the more you hear it.
Best gaming experience in probably a decade or more.

Christian - Apr 02, 2017 at 03:51
Awesome game!

Minor bugs I noticed:

Once I got my 4 tickets I immediately distributed them to 4 characters. Upon entering, the dragon still told me that he would just keep the 4 tickets and distribute them along my friends.

Also when I pause, is the overlay supposed to be rectangular? It's a round white thick border with a cyan background, but the background goes beyond the round corners. Maybe some alpha channel bug? But I see no graphics problem anywhere else, just the save and pause overlays have this. Maybe it's intentional?

Ron Gilbert - Apr 02, 2017 at 10:17
Thats the way road signs in the US are done, they are square, but the white trim is curved, showing the green at the edges.

MrP - Apr 02, 2017 at 04:56
I just finished the game and found it completely amazing! This game has brought many moments of pure joy and I kept grinning like an idiot the entire time :D

I never felt lost and all puzzles have very logical solutions (contrary to older games - I'm looking at you, untranslatable monkey wrench). The pace is good, the 20 hours passed in a breeze. The voice acting and dialogs are fantastic (I especially enjoyed Ransome). Graphics are gorgeous. Seeing the lights in action reminded me of the blog post about it. Fast travel between locations was very appreciated.

I love how the ending brings us back to where it all began.

A few critics, though: not being able to skip the elevator animation is annoying (not terribly annoying, but...). I have mixed feelings about the fifth character: he was not the most enjoyable to play. And what about his ending? All in all, I feel like many questions are left unanswered.

Regardless, Thimbleweed Park has been one of the most enjoyable games I have played in a while, and definitely the best Adventure Game! Can't wait for the next one from Terrible Toybox :D :D

eHenryThripshaw - Apr 02, 2017 at 06:03
Any news on the boxed version of the game?
I think I'm gonna wait for it. I'm going for the true '87 experience here!
Any chance it will be a big box like in the old 80s games?

DZ-Jay - Apr 02, 2017 at 07:41
Mr. Gilbert said above that it may be several months before the box is released.


eHenryThripshaw - Apr 02, 2017 at 07:50
Hey! By above you mean in the comments of this post?
Because Ron did say "several months", but he was referring to the iOS version...

Ron Gilbert - Apr 02, 2017 at 10:19
The boxed version is a LONG way away. Unless you were a Kickstarter backers, the box will just include a Steam key, so don't wait for it.

Zizka - Apr 02, 2017 at 09:14
I was worried that I was the only one who couldn't stand the references but apparently there are few others.. A few scattered references here and there is fine. During the 4 hours I played, I was submerged in references. YEAH, OK, I GET IT, IT'S A REFERENCE TO ANOTHER ADVENTURE GAME. So what? Why is this so important anyway? Why does it have to happen over and over and over and over and over and over again?

The script for the game feels rushed. Even mediocre jokes are crammed in ("crammed" being the keyword here). It's as if the writers had too much to write and just let everything in. Less jokes but better ones would've helped.

Then there's the character switching... with the two agents repeating... EXACTLY the same thing. How does that make sense? Having two different characters record identical lines? What's the point in having them at all? When I realized they were identical, I dumped all of my inventory in one character and forgot about the other one. Again, quantity over quality.

DoT had different characters which were unique and necessary to solve puzzles. Not so here.

Some action verbs were barely useful and were left in for nostalgia's sake, to appease fans. Nostalgia can be a driving force but it sticking to the way everything in was, including previous shortcomings. The interface could've been simplified and streamlined, a single button to cycle through a limited set of actions (like more recent adventure games). But no, you have to keep clicking back to the action verbs. It's clunky and awkward. I played with the controller. With no simply use the bumper buttons to switch from action verb to action verb instead of using the d-pad which drags you back to the bottom every time only so you can then scroll back in the game window to try your verb? Tedious.

It's interesting how much care was invested in sticking to previous adventure games formulas and yet get rid of the dying. Dying in adventure games was fun! It increased tension. Having those pigeon characters trying to convince you otherwise at the beginning felt weak and well, unconvincing. "It's not fun to die because it isn't." Says so? Outdated design elements were safeguarded while fun, nostalgic elements were removed.

To sum things up, the problem with this game is fundamentally quantity over quality. Less action verbs but more useful one with more pragmatic design, less characters but with unique approaches to puzzles, less jokes but better ones.

john - Apr 02, 2017 at 10:31
WTF? What pills are you on?

Nor Treblig - Apr 02, 2017 at 11:00
Well, you can't please everyone.

Mister T - Apr 02, 2017 at 15:35
Well, he has some valid points. In fact Ron mentioned some of those issues in previous entries. It just seems that our friend here is more unhappy about it than all the others. Maybe it comes down to whether one misses three hours of glossy production more than one is happy about ten hours of very well thought through puzzling. That one has to get back to MM2 and the Lucas Arts budgets to find a comparable example of the multi-character approach (and even there they solved a lot by making most rooms just accessible by single characters) is the best evidence for the gap Thimbleweed fills.

Nor Treblig - Apr 02, 2017 at 17:40
IMO the instances with breaking the 4th wall at the beginning were a little blatant (especially since so early) but not really an issue and I was quickly back immersed into the game from this point on.

