Tomas Sala

@falconeerdev.bsky.social

Creator of the Falconeer,, Bulwark, Shipshaper and the Moonpath SKyrim Mods, passionate about games as Art. Honorable Luddite, Chaotic Creative Dad Game Dev, working on Ancient Waves. Creative Cockroach most comfortable behind the fridge.

My worst nightmare has come true.. The people upon first seeing #shipshaper "Wow this is cool, like spore for boats.. Does it sail tho?" The people upon seeing I made the ships sail: "Wow this is cool like spore for boats... Do they fight tho?" To be fair.. I have a fuckton of guns...

I went to see the Odyssey,and it was very good. The main achievement is turning the story into a coherent narrative about failing ones private and societal moral code an the self punishment that follows. It felt poetic and epic in a very good way.

fuck I nailed the #shipshaper to #bulwark pipeline. It's all gonna be seamless through Steam Workshop. One single export button in Shipshaper. Give your item the right tags that describe which bulwark shiptype it replaces. Subscribe in the bulwark workshop. And poof it replaces the vanilla ship!

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Tim Sweeney's Infinite AI dialogue in games will not work. Because deep down players don't actually want to play-act thru a dialogue. There is a natural embarrassment to acting or having to say or write things you don't believe. And that actually breaks immersion.

I just realized through a meeting that most industry folk assume the Falconeer was the better selling game of my career so far. But Bulwark has been outselling the Falconeer two to one since launch. Let me break down why that is.. cuz there's an insight there I feel.

people are focusing on unity losing.. but UE is like infinitesimal. Is there a technical reason for this. Or is pivoting toward your own sandbox ultimately detrimental to your userbase. I would love a lesson like "Pivot to a closed sandbox and find quicksand" Can we have that?

Game Maker's Toolkit@gamemakerstoolkit.com · last wk.

Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for GMTK Game Jam 2026 submissions. 🤖 Godot - 47% 🎮 Unity - 34% 🛠️GameMaker - 5% 🚀 Unreal Engine - 3% ✨ Other - 11%

Pie chart showing game engines used to create 10,511 GMTK Game Jam games in 2026. Godot has the largest slice with 47%. Then Unity with 34%. Other with 11%. Game Maker with 5%. And Unreal Engine with 3%.

hmm #shipshaper users have been busy abusing various parts to make dragon heads and shields... I am also delighted by how cleanly Shipshaper now renders.. fuck all that muddy noisy photorealism.. (it's Unity built-in... don't ask.. I'm old and I reject all your fancy tech)

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First morning after a long holiday, for a workaholic obsessive bundle of anxiety ; Peak fear... Lay awake dreading to face up to the mountain of work ahead.. Plug your brain back up and start providing the juice again. You have been disconnected..now pay the price..

Watched the creator. And it was really good. But it left me the impression that all these scifi visuals are outdated. We are living some kind of future in the midst of becoming. And it's more cartoonish and incompetent than any movie.

Please blow up the public comment (included below): BREAKING NEWS (7/15) — The administration wants to destroy Chaco Canyon without consulting Tribal Nations. It’s an irreplaceable historic & cultural site with 4,700 archeological sites that could be lost to the bulldozers of oil & gas development

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Wait did folks buy Alexa of other ai speakers. Wasn't that a big nothing burger before ? Cuz next to nobody in Europe did... Having a US company eavesdrop your kitchen or house didn't take off, for some mysterious reason. I always wondered this, did people truly go for this.?

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Hey maybe we can blame this on my pet peeve; The scrum/agile/feature/task style of working. When shit happens its only solution is iterating feature sized chunks. Perhaps the gamedev reality is that creation doesn't come in management digestible chunks. Dunno... But hey I am biased.

Robin-Yann Storm@rystorm.com · 3w ago

I keep seeing arguments for games being expensive due to hyper realistic expectations for art, or simply lots of art. What I don’t see is the actual most costly reason: Indecision Iteration is good, but the yearly rebuilding of entire characters, storylines, and levels, is the most expensive thing