https://blog.giovanh.com/blog/2020/10/03/the-hiveswap-fiasco/
GioCities
blogs by Gio
*
blog
generally bad ideas
*
archives
its all of them
*
categories
thoughts sorted into piles
*
tags
a hanging table instead of piles
*
search
find thign
*
*
[gio]
portfolio
things that aren't this
*
[link]
hyperlinks
everything i ever mentioned
*
[whatpumpki]
hiveswap
i know it's what you're here for
*
[recommenda]
recommendations
things you should
*
*
twitter
tweets: like posts but bad
*
sponsus
give me money (very cool)
*
patreon
another way to give me money
*
github
'code' your comupter can eat
*
lexaloffle
lua, mo' like eww-a
*
youtube
motion pictures
*
switch
he's a pupy
*
steam
for the gamers
Recent
* pages Hiveswap
* The Sarah Z Video Fallout
* [?] YouTube broke links and other life lessons
* [?] Twitter Blue is a late-stage symptom
*
Tags
homestuck hiveswap kickstarter fiasco python gaming economics gamedev
platforms antitrust undertale steam archival web IP writing mystery
vr tsp tweets
*
*
blog
generally bad ideas
*
archives
its all of them
*
categories
thoughts sorted into piles
*
tags
a hanging table instead of piles
*
search
find thign
The Hiveswap Fiasco
* 1+ hour read
* Tagged: #homestuck #hiveswap #undertale #kickstarter #fiasco
* Posted Sat Oct 03, 2020 in fandom
The real story of Hiveswap isn't about the game or the universe.
Rather, the conversation "about Hiveswap" is dominated by stories
about the development and history of the game as a project -- starting
as a Kickstarter success story but then bouncing from scandal to
scandal for years. The story of how Andrew Hussie burned through a
$2.5 million dollar investment over eight years to produce almost
nothing is fascinating, convoluted, and poorly understood even among
Homestuck fans.
Right now, this meta-story mostly exists in the form of oral history.
This is probably due to the fact that a lot of the key sources are
ephemeral -- and most of them have been deleted -- but it's also
because it feels premature to write up a "postmortem" on a game's
development before it's even an eighth of the way finished. There is
also significant pressure on people in the know -- even people who
just lived through backing the project -- to keep quiet about all
this, for reasons I'll get into.
I'm documenting the story so far so that the Hiveswap Story isn't
lost to time, and so there's a decent summary of events so far, and
maybe even so new Hiveswap fans can catch up. I dug through every
page, announcement, interview, blog post, FAQ, and tweet I could
find, and the culmination is this the most comprehensive -- as far as
I can tell -- explanation of Hiveswap to date.
All additions and changes are posted in Appendix IV.
Edit: This is the first, historical article. The second article "More
on the Hiveswap Odd Gentlemen Debacle" covers much more detailed
leaks about a few specific topics in the story, especially claims
about The Odd Gentlemen that were -- at the time -- rumors. The third
article, covering some of the fallout and personal drama from all
this, is here.
Show TOC
This is a long table of contents, but it's every relevant event that
happened in 8+ years, so cut me some slack.
* Executive Summary
* The Story
+ September 2012
o The Kickstarter Campaign
o Learn about accountability on Kickstarter
o But first, merch.
o Comic Gigapause
+ December 2013
o Update 1
o Namco High
+ June 2013: Undertale Kickstarter
+ June 2014: Update 2
+ October 2014: What Pumpkin Studios
o What Pumpkin is now the development studio
o There will be two games
o The first game is called "Hiveswap"
o Hiveswap is now episodic
o Concept Art Dump
+ The Odd Gentlemen
o King's Quest and The Odd Gentlemen
# Fact-checking ipgd
+ February 2015: Hiveswap is Coming
+ March 2015
o Hiveswap Friends
o Emerald City ComicCon
o Hiveswap Press Sheet
o GDC Italian Interview
+ April 2015
o Jess Haskins Gameplay Preview
o Kickstarter Update & Trailer
o Review Fix: Jess Haskins talks Hiveswap
o Tap Repeatedly: Hiveswap
o Hey Poor Player: Hiveswap's Jess Haskins
o "King's Quest in Good Hands"
o What Pumpkin NYC Tumblr
+ May 2015
o GameNews.ovh Interview
o Meet James Seetal
o BigShinyRobot interview
o More info
+ July 2015
o 3D world of Hiveswap
o Changes at What Pumpkin
+ August 2015
o FemHype Interview
+ September 2015: Undertale Releases
+ December 2015: WP NYC Dissolve & A New Look
o Insight into NYC Team Firing
o Why Andrew killed WP NYC
+ January 2016: Secret side-channel fundraising
+ February 2016
o Forums offline
+ May 2016: RJ 4chan post
+ June 2016: Hiveswap leak
+ August 2016: Homestuck 2.0
+ October 2016
o Tech Coast Angels side-channel fundraising
o New release date edited into website
o Chuck Tingle Dating Simulator
o New trailer
o Homestuck Ends
+ December 2016: Steam Greenlight
+ January 2017: Update, from Andrew
+ April 2017: Trailer 2
+ August 2017: Release date
+ September 2017: A busy month!
o PAX West Demo
o Act 1 Release
# Crediting and Art Theft
# Hiveswap: Act 1 Review
o Cohen Interview
o Hiveswap: Act 1 OST commentary
o Viz Media deal
# Viz Involvement in Hiveswap: Act 1
# Hardcover Edition Fact Sheet
+ November 2017
o SBAHJ Kickstarter
o Troll Call
+ January 2018
o Scrapped Hiveswap Forum
o Comic Contest
+ April 2018
o Homestuck.com redesign
o Newsrama Andrew Hussie Interview
o What Pumpkin puts Hiveswap on formal hiatus
o What Pumpkin Fires Everyone
+ April 2018: Hiveswap Friendsim Launches
+ December 2018
o Hiveswap Friendsim Ends
o Skaianet Systems
+ April 2019: The Homestuck Epilogues
o Epilogues Fact Sheet
+ May 2019: Act 2 update
+ June 2019: Answering some questions
+ July 2019: Fellow Traveller
+ September 2019: Pesterquest Launches
+ October 2019
o Hiveswap: Act 2 Steam Page
o Bandcamp Changes
o Homestuck^2
+ December 2019: Freelance Rates
+ April 2020: Pesterquest Ends
* It keeps happening
+ October 2020
o Act 2 Trailer
+ November 2020
o Fellow Traveller closes social
o Act 2 Release Date
+ Act 2 Release
o Act 2 Credits Outcry
o Act 2 Cut Content
o Key reselling scheme
+ January 2021
+ February 2021
o Psycholonials
o HS2 Patreon Cancelled
+ April 2021
o Act 7 Answers
o The Prototype
+ Andrew quits Homestuck
* Whew.
+ Okay, I'm with you, what else?
* Related reading
* Appendix I: People
* Appendix II: Legal
* Appendix III: Reserved
* Appendix IV: Changelog
+ 2021-07-05
+ 2021-06-30
+ 2021-06-02
+ 2021-05-08
+ 2021-04-21
+ 2021-04-17
+ 2021-04-13
+ 2021-02-13
+ 2021-01-14
+ 2021-01-14
+ 2020-11-20
+ 2020-11-05
+ 2020-10-26
+ 2020-10-12
+ 2020-10-10
+ 2020-10-05
Throughout this article, emphasis within blockquotes is usually mine.
I may in some cases add anchorlinks (dotted) as cross-references.
Disclaimer: While I have done my best to verify everything in this
article, it's entirely possible I got something wrong or missed
something significant. If so, please let me know so I can make the
relevant corrections. All changes will be posted in Appendix IV.
Neither What Pumpkin nor Viz Media would respond to requests for
comment. I've contacted them repeatedly, including after this article
was published and members of the staff explicitly expressed concern
over parts of this article, but they continue to refuse comment.
As part of my research I had the opportunity to speak with former
employees from What Pumpkin Studios, but they wished to remain
anonymous. (Likely due in part to due to fears of retaliation, due to
What Pumpkin's history of aggressive litigation against
whistleblowing or other perceived criticism.) Some tips were
submitted anonymously but then researched.
Executive Summary
This is a long article, so if you're looking for something you can
read in a few seconds, here it is.
Show Summary
In 2012, Andrew Hussie launched a Kickstarter for an adventure game
based on his hit webcomic Homestuck. (x) The Kickstarter campaign was
a massive success and raised $2.5 million. According to the original
plans, the game (called Hiveswap) would be designed by What Pumpkin
(Andrew's company) and developed by a third party development studio
(The Odd Gentlemen) and launched in 2014. (x) After repeated delays,
What Pumpkin ditched The Odd Gentlemen (possibly due to some shady
business (x)) and moved to in-house development, setting up an office
("What Pumpkin NYC") in New York City. (x) What Pumpkin NYC continued
development during most of 2015, until they were dissolved in favour
of a completely different team doing exclusively remote work. The new
team worked on a version of the game with a completely different art
style, meaning years of work had to be discarded. (x)
Hiveswap was released in 2017, building off the work done by WP NYC
but completely failing to credit them for their work. (x) Andrew
Hussie sold Homestuck to Viz Media, a publishing giant with the
resources to finish Hiveswap. (x) Viz Media sabotaged Hiveswap
instead. (x) What Pumpkin continued to work on other for-profit games
-- instead of Hiveswap -- that didn't go towards fulfilling Kickstarter
obligations. (x) Some of the new games cannibalized work that was
meant for Act 2. (x) In 2019, What Pumpkin released a brief trailer
for Act 2. (x) For a while What Pumpkin siphoned money from a Patreon
account for an indie comic to spend on Hiveswap development, (x) but
they've paused that since the comic itself has gone on indefinite
hiatus. (x) Act 2 was released with significant controversy over
accessibility issues and the game intentionally not crediting its
artists. (x) Then Andrew buggered off. (x)
At present, What Pumpkin continues to work on for-profit projects
while neglecting their obligations on Hiveswap. Despite not being
bankrupt and having major investment, they refuse to produce Hiveswap
OR give refunds to backers. It is hideous behaviour. (x)
Read the ending summary.
