HN
Today

Ron Gilbert started production on Thimbleweed Park 2

Ron Gilbert, point-and-click adventure game luminary, has officially announced "Thimbleweed Park 2" for 2028, bringing back the original team for a new dose of nostalgic mystery. This sequel sparks excitement among fans, many of whom cherish the original and its classic LucasArts-esque charm. However, it also re-ignites heated debates on Hacker News about the divisive ending of the first game, the perceived decline in quality of Gilbert's recent work, and the perplexing development timelines for such titles.

173
Score
81
Comments
#5
Highest Rank
10h
on Front Page
First Seen
Jul 30, 11:00 AM
Last Seen
Jul 30, 8:00 PM
Rank Over Time
2255711915172430

The Lowdown

Ron Gilbert, a revered figure in classic adventure gaming, has officially announced the production of Thimbleweed Park 2, slated for an early 2028 release. The game will see the return of key members from the original development team, including Mark Ferrari and Gary Winnick, and will be self-published with private investment. This news has been met with both enthusiasm and critical reflection within the gaming community, particularly among fans of the point-and-click genre.

  • Announcement: Ron Gilbert's Grumpy Gamer blog announced "Thimbleweed Park 2" is in production.
  • Release Date: Targeted for early 2028.
  • Team Reunion: Core members of the original "Thimbleweed Park" team, including Mark Ferrari, Gary Winnick, David Fox, Octavi Navarro, and Robert Megone, are returning.
  • Publishing Model: The game will be self-published with private investor support.
  • Platforms: Planned for Mac, Windows, Linux, and GOG (DRM-free).
  • Dev Blog: Gilbert plans to maintain a development blog, similar to the first game, for updates.
  • Current Sale: The original "Thimbleweed Park" is currently on sale across various platforms.

This announcement sets the stage for a new chapter in the Thimbleweed Park universe, promising a return to its distinctive style while also inviting renewed scrutiny over its narrative and gameplay choices.

The Gossip

The Divisive Denouement

Many commentators express strong opinions on the ending of the first Thimbleweed Park, with a significant faction labeling it one of the "worst endings ever" due to its meta-narrative and fourth-wall-breaking nature, leading some to lose respect for Ron Gilbert. Others defend it as a deliberate callback to earlier Ron Gilbert games, like Monkey Island 2, arguing it's consistent with his characteristic style, though admitting that particular ending also received criticism.

Puzzle Predicaments & Gameplay Gripes

The discussion often turns to the gameplay mechanics, particularly the puzzles and overall difficulty. Many found the puzzles excessively hard or illogical, often requiring "moon logic" or brute-force trial and error, especially on hard mode or with multiple characters. The humor and writing were also polarizing; some deemed it "hit or miss" or "intensely unfunny," while others appreciated its cheesy charm and felt it captured the essence of classic adventure games, despite occasional frustrations.

Development Duration Debates

Several users question the 1.5 to 2-year development timeline for Thimbleweed Park 2, particularly in the context of potentially reused assets, drawing comparisons to faster SaaS development cycles. Game developers in the comments explain that creative projects like adventure games involve extensive iteration, non-linear processes (e.g., story, voice acting dependencies), and the pace of a small team, distinguishing it from typical software product development. The dev blog for the first game is cited as a resource for understanding these complexities.

Odes to Offline Options

A distinct theme emerged around the announcement of a GOG version of the game. Commenters highly praise GOG for its DRM-free, offline installers, emphasizing the importance of game preservation and the ability to play titles without internet authentication. This is often contrasted with Steam's DRM policies, where game ownership can feel less permanent.