Milestone 8 Update
While you get ready to count in the new year, we’re ready to count up our milestone numbers. We have less than usual in the way of flashy things to show for the game as we’ve been hard at work getting our track laid down for next year, but you have a lot to look forward to coming up since that means soon we will be unleashing a lot of exciting things in a very small amount of time!
In this update, we’ll be mostly sharing progress we’ve been making on our Melee build, as well as following up from our previous update where we spent some time discussing what our plans with the Melee build might be. (In short, we’re releasing it for y’all to play with!)
We’ll also share some behind-the-scenes stories of how we’ve been getting our totally insane Kickstarter physical reward fulfillment machine going and what was involved in getting thousands of goodies made for everyone. Be sure to check our previous post for information on shipping if you’re getting physical rewards!
Since these are such long updates, here’s a tl;dr:
- We’re finalizing Melee for wider playtesting, and have conducted our first informal tests with great success.
- A standalone playable Melee experience will be released publicly next year, targeting Steam and GOG. Switch is a possibility but we need to weigh it as we get closer. The Melee experience will serve as Children of Infinity’s demo.
- Adventure mode is still being worked on by our narrative team, and the full game is coming next year.
- We have almost all of our physical goods in one place and we are starting to ship them out. Backers who are receiving Star Maps will be getting their shipments later since we are still waiting on them.
Melee: Battles in the Beyond
Last time we shared our work on Melee, we had begun to build out more sophistication for AI-controlled ships, and had functional VFX in for almost all of our ships. This milestone, our focus was on all the pieces necessary to turn the build over to another human being for them to play—and also then doing that. A few key areas for the actual Melee combat experience were polishing the feel of ships and physical interactions, starting to tune some ships, and fixing lots of bugs.
We began our Melee journey by recreating the ships and combat from The Ur-Quan Masters with dogmatic rigor. All ships were built using similar relative tuning values to one another, and those tuning values were all based on timings and sizes from UQM. Timings were used for things like motion (thrusting speed, turning, missile movements, and so on). UQM ran everything at 24 frames per second, while we run our physics at 60 frames per second. There was some conversion involved in changing how long things take, but the idea was that a lunker like the Ur-Quan Dreadnought would trundle around in as familiar a fashion as possible, and a zippy Pkunk Fury would feel as fast as you remembered.
Sizes were used for relative scales of ships, the size of the arena, and the ranges of ship weapons. The official unit of measure is, humorously, an Arilou Skiff, based on a formula and convention Paul made very early on which let us define a Skiff as one meter in diameter, since meters are our game units. Everything in our game is technically in fractions or multiples of Skiffs. Sure, they’re also meters, but Skiffs are more fun. The idea was that, by combining UQM sizes and timings, we would start by recreating the closest thing to the Melee experience from UQM, itself.

Over the many months of exploration, especially in pre-production, we fiddled with introducing or tweaking other elements of UQM’s universe. One of the things we challenged ourselves with for a while was how much smoothing we should introduce with our newer, more modern framerate. We played with many different flavors of recreating the fixed firing and turning angles before accepting that completely smooth thrusting, turning, and aiming just felt more fun. Not a lot of the fundamentals changed beyond that for a long time, though.

This milestone, after many months of implementing different ship powers, getting AI controls in, and effectively building on our stable foundation of Melee, we took a giant step back and re-approached the very simple question: “What’s missing from making flying a ship in Melee fun right now?” We had done a pretty good job with tuning ships relative to UQM and one another, but we were missing some of the kinetics of UQM’s Melee. Namely: the behavior of gravity (whips), how thrusting interacts with your speed, and the feel of ship collisions against other physical objects.
One of the things that’s just different in our new engine is that it uses a physics simulation very unlike the one from UQM. Our new ships were faithfully, physically bumping into one another and transferring their kinetic energy to one another, but one problem is that the player has a lot of control of their ship. You can always steer left or right, effectively negating any rotational momentum from a collision. Similarly, your ship has a thruster which could too easily override any imparted energy.
The net effect was that ship scuffles would become “sticky”, with ships staying uncomfortably close to one another. Great for your Pkunk Fury, but maybe not so great for your Druuge Mauler. Critically, it just wasn’t as fun as having all the motion and potential chaos of a bouncier universe. UQM was pretty bouncy compared to what we had, but so many things were different in our new world, so we had to re-examine how to create similar feelings.