The Story
September 2012
The Kickstarter Campaign
On September 4, 2012, Andrew Hussie launched a Kickstarter project
for a point-and-click adventure game based on his comic, Homestuck.
Homestuck Kickstarter
MSPaintAdventures had always been inspired by adventure games (like
King's Quest), even in its stories before Homestuck. As the
Kickstarter campaign post explained:
Homestuck, like all other stories on MS Paint Adventures, was
built on extensive parody of video games, most notably classic
adventure games. The "mock adventure game" format has driven the
creation of every page in the story, often with readers supplying
commands for what the characters should do next. So for the
project after Homestuck, I think it would not only be fitting,
but quite exciting to present the story in the form of an actual
adventure game.
The scope of the game was drafted out very roughly; it would be "like
a spinoff" "based on homestuck" in a "shorter, self-contained story".
What Pumpkin (the company that handled homestuck merch) would be
"working with an experienced game developer" for the development of
the actual game. Once game development began, backers would get
weekly updates.
The total funding goal of the project was $700,000. For $15, you
could get a digital copy of the game, which was set to release some
time in 2014. (Remember those numbers.)
(If you go to the live link on Kickstarter and scroll down to "Risks
and challenges", the field is empty, which is humorous in retrospect,
but that's just due to the Homestuck Kickstarter predating that
field. No issue there.)
There was a very wide range of tiers available that included various
combinations of merchandise (some exclusive to the Kickstarter, some
not), the game, and the soundtrack. I'll note a few of them here that
are representative of the selection:
* $15: A digital download of the game
* $25: A digital download of the game plus the game soundtrack
* $55: Game, soundtrack, and a physical print
* $75: A limited-run physical edition of the game, signed by
Andrew Hussie
* $100: The game, a shirt, some stickers, and some enamel pins
* $250: The game, a plushie, a tote bag, a shirt, some stickers,
and some enamel pins
This was also the literal peak of the famously passionate Homestuck
internet fandom. It was the perfect storm.
The project made its entire $700,000 goal within 32 hours.
As the project kept generating interest and support, they introduced
stretch goals for the game, promising the extra funds would go to
"higher production values." As the project got more and more funding,
they passed several stretch goals, adding more platforms,
translations, merch, and an art book to the project. This was all
fairly standard.^1
Andrew made another news post on the main Homestuck site on September
24, expressing extreme gratitude, going over a few logistics, and
adding the option to back directly with PayPal.
Pledges per day
On October 4, 2012, the Kickstarter campaign finished at 2.48 million
dollars, plus an undisclosed amount of additional direct backing
through PayPal that put them over the 2.5 million mark^2. (Andrew
later confirmed this.) This number is noteworthy because it met their
$2.5 million stretch goal, which added a digital copy of Homestuck
(the comic) to be shipped with physical copies of the game. They made
more than three times their original goal, and were the 6th most
successful Kickstarter project of all time. Andrew made a news post
and things were looking good. Andrew had been producing great content
for years now; imagine what he could do with resources!
A congratulatory note
As of Update #36 from April 2021, What Pumpkin mentions that the
campaign itself was actually managed and directed by George Rohac,
croudfunding specialist and WP's one time Director of
Business Development:
The Kickstarter was planned by the What Pumpkin business
development team in mid 2012. One member of the team was a
crowdfunding specialist who led the planning process and managed
the contracts with the developer. Prior to the Kickstarter
opening for pledges, What Pumpkin worked out a plan for a
flexible game concept that could be refined according to how much
the campaign ultimately brought in.
According to this post, the Kickstarter was planned with flexible
funding in mind, so that the game could be made for as little as
$700,000 but could also scale up if the Kickstarter made more than
its initial goal (as it did). Excellent!
Learn about accountability on Kickstarter
A quick note here about how Kickstarter works. This may seem
excessive to litigate now, but as you'll read shortly, it's
unfortunately surprisingly relevant. When a Kickstarter project
succeeds, backers pay the creator directly, not Kickstarter --
Kickstarter takes a cut, but the transaction is between the backer
and the creator. For this reason, Kickstarter doesn't
guarantee refunds.
However, Kickstarter is not a blind donation based on trust alone:
creators are legally obligated to fulfill backers. From Kickstarter's
own accountability FAQ:
Is a creator legally obligated to fulfill the promises of
their project?
Yes. Kickstarter's Terms of Use require creators to fulfill all
rewards of their project or refund any backer whose reward they
do not or cannot fulfill. (This is what creators see before they
launch.) We crafted these terms to create a legal requirement for
creators to follow through on their projects, and to give backers
a recourse if they don't. We hope that backers will consider
using this provision only in cases where they feel that a creator
has not made a good faith effort to complete the project
and fulfill.
This is a summary of section 4 of the Kickstarter Terms of Use^3,
which reads:
When a project is successfully funded, the creator must complete
the project and fulfill each reward. Once a creator has done so,
they've satisfied their obligation to their backers.
Throughout the process, creators owe their backers a high
standard of effort, honest communication, and a dedication to
bringing the project to life. At the same time, backers must
understand that they're not buying something when they back a
project--they're helping to create something new, not ordering
something that already exists. There may be changes or delays,
and there's a chance something could happen that prevents the
creator from being able to finish the project as promised.
If a creator is unable to complete their project and fulfill
rewards, they've failed to live up to the basic obligations of
this agreement. To right this, they must make every reasonable
effort to find another way of bringing the project to the best
possible conclusion for backers.
The creator is solely responsible for fulfilling the promises
made in their project. If they're unable to satisfy the terms of
this agreement, they may be subject to legal action by backers.
Now, if a project fails and goes bankrupt, they obviously can't
fulfill their obligations. Kickstarter projects fail all the time.
However, there are concrete, legal obligations on creators of
successfully funded projects, as long as they're capable of doing so.
Or, if there's a reason that the final product can't be completed,
(non-bankrupt) project creators are obligated to refund their
backers. Note that there are two obligations here: between the
creator and Kickstarter, the company, and between the creator and the
project backers.
So, in the case of the Homestuck Kickstarter, "MS Paint Adventures"
is legally obligated by both Kickstarter and the project backers to
deliver the promised game and merchandise to the project's backers.
But hopefully it won't come to that, right?
But first, merch.
Before the game, though, came merch fulfilment for the Kickstarter
rewards. An enormous amount of people contributed to the campaign, so
the process of sending out backer surveys, collecting addresses, and
doing the actual work of shipping items to 11,000 people was a
significant amount of work.
Andrew signed prints.
Many prints in cardboard tubes.
Regarding the merchandise, the Kickstarter campaign says
...the reward bundles here are so nice, that they actually still
represent a pretty good value for the pledge. I think the
scalemate plushes came out especially great. They are of almost
impossibly high quality for something produced in bulk. This item
is in very limited supply--note the finite number available for
that tier. There are a couple more hidden bundles to be revealed
later, but once they're gone, that's it! That's all we have. But
if the response to the scalemates turns out to be strong, we're
going to look into making more sometime next year.
It's been noted that most (if not all) of the merchandise^4 was, in
fact, resold in other places since the campaign, but personally I'm
glad it was, as it is very nice.
The signed physical print is a beautiful piece by Skeptic Archer.
Oddly, it's only credited in a small footnote at the end of the
Kickstarter page, and the beautiful 36"x24" print is only signed
(initialed) by Andrew. Odd art crediting is a minor note, but
something to keep in mind going forward.
[DEL:(This is unconfirmed, but according to a now-deleted comment,
Rachel from What Pumpkin estimated the actual production budget for
the game after merchandise and backer rewards as $1.6 million.):DEL]
As of Update 38, the $1.6 million number was confirmed. Further, the
approximate cost of manufacturing and distributing Kickstarter
rewards (which may or may not include rewards that have not been
produced yet, WP leaves it ambigious) was $730k.
Announcements about this came through Kickstarter project updates.
According to the FAQ,
A backers-only blog will be going up and weekly updates will tell
you about behind-the-scenes work not only with regards to this
game project, but also about how we choose, develop, and deliver
the merch that you see in our store and in these paks. If you
don't become a backer, you will not receive access.
Future updates were meant to take place on a "backer blog", which was
to be a subforum on the MSPA Forums exclusive to Kickstarter backers,
where What Pumpkin would keep backers updated on progress. The
Kickstarter promises to give detailed weekly updates until the full
game releases. This is, of course, entirely appropriate and expected
for a project that was given $2.5 million -- transparency is expected,
and opacity is cause for suspicion and alarm.