A valid point Zizka makes is the issue with controllers: You cannot just select a verb and jump back with the cursor where it was. I've played a lot of hours with a controller but I wouldn't have done it without a little modification.

But all this "quantity over quality" is IMHO nonsense. Also I have nothing to complain about the script (nor voices).

Mister T - Apr 02, 2017 at 19:23
I wouldn't call it nonsense: a shorter game would have allowed e.g.  individual Look At reactions and more character-tailored dialogue lines. Thre would have been more time to give the characters individual traits and abilities (like already in the game Delores being the only one able to do technical stuff and the agents being the ones who can deal with finger prints) balancing the game a bit more so one has to use the different characters more.
The narrative has gaps. The monitor cut scenes are never really explained, and since the characters cannot talk to each other, it is difficult to find an explanation why they are helping each other in the first chapters (until they all decide they have to get into the factory for various reasons). Delores does not learn about Franklin, there is no reason she tries to get into the penthouse and find the book. That is all information Franklin gathers who in the reality of the game is explicitly unable to talk to her. When I say that those are details, which are more forgivable in a huge nonlinear game with lots of liberties, I pretty much say that the quantity is relativating the quality. Also those are all details I most likely can only see while wearing my Captain Hindsight cape (TM).

Ron Gilbert - Apr 02, 2017 at 20:39
I love movies and books where things don't make sense until you look at it in hindsight. Primer is a great example, there are countless others, or movie wrecked by too mush audience focused exposition (Inception). I've become bored with modern movies that feel they have to explain everything.  Everything in Thimbleweed Park makes sense, and it might take some time with your Captain Hindsight cape™ on.  This is intended. It's not for everyone (as modern movie makers know), but I like it.  There really is a Secret of Monkey Island, if I told you, you look back and see all the clues, and go "of course".

Zizka - Apr 03, 2017 at 06:39
Some of my criticism is purely subjective and can be readily dismissed such as the humor. Different strokes for different folks.

The controller should really get fixed. This can still be addressed and would greatly improve the gameplay of the game.

As for the rest, I stand by what I said, quantity over quality. It doesn't mean it's a bad game; it just means that some design decisions are difficult to comprehend coming from veterans. Maybe it was an advertising stunt "You can play as five characters" for the KS. DoT had a bigger budget but still stuck to 3 characters. Having more would just make the design very complicated to plan and ultimately pull off. The more variables you put in, the more complexity you end up with.

I guarantee that if only the two agents had been playable it would have ended up a better game. Unique lines, personalities and puzzle solutions. Probably would have characters which are more different as the playable ones however. It's too late now for that. I'm honestly surprised veterans wouldn't stick to a more conservative formula especially considering dealing with the budget constraints of a indie development. They certainly have the experience to know what having 5 characters would entail. It'd be interesting to read why this decision was made during production from experienced adventure game developers because I can't wrap my mind around it.

On the bright side, the voice acting is excellent, the graphics are good and the puzzles were logical. Mundane but logical. The only puzzle I found was fun before I quit was getting the map. I felt it was inspired, creative and original. The other puzzles were plain: put a coin in a payphone. I don't recall that happening in adventure games of old. While they're easier to solve and usually don't end up having to use every item on everything, they were also less fun. Maybe it gets more complicated later on, I'll never know.

I hope you guys develop another game in the future (no, really). I develop games myself so maybe I'm seeing the game as a developer standpoint and can't help but notice where things went wrong which is why my point of view stands out from the rest of the praises. This game isn't perfect and to define it as such only underestimates what the developers involved could do (which is much better). This is why criticism is important. The more you like a game, the more you should be willing to examine it in great detail to see how it could be made even better.

Mister T - Apr 03, 2017 at 08:06
"I guarantee that if only the two agents had been playable it would have ended up a better game." I don't want to spoil anything, but the ending simply would not make sense otherwise. While less options (less locations, less duration, less dialogue) always allows more polishing, the narrative demands for a group of characters (obviously just like The Secret Of Monkey Island, most of that narrative swooshed over my head as Ron pointed out before, but that much I understood). There is a magic force bringing all characters together, the scene of opening the door of the factory is a great moment the game works towards carefully. Also two agents would not really have added to the genre, where the five character idea (without a clear lead) picks up the ensemble idea of modern tv shows.
Oh, and the Dott comparison... have another look at that game it becomes obvious that the character can do different things because they are at different times most of the game. Thimbleweed goes a level further having them all in the same time, allowing a lot more factors to change. In the original MM it is much more like here: there are special abilities for which you need specific characters, although most actions can be done by anybody. I guess it is personal preference how much "I don't want to do that" one wants to have in the game.

"The only puzzle I found was fun before I quit was getting the map." The causality chains get longer. You get more of that needing-something-to-get-something-to-get-something later in the game.

"The other puzzles were plain: put a coin in a payphone. I don't recall that happening in adventure games of old." More than a puzzle, it is a moment which brings the characters together and allow to show an exchange. Also it explains technically how the agent at the phone can know the number - it is established that the characters can talk.
I would have liked something like that to allow the other characters to get introduced to each other the same way, as it would have given an option to perfectly explain why Ransome gives up his wallet or climbs on the tower, or why Franklin phones the banker.
Distributing the tickets for Thimblecon could have been such a moment to have them all together and allow a short exchange why they decide to work together (to get into the factory and solve each of their mysteries).