Our first step was actually questioning the thrusters’ behavior and tuning, which was based on some UQM conversion math and we just assumed was correct. Surprise! It wasn’t. After not looking somewhere for several years, it becomes somewhat foundational, so it takes some active effort to examine it.
Due to a simple mathematical mixup, thrusters were thrusting too well across the board. Toning that down helped collisions a bit, especially for ships with weaker thrusters like a Druuge Mauler which really started to feel heavy again. The problem remained, though: ships could too easily undo a collision.
Breaking the Law(s of Physics)
The next step involved getting the initial impact of a ship against another ship to feel appropriately powerful. Fred, who actually knows things about math and physics, stepped in to design this solution, which he dubbed “reactive armor”. The short and sweet version is that we simply amplify the physical bounces ships get from other things.
The longer and even sweeter version is as follows. We look at what we think a ship’s momentum is at the end of a frame when our designer-made scripts, which do thrusting, turning, and special powers, are done. During the next script frame, we look at what physics did to our ships and the difference between how we set it versus how it came in. If there’s a difference, it means a physical collision occurred. We then amplify the difference in the new direction we’re heading. On top of that, we also inspect our rotational velocity as an additional factor to measure how powerful the collision was. Since ships can turn under player control every frame, ships won’t ever actually feel like they received rotational velocity as far as the player can tell, but if you were to hit a ball with a bat, that ball would spin more the harder you hit it. A smart person like a real physicist or a Fred could explain it better, but the net result is we have a measurement of how powerful a collision was, and then we can amplify what physics did past what real-life physics would do.
As is often the case in games, realism isn’t always fun. To borrow Fred’s words: we take the parts of reality which make fun and then build on them. We now have “real” physical collisions between ships, and our science fiction conceit is that they are built with Fred’s reactive armor which gives them additional propulsion. It made Melee feel much more kinetic and exciting! Big, hulking ships like the Ur-Quan Dreadnought will barely be moved by a Pkunk Fury bouncing into it, but the bounce the Fury will get is much greater than before. Two Dreadnoughts ramming into each other will satisfyingly rebound off each other. Ramming into the planet, though ill-advised, will send you flying away. We’ll be tuning it as we go, but if you fire up UQM and ram ships into each other, you’ll see the kind of pinball table bumper effect at play. We haven’t exactly recreated it, but we’ve made something very similar.

The last piece of our puzzle for making satisfying motion was in how ships decelerate when they’re over their top speed. If we return to that thruster logic, it was actually written, originally, to be a 1:1 clone of UQM’s logic with a few conversions in there for framerate. One part that was not recreated correctly was the logic for changing directions. We started by actually recreating those rules correctly. Ships trying to thrust against the direction they were traveling wouldn’t be able to change direction as easily, adding in extra feel of weightiness, while ships retain the feeling of being under the control of their own powerful (or weak) thrusters if they’re generally going the same direction.

UQM was written to be frame-based, meaning that the logic was built around doing something every time the software ran its next update (i.e. frame), which happened 24 times per second. It had rules which stopped ships from thrusting every frame, even going so far as to differentiate them with what’s called their thrust wait if you look at the source code. Ships with a long thrust wait would have to, well, wait a long time between each thrust impulse. In Children of Infinity, ships can thrust every frame smoothly. That presents a problem if we want collisions to feel like they have impact. Now ships could try to thrust against their travel direction every frame equally well. Upon reimplementing the UQM logic, this gave birth to a new, per-ship property we could tune! Though the Ur-Quan Dreadnought and Druuge Mauler have fairly similar thrusters, there’s now a factor for how well ships can fight against their own inertia. The Dreadnought is a heavyweight that can actually steer pretty well, but the Mauler is going to have a harder time changing directions. While different from UQM’s logic, the net result is the same: we can make ships feel different in their handling.