The only news out of the Kickstarter was shipping updates until 2013.
Comic Gigapause
There had also been a brief note in the October news post for the
latest comic hiatus that mentioned working on the
Kickstarter project:
I also have to allocate some time to work on the Kickstarter
game. That didn't stop being a thing I have to do. It's coming
along. I'll probably have a more substantive update on that
before the end of the year. There hasn't been much to report yet
since it's mostly been in a high level planning and writing
phase. And firming up tons of legal minutiae. Stuff like that.
"Firming up tons of legal minutiae" here presumably describes doing
legal footwork for the IP and setting the appropriate contracts with
the "experienced game developer".
December 2013
Update 1
Update #14 (Backers only)
Greetings, and Happy New Year. Welcome to the First Annual
Homestuck Kickstarter Update of 2013!!!
On December 31, 2013, MSPA released the "First Annual Homestuck
Kickstarter Update". This was a much-anticipated behind the scenes
look at the game design and high-level planning. This post mostly
consisted of notes about how things were actually coming along, while
trying not to spoil anything about the game. A few plot elements were
confirmed or disconfirmed: it was revealed that Sburb would not be in
the game, but trolls would be involved somehow. Stuff like that.
See below
One new human character was shown, with rough sketches and a
3D model.
Andrew also teased the "experienced game developer" they would be
working with for development, but did not reveal the company in the
update. (This would later turn out to be The Odd Gentlemen.)
There was no news yet about the backer blog or how the weekly updates
would be handled.
Namco High
December 2013 was also the release of Namco High, a dating sim
developed by What Pumpkin Studios with Andrew Hussie as the game's
Creative Director.
Namco High is a simple visual novel. It's primarily about characters
from Namco franchises, but there are some stories about Homestuck
characters mixed in as well that you could purchase and play. There
are quite a few newsposts on the MSPA website.
June 2013: Undertale Kickstarter
Undertale kickstarter promo that's not an edit, that's the actual
Kickstarter graphic. sic?
In June 2013, Toby Fox (known for his work on the music team)
launched his own crowdfunding campaign on Kickstarter for a
role-playing game. His goal was $5,000, and he ended up raising
$51,000.
The Undertale Kickstarter very much piggybacked off the success of
Homestuck's; Toby Fox was best known from his work on Homestuck, and
the Kickstarter campaign referenced Homestuck directly in a few
different places. Toby Fox was friends with Andrew Hussie and would
end up doing at least some of the work literally from
Andrew's basement:
[Y6TPoHkn_b]
tobyfox @tobyfox
@andrewhussie THANKS ANDREW!!! and i said it before but thanks
for letting me start making undertale in your basement
Sep 15 07:07:00 +0000 2015
Actually, yes, he literally spent a period of time developing
Undertale in my basement. I have always assumed this is why he
titled the game as such. (from Update 22)
June 2014: Update 2
Update #15 (Backers only)
Greetings again. Welcome to the Sequel to the First Annual
Homestuck Kickstarter Update of 2013!!!
On June 20, 2014, MSPA released the second annual update.
This update was loaded with concept art of Alternian-looking
environments, plus another 3D render: a troll this time. Andrew also
teased that there would be some contributions from Ryan North.
There were also major updates about development status.
Aside from a bunch of dialogue, the writing and design work is
all pretty much done. The game design documents comprise dozens
of files, and around a couple hundred thousand words in total.
There was a lot to think about besides just a story. Puzzles,
game mechanics, the exact way every little thing works. Bringing
such documents to completion involves a lot of effort. I
assembled my own little team independently of the game developer
to help me get this done.
Apparently, the writing and scriptwork are pretty much finished, and
the game design is done too. This is great, and sounds on-track for a
2014 release.
Significantly, this update officially revealed the development
studio: The Odd Gentlemen:
While we were still in the high level planning stages of this, I
thought it would be better to keep the developer out of the
limelight for a while, so we could all have some breathing room
to get the project off the ground. I think this was the right
decision. But I also think it's been long enough keeping the
backers in the dark on this. So,
The name of the developer is The Odd Gentlemen. It is a solid
outfit, and I've enjoyed working with them so far. A lot of good
stuff is happening behind the scenes. Expect to hear more from
them about this project in the future.
...
Odd Gentlemen had the right combination of availability in their
schedule, and the fact that I liked the people there and felt
like they could deliver a good product. I am still confident this
will be the case.
The Odd Gentlemen is a game studio run out of LA, California, and was
noteworthy for also being in the process of developing an episodic
King's Quest adventure game from around 2014 through 2016 as a
follow-up to the hit Sierra adventure game series.
The next day on June 21 The Odd Gentlemen released a very similar
blog post confirming their involvement. Later in July they made
another blog post about Hiveswap cosplay. (Both of these posts have
now been scrubbed.)
2014 was the year Hiveswap was slated for release, so they were
cutting it close -- Andrew addressed this concern directly:
2014 was the year we were shooting for release. Note there was no
target month given, because I really didn't know what the
timeframe was down to that level of specificity. I expected there
would be bumps in the road, because there always are for big
projects like this. When the Kickstarter ended, that is not
really when development began in earnest. That's when we began
getting a lot of boring legal stuff in order, which took a while.
Probably around six months I'd say. After that, planning began
for real. So if we are behind schedule (which may not even be
technically true), I guess it could be by that amount of time.
But I'm anticipating a major surge in development in the latter
half of 2014. So we'll see where we are as we approach the end of
the year.
Thanks for the patience!!!
This update could also be interpreted as the first of the weekly
updates the Kickstarter promised, except it was not followed with
another update the next week. In fact, the commitment for weekly
updates was never honoured -- not ever. For the rest of the project,
there would never be development updates posted within a week of each
other. This was the first of a very, very long string of
broken commitments.
October 2014: What Pumpkin Studios
Update #16 (Public)
There are some updates to mention. Some changes to the plan.
Exciting changes!
On October 30, 2014, the Kickstarter received an extremely
significant update about the game and the project lifecycle that made
major changes to the structure of the development process and
the game:
What Pumpkin is now the development studio
Over the last several months, we've been shifting the development
operation from the previous studio over to What Pumpkin. We have
both agreed it will be the best move to continue production
in-house, given the future game development plans for the
Homestuck property (more on that further down). So this means
exactly what it sounds like. As of this moment, in addition to
everything else What Pumpkin does, it is officially now a game
dev studio as well. Pretty cool!
Setting up a game dev studio from scratch is fairly tricky
however. Hiring new people, getting them up to speed, and setting
up the infrastructure represents a bump in the road on our
previously devised rollout schedule. The original plan had us
testing the game by this point. Looks like testing within first
half of next year is more likely.
...
But given that we have decided to pull a game dev studio out of
thin air over the last couple months, it has gone alarmingly
well. All the hiring was done quickly, and people have been
cranking out great stuff (see samples above, all of which was
done in-house). I'm pretty psyched about the new team!
The game is no longer being developed by The Odd Gentlemen, allegedly
due to "the future game development plans for the Homestuck
property". As far as I can tell, The Odd Gentlemen never mention
Homestuck again after the two blog posts already mentioned. What
Pumpkin will now expand and, in addition to its existing
responsibilities handling the merchandise for Homestuck and Hiveswap,
become a game studio "out of thin air".
There will be two games
So as a result, from the start I conceived of a story that
revolved around the idea of there eventually being two games
...
The second game is not intended as a sequel though. It is meant
to be a story told in parallel with the first. So when both games
are finished, people will be able to play them in either order.
There will be two games with parallel storylines. They will be
produced sequentially, but can be played alternating once both are
released to get the full story in sequence. (This seems to be a
similar concept to what would become the Homestuck Epilogues,
years later.)
The entire first game would be considered the "Homestuck Adventure
Game" that was funded by the original crowdfunding campaign and owed
to backers. Presumably, the second game would be funded by profits
off the first game and the rest of the franchise, or perhaps by a
separate Kickstarter. Regardless, backers would not be entitled to
the second game.
The first game is called "Hiveswap"
This is the title of the first game.
The first game, Hiveswap, is the Homestuck Adventure Game that the
Kickstarter supported. The second game (which will later be titled
Hauntswitch) will be released later.
Hiveswap is now episodic
When I say "first game" and "second game", I mean those will be
two distinct storylines that each consist of several episodes to
be released in sequence. Four episodes per game is looking
likely. The fact that there will be multiple installments won't
change much for backers. Anyone who backed will be entitled to
each download for the first game. I'm sure there will be other
questions that come up as a result of this release model, such as
how physical copies are handled, but just keep in mind that we'll
be working things out to stay favorable to backers. We'll have
more answers as things take shape.
Designing the story around two games is an old idea, based on
having a plan in place to continue the series if the demand is
there. But releasing each one episodically is a new idea, based
more on the emerging realities of production. I think it's the
right call, both to get something out sooner, but also I think it
will add some dimension to the story itself and the way it's
received. Much of the fun for Homestuck readers was in following
an ongoing story, getting together with other readers and
discussing new developments. So releasing the game like this
should preserve that part of the experience somewhat. Leaving
some space between episodes should build some anticipation for
what happens next. I suspect a lot of people will enjoy the story
more this way.