"The more you like a game, the more you should be willing to examine it in great detail to see how it could be made even better."
No problems with finding little flaws, I am a nerdy nitpicker myself, obviously. But your initial critcism seems to be painted with a rather broad brush and without considering what the game was planned to be.

Miguel - Apr 03, 2017 at 06:45
Enjoying the game even more than I expected. The team delivered for all the backers and I hope the game is both a critics and market success. I'm really looking forward to the next project.

The past 3 years have been quite important for me in terms of life-achievements. But, to be honest, following this project through the blog and the podcast and finally enjoying the game, makes it to the top 10 things to remember from this period.

Ron, you've mentioned that you won't do a Kickstarter for a future project (actually, I read someone's comment here saying you said so, but I don't remember that from any of the interviews I've seen in the last month). From this side of the game, one of the best parts has been following the progress, and I appreciate how much work it takes (even more now reading those posts after having played the game, making those posts spoiler-free).

*Question: Do you think that if it hadn't been a Kickstarter the team would've devoted that much time?*

And this comment of yours really got me thinking:
"There really is a Secret of Monkey Island, if I told you, you look back and see all the clues, and go "of course"

*What's the bus factor of the Secret of Monkey Island?*

Nor Treblig - Apr 03, 2017 at 10:35
You called?
Regarding Kickstarter check out this thread from last year:

Mister T - Apr 12, 2017 at 04:46
I have no problems with puzzle parts falling into place during the ending, or according to a logic established at the ending even after finishing. But I am really not a friend of mystery for the mystery's sake. Also I don't like parts which defy the inner logic and reality of story.

The secret of monkey island never seemed to be more than a McGuffin, there might be hints and additional fun to riddle about it, but the game's plot (including all of the cutscenes) is solved in the end sequence.

While I think a lot of the gaps can be filled with plausible theories and some of the logical bumps can be smoothed by saying the player is part of the universe, so far nobody came up with any acceptable explanation e.g. for the agent on the coroner's table. So it is probably not just me who fails to connect the dots.

DZ-Jay - Apr 16, 2017 at 08:27
I also don't like movies or books where the author or director explains everything in minute detail to the audience, as if they were unable to make the connections or inferences of the plot on their own.

However, I draw the line on those movies where the writers or directors refrain from telling you *anything* at all.  I know it's considered some sort of modern high-brow art to let the audience "interpret the story" in their own way.  To me that's just lazy writing.  I pay for them to tell me a story, not to throw a bunch of stuff at me and expect me to do the friggin' work of putting it all together.  That's their job as storytellers.

To insist on it is to throw away thousands of years of human ideas on how to share and communicate with one another.

I'm not saying that Thimbleweed Park does this.  I have not finished the game yet, so I am still hoping the story ties up at least some of the threads by the end and provides some sort of satisfaction.

I agree that being told something like the "Secret of Monkey Island" is not as interesting as discovering it yourself, I would cherish more deeply my intuition at discovery than being given the secret off hand.  However, this only works as long as there is a real secret to discover, and it's not just the writers failing to come up with an interesting answer and leaving it to the audience to figure out.   In my opinion, modern high art or not, that's just a cop-out.

As someone (I forgot who) much more clever than I once said about this sort of thing:  "I don't mind digging deep for subtext, just as long as there is a solid surface there on which to dig." :)


Helge Frisenette - Apr 04, 2017 at 09:53
It "references" because it is  in some sense the same universe as Maniac Mansion. Also because it by its very being and becoming is a very meta game. I never found it grating.

If the characters would say different things to describe the same object (It happens more than a few times actually) it could be construed as a hint by some.

Dying is just bad design. There is no tension if you save regularly (which is just a mindless chore) and if you don't you just get punished for exploring. The very thing adventure games is about.

The action verbs can be selected on the keyboard by the QWEASDZXC keys.

Nor Treblig - Apr 04, 2017 at 11:06
There are a lot of references, but I also didn't think it was problematic in any way. The universes of MM and Zak and even real world (see ThimbleCon) matches quite well with Thimbleweed Park.

The funny thing is that you can actually die in this game, but they do explicitly tell you to save the game so nothing unfair :-)

Mauricio E. Silva - Apr 02, 2017 at 09:22
Three days and no one comment?. I guess everybody is deep in the game right now and I'm the first to get stuck it.

By the way, should I dig out the old game treasure?.

Mauricio E. Silva - Apr 02, 2017 at 09:23
Fooled by my browser cache.

Marcel Taeumel - Apr 02, 2017 at 10:24
Hmm... during act 1, I was surprised by its simplicity. Felt like an interactive tutorial after the card-based one directly before. After playing that act for two or three times, and after reading this:

I am pretty sure that act 1 is a tutorial embedded in the story. While this is quite a good idea, the "automatic verb selection" confused me, too. If I look at someone, I do not automatically start talking ... unless the distance is big enough *hrhr* I suppose there is a line missing like "Uh, who is that? I better ask him whether he has seen anything down here." ... or something like that. :-)


john s - Apr 02, 2017 at 10:42
Congrats on Steam reviews,nearly perfect 97%

Philipp - Apr 02, 2017 at 11:40

Fun bug/glitch when trading the bottle from the highway for a nickel: If you cancel the dialogue/cut scene at the right moment using ESC, between "...Quick-E-Pal humour" and "Here´s your..." usually works, you end up with two nickels in your inventory. Maybe this affects all cut-scenes that end in transferring an object to the player?