The last thing we needed to fix was deceleration after a ship had exceeded its top speed, whether from a gravity whip, a collision, or a special ship power like the Thraddash’s afterburner. Our initial implementation created a fairly rapid deceleration curve—or, more accurately, a rapid ability to take control back. Following in the steps of what we described above, we replaced it with a much more gentle deceleration curve which, again, can be tuned per-ship as we see fit. The idea is that a ship should never be allowed to exceed its max speed, unless it already has, but we don’t want to take away from your ability to thrust entirely since that’s how you also change directions. With Fred’s wisdom and math, we now have a satisfying formula for what we do when you’re over your top speed, while also letting you thrust enough to change direction, lose speed, and feel more or less like your thruster has control depending on your ship.
This was a long way from our humble beginnings of perfectly recreating UQM’s Melee. We had finally gotten to the point where we had to reassess our dogma, because it was one of the last hurdles on our way to having fun in Melee. Melee will still feel familiar, but it also has something fresh and fun happening! If you get the calipers out, you will find that certain things are different. We’re talking about a quarter second of difference in the 15 seconds it might take to traverse the playfield with a particular ship. Going in and scooping out our innards allowed us to make something new and more fun to play.
Preparing for Play
All of these details are in service of validating what we just asserted: “This is fun!” Part of getting there is actually tuning and attempting to balance our ships. Before we even get there, we have to fix bugs! I (Dan) had long been happy to live with all kinds of ship-specific bugs and issues because I was more concerned with getting things working than with getting things working perfectly and holding up to scrutiny in all scenarios. No more! Of course, we will still have bugs that turn up over time, but we truly want to start tackling the show-stoppers that prevent legitimate playtesting.

We tested this concept by actually putting our volunteer designer into Melee to face off against AI opponents, after some thorough fix-up and after all the enemy AI was mostly functional. The designer had no idea what the new ship powers did, and was simply thrown into the deep end to experiment. This was our first legitimate playtest where we tried to simulate what would happen with a new player being given no guidance. I watched silently and offered no help unless the designer actually snagged on a blocking bug.
This whole experience surfaced far more bugs than I was originally aware of, and it also demonstrated all kinds of things a player might try to do with the ships. The testing gave us our first good look at which things were readily understood, which things were too subtle, and which things were too broken to use (even if those things were “working” as intended). Of course, this is a sample size of one—but observing our test subject generated a huge task list of things to fix and do. Being able to prioritize work informed by a player’s direct experience is a critical milestone. If we’re doing those things, then it means we’ve tackled a lot of big problems.

As part of our bugfixing and polishing flurry, that designer also helped create the physical collision shapes for most of the new ships—work that hadn’t been done yet because it hadn’t become a priority. With ships all now having accurate and newly bouncy collisions, we also put some polish into the asteroids, planets, and gravity itself. We got our Adventure planet art generation shimmed into Melee so you can see (and bouncily collide with!) all kinds of different looking planets. As the last bit of icing on the cake, we re-tuned some of our lights and starfield backdrop to increase everything’s visibility—especially for some things that we noticed our playtester was having trouble seeing.
There are many more things we’ll be tuning for Melee, but you know when we’re getting to the point that we’re touching minor things like lights, we’re really in the home stretch! As of now, most of the work that remains for the actual melee experience makes for a pretty limited list:
- Tuning ship characteristics (cost, crew, energy, thrusting/turning, physics interaction numbers).
- Tuning weapon characteristics (energy costs, firing rate/range, damage, health of missiles you can shoot down).
- Re-tuning gravity behavior as/if needed.
- A few very-ship-specific AI features which haven’t been built yet. Most notably is being able to know how to interact with other, neutral objects like crew in space generated by the Syreen’s song.
- Camera tuning during victory.
- Ship audio for some ships.
- Ship-specific bugs.
As you might observe, a lot of that work isn’t “big” or new, but simply tuning the numbers. This is some of the easiest work to do, but also will benefit the most from actually getting humans involved since the real test of how well it’s working will be seeing what interesting interactions players dredge up.
Pre-Match Setup
Ship-to-ship combat is only part of a playable Melee experience. The other half—maybe more like a third or a quarter—is in getting in and out of the actual match. That means being able to configure the match you’re about to play as easily and enjoyably as possible. At a minimum, we need to let players pick who they’re playing with: an AI opponent, a local human opponent, or a remote opponent. For remote play, there are some additional steps to link up with whomever you’re trying to play with. Then players can set up their rosters of ships to bring into battle, and in the case of fighting against AI, you can decide which ships your opponent has.
Last milestone, we wrote a bit about our work on this section. The user experience (UX) for doing this was functional enough for us to test our features, but it was not necessarily fun or intuitive to use. This milestone, we finally put some work into making a UX that we thought players would enjoy using so they could actually have some success (and fun!) getting into a match. Animations show this better than words, but the goal of the UX is that players understand the questions we’re asking and understand how to change their minds if they want to. Our flow for the game is simply:
- What do you want to do? Play Melee, play Adventure, change settings, etc. Assume we pick Melee.
- How do you want to play Melee? Locally, or networked (inviting someone or joining someone). Assume we pick locally.
- Who’s the second player? An AI or a human. Assume we pick a human.
- Select your ships and prepare for battle.