Instead of releasing a complete game, Hiveswap will be released in
(probably four) episodes, due in part to "the emerging realities of
production". Hussie also seems to believe that the serial nature of
the comic will translate well to the game, and actually enhance the
experience for players.
Episodic game development is known as being an especially high-risk
game development strategy. Just quoting from Wikipedia here:
Essentially, the business model of the episodic gaming is still
considered high-risk for developers... Experts cite that this can
be demonstrated in the limited number of successes of episodic
game ventures. Specific disadvantages include the following:
...
+ Some developers choose the episodic model because they lack
the resources to complete a full-length game, and hope the
sales of episodes will fund further development. If earlier
episodes fail to sell, then funding for future episodes may
suffer or disappear, forcing developers to renege on promises
of future episodes and cut storylines short.
I'm quoting from Wikipedia here to emphasize the point that this
isn't an industry secret; the disadvantages and risks of the episodic
business model are well-known. Just saying the phrase "episodic"
immediately brings to mind that one example you're already
thinking of.
Andrew assures everyone that "The fact that there will be multiple
installments won't change much for backers" and "we'll be working
things out to stay favorable to backers." (He will not follow through
on this.)
Concept Art Dump
This update was frontloaded with a "concept art dump" that closely
resembles the game that would become Hiveswap: Act 1, including
designs for the manor, attic, treehouse, Alternia, and portal.
B/w concept art
This post also included 3D models rigged with animation! Very
exciting stuff.
Show Animation
anim 1 anim 2 anim 3
The Odd Gentlemen
Edit: After I wrote this article, I published a separate article
based on leaks about this specific topic: read my second Hiveswap
article for much more information on this topic. Do note though that
the other article is more speculative than this one.
King's Quest and The Odd Gentlemen
or, The Odd Gentlemen robbed us, as ipgd put it.
In July of 2015 (the future), ipgd, friend of Andrew's and general
insider published a post (alt) that was the culmination of their
research into the Kickstarter:
i'm sure that everyone has noticed by now that the homestuck game
is very, very late. boy, do i have a fun reason why!
you may remember that what pumpkin announced that the game studio
"the odd gentlemen" was originally attached to develop the game,
and you may also remember that they quietly moved to in house
development in 2014. what they didn't tell you: the reason they
did this was that odd gentlemen stole kickstarter money and spent
it on king's quest.
i imagine most of us who backed the homestuck game kickstarter
are pretty curious about what was going on there. i've done some
work on the comic and talk to andrew from time to time, so i
tried asking about what happened and got some very cagey
non-responses. eventually, he tells me he actually can't tell me
anywhere but through kickstarter because of a settlement he
signed (already fishy). so, i sent in an inquiry through KS and
what i got was a big steaming load of bullshit worse than
anything i could have imagined. i'm talking multiple counts of
embezzlement and fraud.
according to the timeline in the doc i got, WP gave 788k to TOG
in 2012 to develop hiveswap. they then proceeded to do next to
nothing, completely blowing off the dev schedule that they agreed
to. (the game was supposed to be done by oct 2014. instead, that
was when WP ended up having to switch to in house development and
start from scratch.) the doc included a detailed rundown of
everything TOG actually did. in summary:
"Over 8 months of development, TOG produced exactly one "playable
build". It is a single room, involving one character, no
animation, and almost no other key features. Virtually nothing
works properly. It was submitted in February of 2014, and no
improvements or additional versions were submitted beyond
that date."
a link to it was included in the doc. it's... probably the worst
thing i've ever seen in my life?? if you try to click on ANYTHING
, joey runs into a bookcase and flies into the air and the demo
gets stuck. the only thing that distinguishes it from an
out-of-the-box adventure creator demo is its very subpar models
and the fact it is unplayably bugged.
at some point TOG apparently just completely gave up working on
hiveswap, because they were tapped to develop king's quest (you
can see them admit this in public here at about 1 minute into
this video). however, instead of dropping out of developing the
game, they decided to just... not tell WP, and proceeded to spend
the money they were given on KQ's development instead.
eventually, after months of platitudes and refusals to
communicate (at one point andrew even moved across the country to
be able to visit TOG's offices and get the ball rolling on
development, but they wouldn't even let him come in), WP realized
that they'd have to drop TOG, so they terminated the contract in
late 2014.
at that stage, TOG said they had 390,000 dollars left of the
money WP gave them that they hadn't spent on "development" or
taxes. but, get this - in the 7 months it took them to agree on a
settlement for returning the money, they spent 170,000 of it on
king's quest. seriously. like, they didn't even try to hide it -
they straight up spent it after they'd already officially stopped
working on the game, and were just like, haha, whoops? pay you
back later i guess.
this isn't acknowledged in a binding settlement like the king's
quest embezzlement is, but i'm pretty sure most of the 190k they
claim they spent on hiveswap's development before they picked up
KQ went into neil gaiman's wayward manor. they picked THAT up at
around the time they were supposed to start working on hiveswap,
and admitted the workload was conflicting with their ability to
devote time to hiveswap. given the egregiously overstated man
hours claimed for how little work they actually did, and the fact
they admittedly stole the money for another game, i think it's a
pretty obvious conclusion to reach.
it doesn't look like there was ever a point where TOG wasn't
funneling homestuck's KS money into another game. it's unclear
whether they EVER actually intended to seriously develop the
game. they straight up signed up to steal money from us.
andrew mentioned that this was one of the biggest reasons for the
gigapause, and that all the logistics of dealing with TOG's
incompetence meant he couldn't get much work done on the comic in
that time.
why am i posting this? well, king's quest was developed with
stolen money, so it's probably in your best interest to know this
before you buy it. all things considered, it's a miracle that
hiveswap is doing as well as it is - at this point, i think
hiveswap has moved past this fiasco and isn't in any danger of
falling through. it's uh, pretty late, but from what i've seen,
they're well on their way to an Actual Game that may be Actually
Good despite getting jerked around by a circus of incompetent
clowns for 8 months.
at this point, i'm not sure what to DO about this. what pumpkin
is bound by the settlement they had to sign if they wanted to get
any of the money back at all, so there's not much that they
themselves can do to retrieve the money TOG stole from us. i
actually tried messaging sierra, the company that licensed KQ to
TOG, but they don't seem to care that KQ was made with stolen
money. maybe activision might want to know. in any case, it's
important that this info get out there so people know what
they're dealing with when buying something from the
odd gentlemen.
The key allegations ipgd makes here are:
* What Pumpkin paid The Odd Gentlemen $788k to develop Hiveswap by
October 2014
* The Odd Gentlemen did not meet the agreed-upon schedule
* The only thing The Odd Gentlemen produced for Hiveswap was an
awful and unusable demo
* The Odd Gentlemen being horrible forced What Pumpkin to switch to
in-house development in order to produce the game at all
* TOG spent a significant amount of What Pumpkin's money on King's
Quest instead of Hiveswap
+ Even after they were told to stop entirely, they kept
siphoning money
* What Pumpkin eventually got a formal settlement
+ Including admission of wrongdoing from TOG
+ But the details of the settlement were kept secret even from
the development team and other insiders
* [DEL:As of late 2014, What Pumpkin was left with ~$200k and no
game:DEL] The ~$200k number here is only what What Pumpkin was
able to reclaim from the TOG contract; this does not include
their other operating funds or the other revenue that should
still have been left over from the Kickstarter campaign.
Andrew Hussie himself later explicitly "no-comment"ed on
the allegations:
[andrewtwit]
andrewhussie @andrewhussie
Replying to ryan5162000: @ryan5162000 post wasn't official in any
capacity. asked the user to delete it. i have no comment on
matters between WP and TOG.
Jul 4 07:07:00 +0000 2015
(Archive copy)
Of particular note is the sentence "i have no comment on matters
between WP and TOG", which is exactly what you'd have to say if you
had settled with a binding NDA, as is the claim.
Not only did ipgd take down the original Tumblr post, since then,
someone (either WP or ipgd herself) submitted a special request to
the wayback machine to manually prevent the post from being archived.
(See here.)
Fact-checking ipgd
There isn't actually a way to request an "inquiry through KS";
Kickstarter doesn't know anything about the internals of the project
other than updates the creator posts publicly. From what I can tell,
if this account is true^5, Andrew Hussie voluntarily sent ipgd this
information through a Kickstarter private message in order to
circumvent some provision in the settlement. Given that this
information is essentially leaked by Andrew himself, it's worth
being sceptical.
Some of ipgd's accusations fit in neatly with other accounts, and
fill in a number of holes. These are all thoroughly supported by
later events and accounts:
* What Pumpkin paid The Odd Gentlemen $788k to develop Hiveswap by
October 2014
* The Odd Gentlemen did not meet the agreed-upon schedule
* The only thing The Odd Gentlemen produced for Hiveswap was an
awful and unusable demo
* What Pumpkin eventually got a formal settlement
+ But the details of the settlement were kept secret even from
the development team and other insiders
Each of these points fits neatly with all the other available
information as I understand it, and I haven't found any reason to
think that any of them are untrue. Later events will explicitly
confirm many of these points as true, creating a lot of
circumstantial evidence supporting the full list of allegations,
which led people to believe the full story for years. It's confirmed
that What Pumpkin did get a formal settlement with TOG, for example.