And Ron and the entire Thimbleweed Park crew: Thank you for a wonderful, wonderful game! Best investment I made in ages. It's my game of the year for years to come!

Nor Treblig - Apr 02, 2017 at 13:13
That's an interesting bug. I wonder how such item-duplication-bugs occur... (I can imagine something like this when an item is "moved" (copied+deleted) to another actor, but what happened here? Was the bottle transformed into the 2nd nickel?)

Maxwell - Apr 04, 2017 at 19:53
You could have sent one over here - it took me ages to find that crucial nickel in my game!

Alexander - Apr 02, 2017 at 12:56
Bug report : minor

In the hotel - after Agent Rey enters the room to the right (contest room) a cutscene is played (coroner...) and thereafter the thimblecon main room is shown again, while the Agent should be in the room to right now.... also i cannot see her.
I have to move her to the left and re-enter the room.

Nor Treblig - Apr 02, 2017 at 13:10
I wondered if the cutscene was just randomly triggered there or not! The room transition was aborted and Ray was hiding behind the wall.

Ron Gilbert - Apr 02, 2017 at 13:22
Yeah, that is what happens. Most cut-scenes are triggered on room transition, but some of them we can't move the actor to the new rooms, so they are left in the old room. You don't notice it 99% of the time, but in the case, there is special code that walks the actors behind the wall/curtains, so you couldn't see them.

DZ-Jay - Apr 17, 2017 at 06:47
I did notice at one point that when Ray is exploring the Coroner's office, the Coroner is hiding in the stair hallway, on the left side.  I can see the edge of his body.  If I move around, he disappears.

At first, I thought it was done for a "game" reason, so I tried to walk that way, which is not possible.  Eventually I came to terms with it being some sort of bug or quirk of the game engine.


Magnus Andersen - Apr 02, 2017 at 13:16
Congratulations on a superb game! Just like the Maniac, Monkey Island, Zak and Indy. Enjoying it with my oldest daughter (she's 15). It's really fun. We both think it's totally awesome. It's truly is a unique game style, and it has something unique that's missing from today's modern games. We love the humor and the puzzles (and the fact that you can't do anything wrong). It's appealing to my daughter- and that's not a small thing. Should you choose to start another point and click game kickstarter - count me in!!! Once again, thank you for making the game, the podcast and the blog. I really enjoyed it all. Best regards, Magnus

Katie Parsons - Apr 02, 2017 at 13:21
Good Lemon, there are a beep-tonne of comments on this post...

I'm LOVING the game so far. It's exactly what I'd hoped and more. So slick and yet still holds up to the nostalgia. The characters are all well thought out, intriguing and amusing in their own ways-a-reno, even the minor ones (I had a sudden vision of the mime as I was drifting off last night, and started giggling).

Right, I better get back to it!

PS Thanks to everyone who's prefacing their blog/social media posts with spoiler warnings. I'm intent on staying involved in the comraderie without ruining the game for myself!

Katie Parsons - Apr 02, 2017 at 13:46
I should also add that the experience of following the game has been amazing. I've never supported something this closely before, and being able to read about every step in so much detail, in the company of other fans, has been such a privilege. In the last year and a half I've  been through a really horrible, difficult time in my life and having something like this to focus on has massively helped me to get through it.

So thanks to Ron and team, and all you lovely fans, too :)

Mauricio E. Silva - Apr 02, 2017 at 13:26
Jason Hill, what is the secret word "plunk" for?.

Flushentity - Apr 02, 2017 at 18:19
Thank you TT team for creating the next decent adventure game since MM & MI. I did purchase the original MM on C64 floppy disc, however unfortunately MI was a borrowed copy, which I played for several months until completion.

But my conscience is clear now after I purchased this from GOG ( DRM free ). I have followed this games development after the initial kickstarter, missing out as a backer. And, hats off to all at terrible toy box - You have delivered the best P&C  adventure game since the early 90's..

Peter Pawinski - Apr 02, 2017 at 19:04
Sixteen hours later and I finally finished the game. This game is everything I wanted it to be. Do I have criticisms? Sure. No game is perfect. But as far as graphical adventures go, this is the first one I've played since the Lucasfilm days that I've been thoroughly satisfied with in terms of storytelling, gameplay, humor, and challenge. The final point is the one that has turned me off to most modern games in this genre. This was the kind of game where I would get stuck, walk away from the computer for a few hours to tend to life, and then have an "a ha!" moment with a new idea to try that worked on the game. Solving puzzles was very satisfying--the game design did a great job in providing fair puzzles (which the Lucasfilm/arts games didn't always do) and clues that hinted at solutions to puzzles while requiring real mental work and attention from the player to solve them. There is little hand-holding here. Solving many of the puzzles felt like a true accomplishment to me, rather than just feeling like "click on enough things and you'll get it eventually."

Good work, Ron, et al., and making my first and only Kickstarter investment worth every penny.