The idea is to have an understandable outcome with whatever choices you make, with the “questions” and ability to change the “answers” made clear. If you are playing against an AI and change your mind because you want to play with a player, you should be able to figure out how to accomplish that in the game. If this sounds like UX 101, it’s because it is! It also provides a foundation for us to change the flow if we see players struggling or wishing they could do things differently.

It’s not necessarily fun work to describe, but just as we had to fix many bugs in Melee so that players wouldn’t immediately run into walls, the same work happened for our menus. We actually have a pretty sophisticated set of menu needs since there are so many ways to play and control our game—keyboard alone, keyboard and controller as a single player, or keyboard and controller with two players, or controller or controller with two players.
You could accidentally get yourself into so much trouble in our working builds, by doing things like pausing over menus where we didn’t expect that, or changing which device is doing what at different times, or even when we switch between two-player and one-player controls. We have the somewhat unique need for two different input devices to be able to either control the same menu (like navigating through the settings menu)—or to control two separate menus at the same time (like both players picking ships for their roster independently). Even crazier, you might be playing with a remote player who is controlling a menu on their side that you want or need to see.
An important part of the experience of being together with a networked player involves sharing and observing player actions. In-game during Melee, that’s easy! You’ll both be watching each other pilot your ships and fight. During a menu, we want to represent what the other player is doing, even if that’s just moving a cursor around the menu. It’s not exactly world-shaking gameplay, but it’s important to the shared feeling of making decisions together. To make this work, we created a novel, low-bandwidth method to pass this information back and forth across the network so even the experience of selecting ships (especially that!) can be a fun experience. You get to both watch each other and debate what’s happening, if you have some method of voice comms.

Part of the soul of competitive play can be coming up with bespoke “house rules” to follow on top of whatever restrictions the game itself puts on top of players. Letting people connect while they play in the menus encourages this! And, hey, it’s a thousand times easier to take a feature away if we don’t want it than it is to create it in the first place. We can imagine players opting into a “hidden draft” feature which conceals what’s going on in the menus for players to have fun secretly drafting their roster with only the point tally visible.
Melee for All
Melee is coming to Steam and GOG to serve as our Children of Infinity demo. As mused upon in our previous update, Melee is not quite the perfect demo for the story mode since there’s no story mode in it! That said, releasing it this way nets us tons of advantages. Chiefly: we can get something out in the wild to get people playing Children of Infinity, having fun with it, and talking about it.
We know full well that many of you are excited for the story and might even be holding out primarily for that, but getting something out before that is for everyone else, as well as us! Player responses of all kinds are invaluable feedback for us. Everything from “this crashes” to “my sister keeps crushing me with the Druuge Mauler, pls nerf” will be something new we haven’t been able to find out yet.
On our road to this Melee release has been work on the multiplayer backbone of our technology, which has been most of Fred’s focus, but he’s also been responsible for ensuring the game runs on all of our platforms—platforms like the Switch. Thus far, the prospect of network play on Switch had been, let us say, highly speculative. Of course we want all of our versions to support the same things, but there are all kinds of limitations and nuances to each platform. All of them seem to share a common rule, though: the more players we let play together, the less performant the game becomes. And we really weren’t sure about some of the Switch’s limitations.
Our networking code is serverless and peer to peer (P2P), which has given us many advantages already, but new ones continue to be revealed to us. It just so happens that our networking solution was a shoo-in for how the Switch does its networking, and in the course of exploring what networked play would look like there, Fred was able to get a few exciting proofs of concept running.
As far as we can tell, there is an extremely limited subset of games which support the Switch’s local wireless multiplayer feature. This feature lets you and another player with a Switch play together on separate consoles just by standing nearby, even if you have no Internet connection. This was a perfect fit for our P2P networking solution, since the Switch happens to expect no server in this case, and Fred was able to prove it out.
From there, it was a baby step (for Fred, anyway) to get local area network play functioning as well. As of now, we were able to play not just two player Melee on Switch, but when I (Dan) went up for a visit, I brought my console and we proved that three player Melee would run as well! As a reminder, we’re not targeting more than 1v1 for any initial Melee version. We’re still not sure what the actual release will permit on Switch, but it was fun to see things working on a technical level. Fred continues to explore Switch’s online networking.

