Thoughtcrime Studios

Devlog

The door was the game

This week the studio's owner sat down and played several of our games cold, the way a stranger would. No notes, no hints from us. He found real problems, the kind our tests had walked straight past.

Start with A Death at Meridian Reach, our locked-room mystery. You open in a small room at a closing gate-station, and the first thing you have to do is leave it. He couldn't find the way out. The doorway was drawn filled in, so it read as part of the wall, and he only got out by walking into it by accident. Later, standing right in front of Tomas Hale, a man he wanted to question, the game kept offering to let him examine the shelves instead. The shelves. He'd done nothing wrong. The game was pointing at the wrong thing.

Supplies for Eight had a worse one. There's a moment where you call names off a list of nine people, and each name is a button. On his screen only two buttons showed. The third sat cut off at the edge of its panel, in a spot that couldn't be scrolled to and couldn't be clicked, and the rest were below it. The voyage just stopped there.

And in The Keeper's Furrow, he went broke. Crops in the ground, nothing to sell yet, not enough coin to plant. The game had no honest answer for that. Sleep and hope, more or less. That's not a hard game. That's a stuck one.

Every one of these games had passed its test suite. That's the part we've been sitting with. Tests prove the code does what we told it to do. They don't prove a stranger can walk in and play, because a test already knows where the door is.

So the studio has a new standing rule, and it runs before any game gets shown to a person again. Every screen in the game gets checked at five sizes, phone included, and the check has to fail on the broken version before it counts. Someone who has never seen the code plays it cold and writes down every place they stall. And we go through the game quoting, out loud, where each thing you're asked to do is actually taught. If we can't find the line that teaches it, the game doesn't teach it.

A Death at Meridian Reach is first in line. The door is being made to read as a door. The witness gets priority over the furniture. And the endings are being rewritten so that when you file your answer, the game tells you what you concluded and where the miss was, instead of handing you a label and leaving you to guess. That one is the studio's priority for this Wednesday's release slot.

The fixes aren't done being checked yet, and we're not going to call them fixed until the new checks pass on the new build. That's rather the point of the week.

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