Peter Pawinski - Apr 02, 2017 at 19:04
Sixteen hours later and I finally finished the game. This game is everything I wanted it to be. Do I have criticisms? Sure. No game is perfect. But as far as graphical adventures go, this is the first one I've played since the Lucasfilm days that I've been thoroughly satisfied with in terms of storytelling, gameplay, humor, and challenge. The final point is the one that has turned me off to most modern games in this genre. This was the kind of game where I would get stuck, walk away from the computer for a few hours to tend to life, and then have an "a ha!" moment with a new idea to try that worked on the game. Solving puzzles was very satisfying--the game design did a great job in providing fair puzzles (which the Lucasfilm/arts games didn't always do) and clues that hinted at solutions to puzzles while requiring real mental work and attention from the player to solve them. There is little hand-holding here. Solving many of the puzzles felt like a true accomplishment to me, rather than just feeling like "click on enough things and you'll get it eventually."

Good work, Ron, et al., and making my first and only Kickstarter investment worth every penny.

Mauricio E. Silva - Apr 02, 2017 at 21:41
Should I complain with the noise of a  modem connecting in V.34+ or V.90 at the end?.

Pentti Koskinen - Apr 03, 2017 at 00:03
I loved the game, but was hugely disappointed when the in-game Ron Gilbert just took off without revealing the secret of you-know-what.
Worst ending ever.

Garret - Apr 03, 2017 at 04:52
Well then, Timbleweed park has been bought on gog, and to be honest - I just can't wait till evening when I'll play it! Congratulations guyz!

John H - Apr 03, 2017 at 06:40
Well into part 4, and loving it.

One tiny niggle, which you might consider if you're doing any tweaks for future platforms -- early in the game, I had doubts whether I'd clicked the "easy" or "hard" option to start. I was eventually reassured that I'd chosen "hard" because I read a blog post about the tutorial in "easy" -- and I definitely didn't get a tutorial.

But it would have been nice if the save game screen had the game type along with the other info in each slot.

Christian - Apr 03, 2017 at 06:45
Irrelevant bug report:

When Ransome leaves the contest, his ballon and hair is not clipped completely by the door, and also he does not fit in it anyway

whiteskyBlues - Apr 03, 2017 at 10:21
Great game! But the "save" option is greyed-out and unavailable on my Steam/PC setup. It was OK while I continued with the game I'd been playing because some sort of autosave keeps it in save slot at top-left. But I showed my grandson the game yesterday, playing from the beginning, and now only his 20-min are loadable and I've lost my 7+ hours! bleep-a-reno

Nor Treblig - Apr 03, 2017 at 10:29
As a workaround: Can you access to save menu during play using Ctrl+s?

Ron Gilbert - Apr 03, 2017 at 10:26
But the "save" option is greyed-out and unavailable on my Steam/PC setup.

It stays like this the whole time? If you bring up the options while playing, the save is disabled?

Miguel - Apr 03, 2017 at 11:58
I mistakenly dropped a message above instead of in the main thread and now it's buried in a thread (Thanks Nor Treblig for finding that message for me, I remember it now and it saddened me greatly)...

I've seen all these "bug reports" scattered around... there's even a thread in the Thimbleweedpark subreddit! Wouldn't it be good to have a centralised place to report bugs, Github or similar? Still... the game is super stable and the bugs that are surfacing are at the same level as the ones that are present in MI1 and 2.

Gabriel - Apr 03, 2017 at 12:46
more than 2 years waiting for this game, and 4 days after I finished it :(

Val - Apr 03, 2017 at 12:56
Thanks for the game. It is an adventure game done the right way. :-)

I am now about 9 hours into the game and just started chapter 4.

So far I have found myself in the phone book, the swear jar and one of my library entries. I entered four or five ones and do not remember what I titled them all ...

Fernando The Vicious - Apr 03, 2017 at 21:42
Dear Ron Gilbert.
After all the storm from the release is over and you are sitted by the pool in the Bahamas, would you kindly let us know which are your top 10 books from the library that you recommend everybody to read?
It will be amazing to know.

taumel - Apr 03, 2017 at 21:52

DrJ - Apr 04, 2017 at 00:36
Dear Ron Gilbert,

deep, deep down below, is it worth the effort to do something silly?

Thank you, live long and prosper.

DrJ - Apr 04, 2017 at 12:56
... I guess no easter eggs in the text adventure, a red herring :)

Dommas - Apr 04, 2017 at 03:36
Hi there,

bought on Friday and finished it on Monday. What a ride! Thank you for making this. And I won't keep you from making more.

BTW, a small (maybe) bug (maybe) report:
I have the linux version (I use Linux Mint 18.1, ubuntu-ish, Intel HD Graphics 520), and I had flickering issues on some occasions. The flickering is most frequent when at the cemetery or the library in the mansion mansion.

Thank you,

Dommas - Apr 04, 2017 at 03:38
Oh, I use the GOG version, BTW

Helge Frisenette - Apr 04, 2017 at 10:01

How on earth was I to know that mixing the radioactive waste into the puddle by the forrest would leave footprints. There is literally  no hints anywhere in the game that I can think of to this?
Was anyone else stuck at this?
It would have been nice with just a few mud footprints going out of the puddle to at least suggest the idea.
There is no suggestion that the waste is glowing either, apart from it being green.
Radioactive things don't glow naturally either unless phosphor is added.

This is the only unsolvable puzzle I can think of in the game so far.

When we are down to this kind of "logic" its the same as asking the player to try everything on everything.

Please tell me there is a hint somewhere that I overlooked.