We think it’s pretty cool that we can support such a niche feature for Switch! We actually don’t know of any other third-party (i.e. not Nintendo-published) game that does this. This is just one example of how we’re trying to cater to platforms’ specialities as the opportunities arise. If you’re used to playing with friends on Steam or GOG, you’ll know that they have friends list features for playing together. We want you to be able to use those! On platforms which allow it, we’ll also allow for what we call vanilla networking, where you can join together with our P2P networking without requiring any intermediary service. This is part of our goal of making sure our game can still function well into the future, even if Steam, GOG, and Nintendo services all vanish. We’re not expecting that, but preservation of our work is important to us—just as it was for the UQM project—as we see an increasingly software-as-a-service model take over. It’s your game, darn it! It should always work!
In a very recent and exciting extension of our vanilla support, Fred was able to add completely standalone networking to our game! Previously, we had relied upon someone running a service which was needed to connect peers together. You could run it yourself, and as you can see from the link, it’s freely available and provided by Valve. It’s not a server. It is more like a switchboard operator since it doesn’t do anything besides route the initial connection. With Fred’s new work, that functionality is simply built into the game, making it that much easier to play with friends on a local area network.
The last bit of technical work on the road to getting our Melee release ready for public consumption was, funnily enough, being able to make a decent Melee-only build of the game for the first time. We had a technical solution for splitting our data up, but we still had to go in and restructure our huge pile of data to match the intent. For example, just because an alien’s ship is in the game doesn’t mean we need its conversation assets or dialogue lines. Plus, they’re secret! You can have them when we’re done. We successfully split up most of our data so that we can add on the Adventure elements as needed, and there’s still more we can do which is largely for the sake of optimizing our build sizes/complexity. As of now, the Melee build is only 2GB, while the full Adventure build is around 6GB.
Last and but not least on our technical checklist was upgrading from Godot 4.3.x to Godot 4.4.x. This is most important for the Switch as we want to track W4 Games’ changes as closely as possible, but it also contained a few boring but important technical features and fixes which we were bumping into on our previous 4.3.1 version. Upgrades always bring a momentary disruption as the earth beneath the software shifts around, but tackling it makes life easier when we want to release something. For the layperson: number goes up = good! Editor’s Note: I am surprised if the layperson is still reading at this point.
Shipping and Handling Included
There are so many stories to tell about the Kickstarter reward creation at this point that it warrants an entire retrospective when we’re done with everything. As of today, we’ve moved to the final stages of our manufacturing and getting everything ready to ship. As if making an entire game wasn’t a big enough undertaking, we’re preparing to send out over 2,000 packages with all of your rewards! We had to acquire the packing and shipping materials, organize everything in our shipping depot (my kitchen), and make a logistics plan for how we were going to actually pack those 2,000 packages. Then we had to get the right shipping labels and, for our international folks, the right customs declarations on them.
Below are some photos of the whole journey to actually get everything here before we get it all to you.




Since the last update, we managed to get our 10,000+ pins and thousands of patches manufactured in China, shipped here, and approved through customs. Of course, all of the boxes except one were delivered all at once, with the last one being sorted separately. It even went out for delivery once by itself, but was returned to the shipping depot.
This got especially anxious when I was taking inventory, and found all of our items accounted for…except the Yehat pins. Each of the boxes delivered only contained about 1,000 pins. I was waiting for one more box, and I was missing 2,000 Yehat pins. You can only imagine my anxiety until that last box arrived wondering what we’d have to do if everything was here except a tiny fraction of one item. I ended up contacting our manufacturing partner before the box’s arrival, and they confirmed: yes, our wayward package had 2,000 pins in it. Maybe that’s why it was sorted differently! Or someone really just wanted to get a look at the Yehat pins.

With that out of the way, I now have over 10,000 pins sitting in my home. They’re really, really cool! They’ll be even cooler when I get them out of here and into your homes. Before the pins arrived, we started planning how to actually pack and ship everything. We covered most of this, including a video showing some of it, in our last update regarding shipping. The information there is still accurate, but backers who are receiving Star Maps will be getting their shipments later since we are still waiting on their delivery.
A few interesting tidbits not previously mentioned: we actually put a bit of work into finding the right shipping supplier. We had to find supplies which matched very particular dimensions and be as efficient as possible with size and weight while fitting our particularly-sized things that need to not become bent in transit. If possible, we wanted to find a local manufacturer and avoid America’s omnipresent shipping supplier (thanks to whoever anonymously runs that site for helping us with resources, too!).