What Pumpkin later cited the exact $788k number, implying that ipgd
had some insider knowledge at this point. As another example, an
anonymous source who used to work at What Pumpkin confirmed the point
about the broken prototype:
Personally I think it was that Hussie was in over his head. When
we took the reins after odd gentleman, you should have seen how
bad the demo was. It looked like an intern had made it.
I don't know the details about the court case, bc that was
secretive, but I believe they settled. They had spent I think
almost a third of the money and it was total garbage.
Another account about the prototype:
We were given an unusable piece of garbage to work with.
There is also some evidence of similar behavior from The Odd
Gentlemen, where they began developing Wayward Manor as a third party
but then seemingly bailed and scrubbed their name from the records
before release. There is little to no information on this, and most
controversy about Wayward Manor seems to stem from speculation about
Hiveswap, rather than the other way around.
While I'd love to speculate as to why What Pumpkin didn't have the
legal leverage to demand restitution, or why What Pumpkin chose to
sign the NDA instead of staying accountable to the project
underwriters, I don't yet have the evidence to do so meaningfully. (I
don't know why they kept it a secret because they kept it a secret.)
Some of the allegations, however, haven't been corroborated since,
and seem unlikely:
* The Odd Gentlemen being horrible forced What Pumpkin to switch to
in-house development in order to produce the game at all
* TOG spent a significant amount of What Pumpkin's money on King's
Quest instead of Hiveswap, explicitly embezzling from What
Pumpkin
+ Even after they were told to stop entirely, they kept
siphoning money, explicitly embezzling from What Pumpkin
As mentioned previously, these were leaked together by ipgd and
Andrew. These details are protected by the settlement, so even if
they're not true, there's likely nothing TOG could do to refute them.
These could very easily be either completely false or deliberately
exaggerated in Andrew's favour.
And some have even been confirmed explicitly to be false:
* The only thing The Odd Gentlemen produced for What Pumpkin was an
awful and unusable demo
In January 2021, I broke a report about accusations that The Odd
Gentlemen were actually engaged on animation work for Homestuck Act 7
during this time period. Update #36 later explicitly confirmed this
part of the leak as true.
Edit: Again, read my second Hiveswap article for much more
information on this topic.
February 2015: Hiveswap is Coming
Update #17 (Public)
This update features more concept art (mostly just coloured versions
of art seen previously) and what appear to be game renders.
The game is 3D
Notably, the game is still 3D. All the character assets we've seen up
to this point have been 3D, and presumably all the animation was done
using 3D models too, so this all makes sense.
There are then a number of links to a new Hiveswap website and social
media accounts. We then get another look into the development
going on:
Being privy to all the work being done, I can tell you it's not
only looking great, but it bears mentioning how FAST all this
work has been materializing. To put this in perspective, recall
that last Fall I mentioned we switched tracks and brought all
game development in-house, under the What Pumpkin banner. We
thought this was the best move for the future of the project, but
realistically it also meant nearly a total production reboot. The
move involved some risk, requiring an entire dev operation to be
assembled from the ground-up almost overnight. Back in October of
last year we hadn't even bought, like... computers. There weren't
even computers yet, ok? You kind of need those, people kept
telling me. But in the few months since then, somehow this crazy
game making machine appeared out of thin air, caught fire, and
now most of an episode has been drawn, modeled, textured,
animated, all that. And the weird thing is, not just how quickly
it's coming together, but considering the speed it's like...
freakishly good? It shouldn't be this good.
(This seems to imply that the previous update, including the models
and animations, were leftover work from The Odd Gentlemen -- though
that may not be the case.)
All I can do, aside from mumble to myself like a wizard just
played a trick on me, is give credit to the fantastic people on
WP's dev team, and James and Jess (senior producer and creative
director) who brought all these people together so quickly and
are keeping everyone on task.
It's concerning here that all we're getting about the now-late game
are these brush-off "it's fine" pacification answers. I get Andrew is
trying to be cute here, but given that Hiveswap had officially missed
the Kickstarter release date of 2014, and Andrew is already behind on
delivering on the project, this is pretty unprofessional.
Besides that, this mostly looks okay. What Pumpkin NYC is doing
impressive work, which is to be expected from the talented team What
Pumpkin managed to assemble. James here is James Seetal, a game
industry veteran with an impressive resume. They are slated to be the
senior producer of Hiveswap. Jess is Jess Haskins. She is Paperback
Studio. This would be the first Homestuck credit for either of them.
The release date for Hiveswap is delayed to Spring 2015.
March 2015
Hiveswap Friends
Update #18 (Public)

This update is another asset update. The main piece is a video,
featuring high-quality views of the 3D character models. There are
some more character designs, also with 3D models. This is going to be
a 3D game.
Andrew reveals the music team for Hiveswap: James Roach (known at the
time for his fan music as part of The Homestuck Fan Musicians and
tracks on coloUrs and mayhem and Toby Fox (known for his work in the
music team and Undertale, which would release in September 2015).
We also hear something about more troll symbols:
The original Homestuck trolls corresponded with zodiac signs, of
course. You can see these ones are wearing different symbols. We
ended up making quite a few new ones to create an "expanded
zodiac." Around 250, actually. The majority of which won't appear
in the game, but we made a bunch of extra ones I guess in case of
an emergency. This can be considered the canonical extended set
of troll symbols. I'll let you see them later, in a more
meaningful context. If there is really such a thing as a
meaningful context for 250 fake zodiac signs.
Emerald City ComicCon
There is another post shortly after about What Pumpkin having a booth
at Emerald City ComicCon. We get this interesting tidbit about a
playable demo of the game:
If you're one of the thousands of comics and gaming fans who'll
be hitting the Seattle Convention Center this weekend for ECCC,
don't miss your chance to visit What Pumpkin at booth #305 to try
a preview segment of Hiveswap. Bear in mind this is an early
preview of a work in progress. It's one room, with some features
disabled, but it's playable, looks very good, and gives a strong
sense of what it will be like to play it. It's not the sort of
thing we can put online anywhere yet, but we're more than happy
to let people visiting the booth try it out on our machine.
There is some footage of this version:

It's a fully-3D version of Joey's room, with an inventory, and
pointing and clicking. Great!
Hiveswap Press Sheet
Around this time, What Pumpkin Studios NYC released a press sheet
about Hiveswap. This is a one-sheet that just lays out the basics:
developed by What Pumpkin NYC, four acts, releasing throughout 2015,
"describing what an adventure game is", that sort of thing. It also
compliments how good the game is, as press sheets are liable to do.
GDC Italian Interview
A GDC interview given in Italian revealed a few more details about
the game.
Some translations from a reddit thread:
* It will be out on MAY, split into four parts and available for PC
, Mac and Linux.
* "the graphics are a bit outdated, but recall the webcomic's
drawing style and upgrade it to 3D"
There were also a few plot details that were confirmed by
later updates.
April 2015
Jess Haskins Gameplay Preview


(These names are somewhat misleading: the "Gameplay Walkthrough",
doesn't feature gameplay, but is rather a narrated slideshow of
concept art and renders.)
These two videos of "Prototype 1.1" were posted to "GamerHubTV" and
are narrated by Jess Haskins. The gameplay looks very similar to the
Emerald City ComicCon demo.
The prototype version has multiple playable characters (Jude, Joey,
and Xefros) with 3D models. (Joey is wearing a dog shirt that has not
yet been seen in any other media.)
The Gameplay Preview includes a sample of the 3D intro cutscene with
Joey and Jude, and some 3D adventure game gameplay with adventure
game commands and a sylladex inventory. There are several 3D maps
available, including Joey's room, Jude's treehouse, and a basement.
It ends with another 3D cutscene featuring the cherub portal in
the attic.
Kickstarter Update & Trailer
Update #20 (Public)
Have you noticed that we're posting more updates lately? That's
because things are really moving on the game right now, and
there's a lot of exciting progress to report.

This last trailer was also posted on the WP NYC Tumblr.
Gameplay!
There was some criticism of the gameplay trailer for the low
framerate and lack of a specified release date. But we have the
makings of a game here! And don't worry, it's definitely still in 3D.
Why would it not be in 3D? Everything is okay.
(We'll later learn that this trailer was posted to YouTube by the
office manager before it was ready, and without the go-ahead from the
art team or anyone involved, which could explain issues like the low
framerate and unfinished textures.)
Backers are encouraged to pay attention to What Pumpkin Studios' new
YouTube channel, "since we'll be posting more cool stuff there in the
coming months as we get closer to the game's release." The two videos
from GamerHubTV were never uploaded to the official YouTube channel.
(In fact, nothing was uploaded to the YouTube channel after
this point.)
What Pumpkin's acting Creative Director, Jess Haskins, also gave
several interviews about the making of the game at Review Fix, Tap
Repeatedly, and Hey Poor Player:
Review Fix: Jess Haskins talks Hiveswap
Review Fix
Review Fix: What has the development process been like thus far?
Haskins: It's been kind of crazy, but going really well so far.