John - Apr 04, 2017 at 10:29

There is a subtle splashing animation, which was enough for me to get the idea to put something in the puddle. But finding the right thing was very hard. I first tried the soot from the fireplace and was then looking for similar things.

Nor Treblig - Apr 04, 2017 at 11:17

To me it seemed very obvious: All those people running along, into a labyrinth-like forest, AND they all always run exactly through the puddle.
Like John I first thought of the soot and didn't find the solution for some time until (of course) I could finally got access to the factory grounds.

Regarding glowing radioactive waste: 1st that's actually normal in a MM-like universe and 2nd it's quite an often seen trope in games.
For more realism they could have made the puzzle using a Geiger counter and no glowing at all for example, but this would be less obvious for the average gamer I guess.

Helge Frisenette - Apr 04, 2017 at 11:36

I only recall seeing one, maybe two guys going through that part of the game. One of them being the Pizza guy. And that was many hours before. I took it as just random traffic like on the circus grounds or some of the people walking around town in Monkey Island.
And I never noticed that they passed through the puddle.

They should increase the traffic to drive the point home. It's not a part of the game you are inclined to hang around or visit often once you found the berries. Maybe put in some footprint disturbance of the mud around the puddle, let people splash slightly when they walk through and finally say *clearly* that the waste is glowing when you pick it up, or look at it.


Nor Treblig - Apr 04, 2017 at 13:39

You can see the waste glowing, I don't think there need to be any changes.

I don't know why, but I was very sure the seckrit meeting is in the forest. The meeting itself is hinted on the flyer and the radio, not sure about its location? I also used the navigator head which lead to an easteregg dead end, reassuring there is another, proper puzzle here.

So maybe the stuff regarding the puddle can be more emphasised as you said, but having more people walk there is a problem because there just aren't any more attending the actual meeting.

Nor Treblig - Apr 04, 2017 at 13:44
You can also keep the playable characters saying something like 'I wonder where those people went to.' at the end of the trail.
But if you don't come there at all anymore I don't know how to hint it in other ways.

Helge Frisenette - Apr 04, 2017 at 14:24
It was more the connection between the puddle and a trail to follow I didn't make. I never noticed anyone walk through it and the controlled characters always walk around it. It was always completely still. It seemed to be there mainly for its ability to reflect something later in the game.

Let it be said: I think this is a sublime game!
It's just that looking up a hint makes me feel so dirty. It Detracts from my ego and if not explained impacts my conviction that the authors tested this throughly.

Nor Treblig - Apr 04, 2017 at 14:49
I know, looking up hints sucks.
There was only one place where I really got stuck for a longer period of time. It's actually quite embarrassing and it took me some time, but I refused to look up online hints.

Helge Frisenette - Apr 04, 2017 at 15:17
No, tell us where it was. It would be nice to hear.
At some point you have to say "fuck it, life is to short for this". Plus it could sour the enjoyment of the rest of the game to tread water for too long. At some point I can just feel that I'll never be able to find the solution no matter how long I preserver. At that point, it's more my mind than anything else that is jammed,. No amount of breaks and sleeping on it will help.

Nor Treblig - Apr 04, 2017 at 17:52
SPOILER - In the factory:

It was when the factory locks down. Beside Franklin you are confined to two rooms and the inventory items you have, which makes it so embarrassing :-)

It didn't occur to me that the brick may not be a brick. It also couldn't be used with other items (they immediately say 'That doesn't seem to work.').
Funny is that after seeing the pirate hat the first thing which crossed my mind was to use the foil with it. But I couldn't use the wrapped brick with the head or vice versa.
I even thought about finding some item/tool to get the foil off :D

Peter Pawinski - Apr 04, 2017 at 12:25

There were a couple puzzles I was stuck on for a bit, but, for whatever reason, this one wasn't one of them. It seemed well-hinted at to me, too. My logic was this: Hmmm...there's people running in and out of the forest, and I can't seem to follow them when they go off-screen. I have a Pizza flyer for a secret meeting somewhere. The forest seems like a good location, especially since I saw weird Pizza man there, but even so, there's an unusual amount of activity here. There's a puddle I can interact with. I wonder what that's for? Then I forgot about the puzzle until I got to the pillow factory and found the radioactive gunk that I could collect in my trophy. And then it all clicked together.

R.C.M. - Apr 07, 2017 at 00:53
I did get stuck on this particular puzzle- to be fair, the radioactive waste can also be used to activate an easter egg, so I assumed that was it's one and only purpose. But overall, the majority of the puzzles were fair.

DZ-Jay - Apr 16, 2017 at 07:28
It took me a while, I'll admit, but I did figure out that puzzle and I thought it was clever and logical.

The first hint I had was that there was a puddle on the ground and it was interactive (i.e., you could "look at it), so it suggested it was useful for something.

The second hint was that, when people walked over it, their feet splashed in the muddy water, which is not an animation you see anywhere else, further suggestion that it "means something."

The third hint was that there were LOTS of people coming into the forest.  At first, when my wife pointed it out, I just dismissed it saying, "maybe it's just telling us that this spot is popular."  However, the more I thought about it, and the more I considered the twisty maze inside the forest, the more I realized that we probably had to follow someone.

At that point, my mind clicked:  We must put something in the water to cause the people to leave footprints in the mud for us to follow them into the forest!  ... But what?