After checking with dozens of manufacturers for what we needed, we were able to find someone local in California. The bubble mailers have some plastic just because we don’t want things getting damaged, but otherwise we were happy to do what we could to be as conscientious as possible with our materials usage and to also support a nearby business.
The Year Ahead
As this jam-packed year ends, we look forward to the next one and all of the exciting things it will bring. While it seems like we’ve been at this for a while (we have!), and we’ve had to maneuver around many obstacles (we have!), it’s also hard to describe how exciting it feels like to see our myriad goalposts not just coming into view, but getting so dang near.
As mentioned above, we’ll have our free Melee version coming to Steam and GOG. That will be one piece of the beginning of building our marketing ramp toward our final release. We want to make a great game, and we also want people to know about it and come participate in our community. This isn’t just running ads or trying to trick people into anything, but marketing with respect: informing people about the game and why we think it might appeal to them. Just like our lead-up to the Kickstarter included things to get you aware and excited, our game release will have some pot-stirring as it prepares for liftoff too. Just as some of our awesome community helped us spread the word before, you will be a part of this important mission too!
We’ll be reorganizing our Discord to better serve our community that has been along with us for this ride. We expect new people to be joining our spaces—people who want to still participate while avoiding story spoilers, and even people meeting up to play Melee! We’ll be moving from people coming in asking about when COI is coming to asking about how to beat a particular ship. We touched on this in the last update, and we’re going to be focusing on Discord in the next year. One community member suggested cross-posting these updates to Steam so people there could be in the loop, and we’ll be going forward with that to help us reach as many people as we can, wherever they are. We can’t be everywhere at once for discussion, and it’s already some manual labor to post these updates on Kickstarter, Patreon, and our own blog. But we can manage having conversations on Discord and want people to join in there.
After over four—or five, if we include Fred’s foundational work on Simple!—years of development, it seems like it’s been such a long effort. We’ve been in full production for a bit over two years, which is longer than most of our other projects besides the first Skylanders, but this is also such a different project with a different team, too. Compared to those long-seeming chunks of time, we have to remind ourselves that being months away from releasing something is enticingly and relatively close. We’re really in the home stretch now. We can probably say it a hundred times and the feeling still won’t be expressed completely, but: oh my gosh. It’s happening!
We don’t want to give a hard or even a soft release date for the finished game at this point, but our schedule has us on track for an English PC/Linux/Mac release on Steam and GOG in Q3 of 2026. The Switch would follow (or coincide with) it, and then we’ll be tackling PS5/Xbox and localizations. Why don’t we want to give this date? Unlike a studio with a publisher or a larger staff, we are more affected by our team members’ individual needs that may arise. Any changes that could come up are more likely to make this move.
One question we’ve gotten from people is if we’re able to provide some of the physical rewards from the Kickstarter for individual sale, for those of you who are excited now that you can see how cool they are. The short answer is: probably! The longer answer is that we have a lot on our plate already and need to be mindful of taking on more. We did manufacture more than we needed, so we have extras of some items. We’d love to run a little operation to let people get their hands on things they missed, and we’ll let people know how that will work if we can get to it. It will likely not be right away, since we must prioritize fulfilling rewards for everyone who has already backed—and, of course, we also have to get the game done.
A Happy Holiday
It’s time to wrap up: this blog post, your presents, and 2025. This is the season with many holidays for many people. Many of us will be taking some time to have a quiet break, to be with loved ones, to celebrate, or to gorge ourselves on sumptuous meals. Maybe all of the above! We hope you have time for whichever of those you desire, whatever the holidays mean to you. For me, the winter holidays always mark special activities and being extra busy, but they’re also a time for reflecting.
Especially as this year of what feels to me like larger-than-previously-ever-seen tumult closes, I reflect on just how important people are to me. There are so many in my life: the people reading this message, the people who’ve supported this project at any step of the journey and sent kind messages, all the people I know as friends or work with, and my loving partner. Without those people, my life would be so empty. Our lives would be so empty without each other.
Against the often-seemingly unstoppable odds of the crushing machinery procured and pushed by those which we seem helpless to reason with and who, themselves, seem hellbent on shaping our futures from their—according to them—unassailably correct vision of the future: you, humans, are still what matters. We are irreplaceable and we are more than can be summed up by anyone, much less anything.
Happy Holidays from us at Pistol Shrimp.
A special thank you goes out to our Patreon community who continues to support us. Whether you have been loudly cheering us on from the beginning or hopped on board as the train picked up speed: thank you
Please join us on Discord, Bluesky, and Reddit to be a part of our community. You, too, can still support us on Patreon as well.
Milestone 8 Update Read More »


















































































