The game is a spin-off of the Homestuck webcomic and was funded a
couple of years ago on Kickstarter. After that, the script was in
a sort of gestation period for a long time as we worked on
building up the world and filling out and refining the story
during pre-production. Back then I was working on it as writer/
narrative designer/game designer along with Andrew Hussie, the
creator of the webcomic, and our assistant producer Mike
Christatos, who helped develop the characters and story. Last
year we founded a game development studio basically from scratch
here in NYC to launch into the production phase, and since then
we've been plowing ahead full steam. Since going into active
production it's really been coming together in quite a
short time.
Day one in the new office we had a skeleton team of me, our
senior producer, our lead artist, and one animator. We were still
waiting for our lead programmer to serve out his two weeks'
notice at his last position so he could come in! The team grew
very fast from that point, though, up to a current total of 12
full time here in the office.
When we all saw the very first test animations come back, Joey
walking around and wielding her flashlight, we were just floored.
After designing and writing and talking about these characters
for so long, actually seeing them alive and moving across our
screens was like a revelation. Since then we've been moving
forward in leaps and bounds, and the first episode (out of four)
should be out this spring
Review Fix: Lets [sic] talk about the visuals. How tough as it
been to capture the look that you wanted?
Haskins: It's been interesting translating Homestuck's 2D
aesthetic, or I should say the many different 2D aesthetics as
they evolved over time, into a 3D format. We wanted something
that was visibly grounded in the comic's visual style, but with a
3D environment we had some room to play around with the way it
was rendered and create something unique.
We didn't want to be slaves to the look of source material, which
was very informed by its methods of production - heavy
photomanipulation and stark colorization on the backgrounds,
copy-paste static sprites, wacky 2-frame Flash animations. We
couldn't just copy that and have it look right. So we have things
like 3D modeled characters with animated 2D textures for their
facial expressions, and a toon shader that gives a light 2D
outline effect to the characters, walking around in a slightly
cartoony, stylized 3D world. But we always go back to the comic
for reference, and find ways we can bring elements of its visuals
into this game.
Review Fix: How important was the fans' support in the creation
of this game?
Haskins: Absolutely huge. This project wouldn't exist without the
enthusiastic outpouring of support we received from our fans and
backers on Kickstarter, so thank you! We took to Kickstarter
asking for $700,000 to make a small little adventure game, and
wound up with $2.48M in pledges. So it's no longer a small little
game! We were given a license - no, a mandate! - to go out and
create something really amazing, so that's what we're doing.
On another level, many Homestuck readers and fans actually go on
to work for us professionally, contributing to projects like the
Paradox Space series of spin-off comics, or lending their skills
as artists, musicians, and writers to the game. Like Mallory
Dyer, an insanely talented artist who makes these incredibly
detailed plush dolls of Homestuck characters - fabric sculptures,
really - and now works for us doing a bunch of our concept and 2D
art. Or Phil Gibson, who's worked on the Paradox Space comics and
does double duty as both dialog writer and artist concepting our
NPC designs. In addition to the full-time staff who are part of
our New York studio, we have a big team of remote contractors and
freelancers all over the world who are passionate, talented fans
and were just so amazing at what they did that we had to
hire them.
Tap Repeatedly: Hiveswap
Tap Repeatedly
Andrew Hussie is, according to Haskins, highly involved in
storytelling for the project and creating high level vision.
Drafts are sent to him, and it's "very collaborative," but the
project isn't micromanaged by the creator either. Experienced
game developers on the What Pumpkin team have a lot of input.
Haskins also mentioned Ryan North, of Dinosaur Comics fame, as an
early collaborator on the game's high level story. Haskins
herself was brought on to the Hiveswap project as a game designer
after the Kickstarter ended along with the New York based studio.
Haskins has worked on a variety of games, from puzzle platformers
and social games to the multi-player shooter Guns of
Icarus Online.
Hey Poor Player: Hiveswap's Jess Haskins
Hey Poor Player
Jay: Hiveswap got its start as a Kickstarter campaign, which saw
monumental success. Did the projects crowdfunding success expand
the scope of what you could do with the game?
Jess: It definitely did. What we would have been able to achieve
with the original funding goal would have still been neat and fun
and interesting, but much more modest in scope. There's a certain
kind of epicness that's part of the feel of Homestuck, not just
in the cosmic sweep of the story but in the sheer amount of
content and attention to detail. It's wonderful to have the
budget to be able to think a little bigger and make the game feel
grand and epic as well, and we're touched and grateful for the
outpouring of support the project received to make that happen.
Jay: We know the game will be episodic in nature. How big, both
in time and scope, will the episodes be? And what made the team
decide on an episodic format?
Jess: The episodes themselves (which we call Acts; there will be
four Acts in total) will be pretty hefty - a fair bit longer
than, say, a typical Telltale episode. That was one of the
reasons for breaking it up, because each Act will take a good
chunk of time to play and spacing them out will make them a
little more digestible. There's room to play, discuss, mull it
over, maybe replay and try some different choices, and have
something left to anticipate and look forward to. That's part of
the structure of the webcomic, as well - big, action-packed Acts
with a lot of drama and twists and turns, and then a pause to
build up excitement and anticipation before the next
content release.
Plus, we're really excited to share the game with the world, and
releasing it episodically lets us get it into players' hands that
much sooner.
Jay: Hiveswap was originally announced to be a collaborative
effort with indie studio The Odd Gentlemen, but has now been
moved to What Pumpkin. What made What Pumpkin a better choice?
Jess: Forming a game studio and bringing the project in-house was
a big development for us, obviously! We have a bunch of game
ideas for the Hiveswap universe and beyond, so it just made sense
to move all production in-house. It opens up the opportunity for
us to work on other game projects in the future once Hiveswap is
completed, if all goes well. It's been nice to have a direct line
between the creative vision of Andrew Hussie and the writers to
the rest of the development team.
When we started the studio I was the sole What Pumpkin employee
working full-time on the project as writer and game designer, and
we were fortunate in that there's a great pool of creative talent
here in New York City. That's where I'm based, and where we
established the game-development branch of the company. We were
able to very quickly put together a wonderful team and dive right
into production work, and since then we've been making great
progress. It's been really exciting to see the game
come together.
(Again, Jess's answer here to the question about in-house production
was a lie, as explained already.)
Jay: It was said in an update about the game that development was
going "alarmingly well." What have some of the biggest surprises
and challenges been along the way?
Jess: A lot of it is just the basic challenges of any software
development, but especially games - establishing our tools and
pipeline, building out the core features of the game, and getting
it all working seamlessly and bug-free. We're developing the game
in Unity, and we're building our own adventure game engine on top
of that. We looked at a few off-the-shelf options, but apart from
some piecemeal plugins and tools, none of them really offered
what we needed. Apart from the game engine, we're also building
our own custom tools for managing data, since everything we
looked at was either overpowered for our needs or really lacking
in flexibility.
The first and biggest hurdle has been just getting the first
playable room, which requires basically the whole asset
integration pipeline and all the game systems and features to be
in place and working together. After that, it's all just content
creation. This is a huge game with a lot of content, but we have
a bunch of brilliant writers and awesomely talented artists
cranking out loads of funny jokes and beautiful art. We might be
going faster if we didn't have to stop all the time to goggle at
the new assets or laugh at stuff in the script as it comes in,
but it's that good.
Jay: Hiveswap is planned to be the first in a pair of games that
will round out the original Kickstarter-funded project. What
then? Are there plans or ideas floating around for future game
projects once this is done?
Jess: There are always tons of ideas, but nothing concrete after
Hiveswap and the companion game, which we plan to make if the
first one does well. At that point we'll have two big games
spanning eight episodes under our belt, and be ready to take over
the world. Obviously we would love to keep working on stuff and
keep making projects after that. So we really really want
Hiveswap to do well! We hope people have as much fun playing it
as we're having while making it.
"King's Quest in Good Hands"
While seemingly not directly related to Hiveswap, The Odd Gentlemen
gave a video interview with Polygon about the King's Quest project,
which contained this quote from Rob Thompson, The Odd Gentlemen's
lead engineer:
When Lindsey [Lindsey Rostal, Producer at The Odd Gentlemen] came
to me, she actually gave me a choice; we had another project
going on and she's like "You want this or you want King's Quest"
-- King's Quest, no doubt, give it to me, I can't wait, I can't
wait to get started.
This is noteworthy here because, as far as I can tell, the only other
project The Odd Gentlemen had going on at this time was Hiveswap.
With that in mind, it makes it seem like the staff at The Odd
Gentlemen was very excited about King's Quest and relatively
disinterested in Hiveswap, which is obviously concerning. Are they
just openly saying here that they're not interested in Hiveswap and
are happy to keep their best people off the project? And if they're
not interested in Hiveswap -- or working with Andrew -- why? (See other
article)
What Pumpkin NYC Tumblr
Andrew Hussie at WP NYC offices, june 2015
What Pumpkin NYC makes their first introductory post on their Tumblr
(now deleted), kicking off a few introductory posts about their
offices and the apparently compulsory homestuck references.
What Pumpkin NYC would continue to post aggressively and interact
with the fandom.
Offline, WP NYC would also do some miscellaneous work for Homestuck
that wasn't related to the adventure game, like commission track art
for Volume 10.
There was also a remote team of developers who did work for the game
but weren't physically colocated with WP NYC, as mentioned briefly in
the Review Fix interview. This team included people like writer Cohen
Edenfield, animator Angela Sham, artists Shelby Cragg and H. "Rah"
Esdaile, and musicians James Roach and Toby Fox, to name a few.