We tried tons of stuff, and nothing worked.  I was sure I had the right puzzle direction, I just didn't have the solution.

Then we forgot about it and moved on to open the Pillow Factory.  As soon as my wife and I saw the radioactive ooze, we both assume that we had to use the math trophy, for why else would the game make it a point to stress it's made out of rare metals?  (As a matter of fact, when I first picked up that trophy and heard its description, I immediately assumed I would have to scrape some of the rare metals in order to create some explosive or something like that.)

My wife's idea was first to use the radioactive waste to corrode the Factory's door or the Truck's battery latch, neither of which worked.

At this point is when it all clicked in my head, and I jumped to say, "OMG! I know what to do!  I can put the radioactive waste on the water and have glowing footprints in the forest!!!"  My wife nodded in agreement (and amazement).  So we tried it, and it worked, and we were so snug in our cleverness. :)

I think it was a brilliant puzzle, and one that worked very well.  All the hints were there if you cared to look.  They are subtle, though.

I won't say the game is perfect; I've gotten stuck a few times (and that puzzle took me several hours and uncountable failed tries to figure out).  In fact, I'm stuck right now and haven't had any progress in several days, which is quite frustrating.

However, whenever I get desperate, I recall this particular puzzle and others like it, when I was sure I would never be able to figure it out, and then it just happen.  Hang in there. :)


Martijn - Apr 04, 2017 at 15:08

Next thing, now the game is launched.

If the engine will be posted as opensource, so people can work/learn with that.
And if you are going to post some stats about, how many sells, and for what platforms.

Helge Frisenette - Apr 04, 2017 at 18:16
Thanks Nor Treblig! Now I feel better. That one I got without thinking about it. ;-)


WOW! That ending! Ron sure has a way with those!
Tubular! Sure to win best game of 1988!


Loved the game from beginning to end. Nice to know there is still a few people around that can make games that are not a waste of time.
Will support next game for sure.

Nor Treblig - Apr 04, 2017 at 18:50
Ron doesn't *beep* around when it's about endings!
Some people love it, some may be confused, and a small group of people may hate these kind of endings :-)

(spoiler alert for link)

Nathan - Apr 04, 2017 at 22:53
Just finished and wanted to thank Ron, Gary, David, and team for making such an awesome game!

Kroesi - Apr 05, 2017 at 02:24
The game is just perfect, I love the story, the beautiful graphics and especially Ransomes voice! And so much nostalgia!
Just great, thank you! Feels like I am a child again!My six year old daughter loves the game, too! She even tells my wife how to play it :)

Brian Small - Apr 05, 2017 at 18:59
It kind of sucks to be 47 years old with so much going on between work and family, because despite my incredible interest, I've only been able to play for about 7 hours so far, and I'm having real trouble avoiding spoilers.  I do like that I can play with my teenage daughters beside me though, I love their reactions to the characters.

It would not be even close to the same game without the voice acting - thank you so much for prioritizing that, and thank you to the voice actors themselves for the amazing contribution to this game.  Per some feedback I've seen from you on this site, I'm making a concerted effort not to "dot" - rush my way through the voiced dialog and take the time really appreciate it, and it's been worth it! :)

Kenley - Apr 07, 2017 at 02:18
Thank you Sir Ron Gilbert. The best gaming experience I have had in a very long time. I wish Monkey Island 3 was in our mutual futures. Now to wait for the Thimbleweed big box!

Andreas - Apr 07, 2017 at 04:43
Thank you for the great game! Btw is there some forum to discuss part of the solutions? One riddle has left me a little unsatisfied maybe it is a bug'? *spoilers* *spoilers* I felt like I shortcutted the trapped in the gutter riddle by using 'god' (aka me in front of computer) information which could not happen in real life like this.

Nor Treblig - Apr 07, 2017 at 08:59
Do you mean Ray/Reyes in the sewer? They do have a possibility to talk to each other!

Andreas - Apr 08, 2017 at 06:37
yes. i didnt find the area (previously) where they can talk to each other, but one can solve it without letting them talk to each other. *spoilers*. person down sees the name. other person looks in phone book and calls from mobile. This solution left a rather empty feeling though.

Nor Treblig - Apr 08, 2017 at 16:04
In my opinion you don't always have to see every action. You play Ray, you play Reyes, you know they can interact with each other in this situation. You can imagine every conversation you like which made the other agent call the number.

Bogdan Barbu - Apr 07, 2017 at 12:44
Thanks for the sweet time. I'm sure I will replay it someday. And if there is ever a sequel, you really need to get the same voice actor for Ransome; he was amazing. Climbing the ladder at the radio station is an iconic moment.

Can't wait for a game Terrible Toybox game with a bigger budget. :D

A few bugs I've noticed along the way but the only one I remember is that *after* the FingerprintReaderTron reads the fingerprint, closing the safe and pulling the painting over won't trigger the green light to stop. (I'm pretty sure this did not happen before using the Tron.)