May 2015
GameNews.ovh Interview
In May 2015, yet another interview with Jess Haskins came out on now
entirely defunct website gamenews.ovh confirming that "Hiveswap Act 1
is due to launch in Q2 2015", which was imminent.
There were a few questions about the new episodic direction of the
game, but Jess insisted that there was no cause for concern:
The game is due to launch a full year after the date in the
initial Kickstarter pitch, but Jess assured us that the project
is otherwise running smoothly, and that its episodic structure is
no cause for alarm.
One: We are not running out of money. We are not splitting
the game in two. The game is planned to be episodic. We're
releasing it in four acts, which will be evenly spaced. This
isn't: 'Oh crap, we only have money to make a quarter of the
game! Let's raise some more!' We feel that the game is better
enjoyed and digested in chunks, sort of like the comic
itself, which has a big rush of content, and then a long
pause, while the audience can read, absorb, speculate,
theorise, tear it apart, dig in, and then anticipate the
next instalment.
Jess Haskins makes a few key assertions here. Allegedly, the team is
not low on money and they will not need to push out interstitial
content to make money to reinvest into the rest of the game. That
concern is denied outright. (Various reports, evidence, and behaviour
suggests that this is all blatantly false, that What Pumpkin is and
will continue to be low on money and continue to be unable to fulfil
their commitments without interstitial fundraising and other gambles
.)
There was also the standard interview stuff:
Homestuck creator Andrew Hussie has been involved in every aspect
of the writing and production, from the outline level all the way
down to the final text and finishing touches; yet it's been a
highly collaborative process. "en to really he's open to really
good ideas, and mostly really funny jokes, wherever we can get
them. So if you throw something in that makes Andrew laugh, then
it's in."
Hiveswap is being developed in Unity, and the production process
has been surprisingly fast. "The game has been in pre-production
for quite a while. Working on the script and the story at a
really high level. It was back in October when we actually
started up the studio here in New York, and really got the team
together to dive into production. Since then we've been tearing
through it at a really fast clip. It's been really nice to see
everything come together after it's been gestating for all
this time."
If this first game, once it's out, it does well, we'd like to move on
to do a second, companion game, also set in the world.
[sic]
This last line is a reference to Hauntswitch, the planned sequel to
Hiveswap, which will be required to tell the full story.
Meet James Seetal
WP NYC posted a bio on James Seetal, their Director of Production (
mentioned briefly earlier).
I'm responsible for both Hiveswap's production as well as the
maintenance, management, and operations of the game studio. I
also function as the Lead Producer for Hiveswap. I manage and run
team meetings, create schedules, organize production pipelines
with the senior staff, and meet with dev team members
individually if they are blocked from completing a task. We use
an agile software development process and I organize everyone's
work to insure the project and the studio is running smoothly.
James is responsible for the actual production of the game. He says
they're using an agile development methodology but doesn't specify
which one, which -- speaking from personal experience as a developer --
is a red flag.
There's also a humorous(?) tidbit about how James isn't familiar with
the source material.
BigShinyRobot interview
BigShinyRobot had a rare interview with both Jess Haskins and
Andrew Hussie:
What inspired you to make the game? Were you surprised that your
Kickstarter was able to get as much money as it did?
Andrew Hussie (creator): I wanted to make another story that took
place within the already very big Homestuck universe, to help
develop that universe further. I also wanted to do so in a
different medium. The stories on my site, like Homestuck, were
all adventure game parodies, so why not make a real adventure
game, right? And: was I surprised by the funding? Kinda! But
kinda also not really, because Homestuck is pretty popular. We
did some math in advance, and figured hitting a mark like that
was pretty feasible. And that turned out to be true. But getting
there was still pretty cool!
What do you think people will like most about the game? Do you
think not just fans of Homestuck, but others will like the game
as well?
Jess: Hiveswap will appeal to classic adventure game fans and
anyone who enjoys a deep, story-driven game with rich character
interactions and a detailed world to explore. Players familiar
with Homestuck will find a lot of connections to the comic and
will definitely recognize the world and style of Andrew Hussie,
with his trademark storytelling and humor.
This last answer from Jess is interesting, because it implies that
the story is going to be written and scripted by Andrew.
What are the challenges in making a video game Vs. a web comic?
Andrew: A web comic is a huge solo effort. Homestuck has art and
music contributors for some Flash animations, but that content is
like 1% of the comic. The rest is a huge one-man grind, for
thousands of pages. Over the course of years that gets pretty
arduous to make, given how much content there is. A game is much
more of a team effort. It's also very challenging, for different
reasons. It's less about doing every little thing yourself, more
about generally conducting the efforts of a team of creative
people. As the team grows, it's more about conducting the
conductors. It's pretty complicated, as a lot goes into making a
game. Thousands of art assets and such. One major difference is,
with my comic, there weren't many limitations. Any idea I had, I
could write and draw and it could be on the website the next day.
With a game, with how complicated and expensive production can
get, the sky isn't really the limit. You have a budget to
consider. If you throw every crazy idea you have into a game,
you'll burn through all your money very fast.
More info
We also got a 3D render and name of another character from the game.
July 2015
3D world of Hiveswap
What Pumpkin NYC made a blog post about their design process:
Building the world of Hiveswap is becoming a finely tuned system:
we rely on a lot of different people to transform an idea in
Andrew Hussie's mind into a finished 3D model. From artists to
modelers to painters, everyone involved adds a bit of their
personality and perspective to make the game feel like a fully
realized place.
The post talks about the general process of building a 3D game
environment, from concept art to modelling to lighting. They've
developed a finely-tuned system to convert designs and concept art to
the 3D models used in the game.
Changes at What Pumpkin
July 20 2015
Update #21 (Public)
There are a lot of changes taking place at What Pumpkin. These
are mostly good things! But one consequence is an inevitable
delay in Hiveswap's release date.
As you may know, What Pumpkin has been primarily concerned with
selling merchandise related to Homestuck. Recently, we've
partnered with We Love Fine to handle all future merchandising,
and have been taking steps to put the company's focus solely on
game development. This little restructuring phase means soon
we'll be able to put all our resources and attention into games
This update is about What Pumpkin's shift from merchandising to game
development. WeLoveFine, a third party retailer, had been announced
as What Pumpkin (the merch store)'s replacement earlier that month.
(WeLoveFine is another complicated story that deserves its
own article.)
Meanwhile, What Pumpkin Studios (now possibly just What Pumpkin? but
definitely a game development studio) has been expanding so much that
they need a bigger office space:
Meanwhile, as our warehouse winds down, things at the studio are
trending very much in the opposite direction. So much so that
we'll be moving to a bigger office. What Pumpkin NYC launched
last fall with just a handful of people in a tiny office on Wall
Street, but since then we've grown so much, we literally can't
fit everyone in the room anymore. So an office upgrade is
definitely in order. We'll be moving somewhere that not only can
sustain our current operation, but accommodate future growth
as well.
Hiveswap is delayed again, this time indefinitely, but they promise
that the final product will be polished, fine-tuned, and a deep
adventure game experience. The new release date will be announced
sometime later.
Meanwhile, What Pumpkin NYC says they're doing so extraordinarily
well that they're planning to invest in a bigger office space to
accommodate their growing staff.
August 2015
FemHype Interview
Femhype interviewed the UI designer and texture artist at What
Pumpkin NYC. You're welcome to read the interview for yourself, but
I'm actually more interested in the screenshots throughout the
article (credited as "Courtesy of What Pumpkin Studios") of the
prototype version of the game, as these were never shared with
backers are some of the very few existing screenshots of the NYC
prototype:
Joey with UI
Stairs cutscene
Portal cutscene
These screenshots (and a few others) were later put on Paperback
Studios' portfolio page for Hiveswap (although the format makes them
hard to see).
September 2015: Undertale Releases
Undertale, Toby Fox's kickstarter project from 2013, released in
September of 2015 on Steam for $9.99. It would later get ports to
other platforms.
Although Toby Fox had no game development experience other than doing
a few simple ROM hacks in high school, he wrote and programmed the
entire game himself (with some artistic and design contributions from
others, including Temmie Chang). He also composed the game's entire
musical score, a 100+ song soundtrack. The soundtrack was especially
praised, and got a limited edition Vinyl printing which is now a
highly sought-after collector's item.
Undertale Reception on Wikipedia
The game itself received extremely high critical acclaim, and was
ranked #4 by metascore on Steam for 2015, just above Metal Gear Solid
V: The Phantom Pain and several spots above Crypt of the NecroDancer,
Fallout 4, and Prison Architect. At time of writing, the PC version
of Undertale has sold between 2,000,000 and 5,000,000 copies
on Steam.
In the credits of the game, he gives special thanks to a number of
people, including Andrew^6 and ipgd.
December 2015: WP NYC Dissolve & A New Look
Update #22 (Public)
We've been taking the last several months to pause production on
Hiveswap and revise the overall approach to the game, as well as
the visual direction, to make things a little more
cost-efficient, and more rapidly producible over the full span of
the series.
A 2D Joey stands in her bedroom
So. You may have seen this one coming. Maybe my language gave it
away, or you just know what Hiveswap: Act 1 looks like.