Bogdan Barbu - Apr 07, 2017 at 12:47
Oh yeah, and specks of dust sometimes appear behind the UI in the factory, in front of Chuck's "Offiss".

seafarer - Apr 07, 2017 at 14:16
Summer of 94: It was an exceptionally beautiful summer and I was in my early teens. Every day I would go to the public swimming pool together with my two best mates and enjoy the hot weather. And there would be only one topic: How could we solve this or that puzzle in Day of the Tentacle when we get back home? In the evening we’d all meet up at my neighbour’s and play DOTT (and later Sam & Max) till our heads were spinning. That summer was one of the happiest times of my life and point and click adventures were part of it.
Like so many in here, I grew up with the LucasArts adventures and they mean an awful lot to me. My first one and for me probably still the best one was Monkey Island 2. I’ve played all of them (form Maniac Mansion to The Dig) together with my mates, which is perhaps one reason why I have such fond memories. Tomorrow, just like back in the days, I’m meeting up with some friends (not the ones from back then but who share the same nostalgia for classic point and clicks) and we’re going to play Thimbleweed Park till our eyes fall out. I’m thrilled to bits!
Thank you so much Ron, Gary and all the others for making this game!!! I’m feeling like 13 again.

Val - Apr 07, 2017 at 15:47
I, too, just finished the game.

It felt good having a well made adventure game to play again. Occasionally I was stuck for quite some time but in the end I managed without giving in to the tempation of looking online for clues. And in hindsight I feel silly for not thinking of the solution sooner.


I liked the endings after the "Wizard of Oz" moment. A nice way of easing the player out of the "big" puzzles. Though it felt strange going through the even more deserted town.

And to be honest: I also would have gladly played the game in wireframe mode only. ;-)

Daniele - Apr 07, 2017 at 16:53
Great work Ron&Team, just finished after 20hr, this is an amaginz game, with a very good balance a lot of humor, I'm proud to have been one of the early backer.
You deserve a  (new) big success!
Then, having said that, I have to admit that I can't wait 2 more years for your next game, so please plan soon your next project :-) MI3 will be the dream of most of us, you know it
P.S From my angle, in the next game it could be nice to increase a little bit the complexity adding one or two "out-of-scale" crazy puzzles

Mr. Guy - Apr 08, 2017 at 05:25
I just finished the game and definitely have.... mixed feelings about the rather avant-garde ending. I groaned when the 'big reveal' was uncovered. Endings like that feel like a major cop-out to me. But having said that it's not really a big deal, I enjoyed everything else so I'll get over it. :)

Robin C - Apr 08, 2017 at 09:34
I'm having a blast playing TP!

Already waiting for your next game ;-)

john s - Apr 13, 2017 at 16:20
Just finished the game, I absolutely loved the ending. This was pure BRILLIANCE!

DZ-Jay - Apr 16, 2017 at 07:36
I'm stuck!!! I've been stuck for several days. :(

I am committed to have Thimbleweed Park be the very first adventure game I will complete on my own, without looking up solutions or walkthroughs... but I'm stuck! :(

Lovely game, though (see my comments above).  Very clever and logical puzzles, but damn, I'm stuck. :(


DZ-Jay - Apr 17, 2017 at 07:03
Got unstuck, finally!  It's been almost a whole week without progress, I was ready to give up.

It turned out to be a puzzle I had "solved" many moons ago, but forgot to do one last thing with it because it was unmotivated at the moment.

I did the whole puzzle to get the Pigeon Bros. Sisters to come to the Hotel-a-boo to fix some guest's bathroom, and I thought I was done with that.  Much, much later is when I found out I needed a wrench and I recalled that the Pigeon Bros. Sisters had one.  Unfortunately, several days and dozens of other puzzles and story points had gone by at that point, so I was completely removed from the context of that puzzle.

I eventually, searched every room in the Hotel-a-boo for clues until I found the Piegon Bros. Sisters still in the guy's bathroom -- and still with the wrench in their toolbox!  I took the wrench and finally managed to progress. Yay!

Yes, on reflection, it was a completely fair and logical puzzle (after all, I had figured out I needed the wrench, and I even knew who had one).  The problem was that by the time the wrench was made available, there was no motivation or indication that it would be needed -- unless, I'm expected to follow Sierra-Online's logic of "pick up everything randomly, just in case."  I thought MmucasFlem games were better than that.

Still, ignoring a lost week of boring walking simulation, the game is great in many other aspects. :)


DZ-Jay - Apr 17, 2017 at 07:07
In my defense, though, when the wrench was shown the very first time (when the water hydrant was blocking A Street), I was not allowed to pick it up.  Therefore, without any motivation or an indication of any other puzzle requiring a wrench, I had no idea I should have tried to pick it up again when the Pigeon Bros. Sisters showed up at the Hotel.

Just a suggestion to the developers for improving an otherwise fantastic game. :)

Maxxtro - Apr 17, 2017 at 16:01
Ron and team,
I'm an old school player, been around adventure games since the text games.
Just wanted to say thank you for this game, it was a fun and funny ride. The ending was fun as well, remind me a bit of the movie Rarg.

I really hope it will be a blockbuster (I am sending the game links to everyone I know) so you will be able to come back later this year and start working on a new adventure for 2018

and i pray the gods (all of them) Disney will give you the right for the Monkey Island series

jpeg - Apr 19, 2017 at 17:20
All TP trailers have been fun (I enjoyed the variety of moods portrayed) but this one is hands down my favourite! The takes are so cleverly put together...

Once again, great job and thank you for this beautiful game that somehow manages to combine the charm of classic adventure games with modern game design (fair puzzles, good UX etc).