But Hiveswap's artstyle is 2D now. This means that all the previous
assets for the characters and items that were made, shaded, and
rendered in 3D won't be used, including everything shown in the
preview video, trailer video, and the rendered 3D screenshots.
Let's hear more from Andrew(?) before we rush to judgement, though:
The original 3D approach to the game began a few years ago with
some high-level discussions with the original developer. Back
then, before any work was done or money was spent, the main
advantage we discussed about using 3D models related to
efficiency. We talked about the ability to reuse character model
templates and animation rigs for a big cast, and thoughts along
these lines were what led to the 3D direction, even though it was
kind of an aesthetic departure from the Homestuck look. Which at
the time, I thought was fine! I've always liked to mix things up,
try different styles and work with different kinds of media, so I
welcomed that approach if it meant a more efficient production. I
was sure there were some cool things we could do with that look.
(And, in fact, we did!)
When we moved the project to our own studio, and as the budget
situation continued to evolve over the previous year, some
weaknesses in that approach started to become evident. Some
additional engineering challenges were starting to pile up that
would not have been present with a 2D system. The modeling
demands were also racking up, and over time the production
started getting pretty heavy, in terms of both cost and time. So,
rather than continue down that road and burn through the
remaining budget, I thought it would be better to pause,
reassess, and make some changes to make the production faster and
less expensive. This seemed like an especially important call to
make, given that we have an entire series to develop beyond the
first episode, and I'd rather there be as little waiting time as
possible between episodes.
(Andrew now calls the process of producing models and 3D assets
"heavy", even after a previous update bragged about how the team had
developed a "finely tuned system" for producing assets in an
efficient production pipeline.)
The new approach should accomplish this. Not to mention, it's
looking pretty great! I have a lot of incredible 2D artists
working on this game, who have all been instrumental in making
art for Homestuck itself at some point.
Would this have been a better direction to pursue from the start?
Maybe! Hard to say, since initial circumstances were so different
from what they are now. It's been a pretty wild ride! Game
development is very challenging, and strikes me as a big exercise
in rolling with the punches. That's pretty much all I've been
doing for the last few years. It is a shame it's gotten so
delayed, but the most important thing to me is that the project
is still alive, and is looking as promising as ever.
Also, while it may seem like a shame to let go of the 3D assets
that were made during the previous iteration, I would point out
that over the last year we have actually stockpiled a massive
amount of incredible 2D art assets that are still perfectly
usable, and will still make it into the game. So we aren't
missing that much of a beat, aside from the last few months
of reorganization.
...
They interrupt this with some concept art, and then more give more
important notes:
NYC STAFF: Most of the people who worked on the game in New York
unfortunately are no longer with us, as the studio has been
restructured to be more of a geographically distributed
operation, to help save costs. We really appreciate everything
they did for Hiveswap, and the passion that they put into the
game. I would like to sincerely thank them all for the great work
they did for this phase of the project. Running a studio in New
York for a while was actually a lot of fun. They were all
wonderful people and I wish them the best. At some point I think
I would like to gather all the 3D stuff that was done and present
it as an interesting behind the scenes look at the history of
this project, so people can appreciate the work the NYC team did.
Perhaps at the very least this could be some nice bonus material
for backers when the game comes out.
What Pumpkin Games has been "restructured to be more of a
geographically distributed operation" to help save costs, which was a
complete reversal of the July plan to significantly upgrade What
Pumpkin NYC's offices. The "geographically distributed operation",
meanwhile, included a lot of people from the same remote team that
had been working with WP NYC.
The entire NYC staff was fired, including Jess Haskins, James Seetal,
and everyone else I've mentioned so far. According to reports from WP
NYC staff, this was completely out of the blue. Development on the 3D
version was going extremely well, the team was testing a completed
Hiveswap: Act 1 and working on Act 2, and the team was even told they
were fielding multiple interested investors, including PlayStation
(!). Then, out of the blue, the entire staff was let go with no
warning, no severance, and no healthcare.
Now, it seems to me that moving from a physical office to distributed
work doesn't seem like it necessitates firing the whole team, per se.
Geographical distribution doesn't mean you have to fire your team;
that explanation doesn't hold up. It seems to me that "to help save
costs" is the primary motivator here, although it's not clear that
there was a desperate need to do so.
TO RECAP: Hiveswap is still moving full steam ahead, despite
pausing a few months to do some highly necessary project
reorganization. It's looking very promising, and I'm probably as
excited about the project as I have ever been. Thank you as
always to our backers for their ongoing patience and
understanding. Happy holidays!
(This was not true.)
Insight into NYC Team Firing
There was extremely poor communication between What Pumpkin and the
staff about all of this. According to conversations I had with a
member of the remote team, they actually found out about the studio
closing through the public Kickstarter post:
then when the kickstarter post about wpny closing and the game
switching to 2d got posted i thought 'holy shit do i even have a
job anymore' because this was the first time i was seeing
anything about either of these things
Gio: did you actually find out through the kickstarter update?
yeah
...
thats why it felt so jarring to me seeing that update, because as
far as i knew, 3d hiveswap was still ongoing
A journal post that will have been published by an ex-WP NYC employee
in March 2016 gives us a little more insight into how brutal the WP
NYC firings were, and confirming the other stories. (Source NSFW).
The Shit Storm that started this all
... I LOVED working there. I had taken so many SHIT jobs, working
with creeps for bosses, not getting paychecks, working two jobs
sometimes, that I felt like I finally made it! It was backed with
some money, we had a popular/funny IP, and it seemed like we had
a solid team. But in late October, the entire office was laid
off abruptly.
Aside from one very incomplete trailer video, which was released
onto youtube by our office manager without telling the art team,
no one has really seen any of the game that we made in action.
And that hurts. To think people believe we worked on this game
for over a year, and made garbage really fucking hurts. The
finished trailer with proper textures, lighting, FX, frame rate,
etc, looked like an actual polished product. Hell, the last month
I was working there, I was working on the second game already,
because there was [nothing left for me to do] on the first one!
We already had an alpha of the first game, and were hoping to
reach beta in a little over a month. The fans really don't know
how close we were...it's insane.
Because [my husband] worked there too, working there went from
being the happiest time of my life, to the worst...Now we were both
unemployed. Everyone in the office was losing their shit,
rightfully so. We had issues with the owners of the company (aka
the web comic creator) and them being transparent with us. We had
known 2 months prior to the layoffs that there was a tightening
of the budget, as we had to let go of an animator, and two
writers/data people. A few others, myself included had their
hours cut. The night before we all got laid off, we had received
an e-mail from our investor recruiter that we had interest from
angel investors, and things were looking good! Hell, we might
even get pay raises! Talk about mix signals. :) The owners didn't
talk to us. They didn't tell us when we were in trouble, and we
trusted them.
We were a real team. Like a family. We saw each other more than
our significant others, we had so many crunch nights at the
office prepping for cons together. The day after the layoffs, we
all went into 'work'. We had planned to just pack up and leave,
but we all ended up spending the day together. Playing games,
drinking, and watching a hilarious homemade mockumentary one of
our programmers made like 10-15 year ago. It was awesome. I
couldn't help but feel hopeless....I had worked with so many
idiots, I finally had a well oiled team, and no one willing to
fund us. We were given an unusable piece of garbage to work with,
we remade an entire game from scratch in months, with a limited
team, and my old boss decided to reboot the project again for a
third time. What a waste of time, talent, etc...
...
My boss never helped. Repeated, friendly e-mails were ignored.
Once I was fired, it's like I didn't exist. This was the same
experience for my other team members. We thought things were
fine, then one day, we were told we were all fired, and our
health insurance would expire at the end of the month.
No severance.
According to this report, things were going well, as reported, or at
least that's what What Pumpkin told its own team. (Also, more details
from ipgd's story are confirmed, and we learn that the amusingly bad
trailer was apparently released without approval.) Then, in a
complete act of betrayal, the development team was fired without
warning and left without severance or health insurance.
Why Andrew killed WP NYC
All of this begs the question: if WP NYC was doing so well, why
dismantle it? The above story and other sources affirm that the 3D
version of Act 1 was nearly finished, and the team was even making
considerable progress on Act 2. Why fire all these good people, and
why throw out all the work?
We know WP NYC was doing well and making excellent progress. The dA
journal notes:
I was working on the second game already, because there was
nothing to do on the first one!
And another source concurs:
at the end of 2014 the first act was in a shippable state, act 2
was nearly done. andrew decided to go another direction and scrap
the work.
(WP would much later comment that Act 1 wasn't ready to be shipped at
this point, but did exist in a significant form. Notably the "act 2"
cited above consists of material that was included in the shipped
version of Act 1.)
It's hard to imagine how much this cost them. Years of work discarded
in order to change the art style of the project, and it's still not
clear why. We can rule out a few possibilities -- there didn't seem to
be any legal issues with rights, for instance, or technical issues
with the engine -- but the truth is, only Andrew knows exactly why he
made the decision.
According to a conversation I had with an ex-WP NYC employee, the
studio was badly mismanaged towards the end:
Personally I think it was that hussie was in over his head. ... I
don't want to put it all on hussie tho, despite my coworkers
being super awesome I think we were also mismanaged in office and
our game designer was all over the place
Towards the end of WP NYC, maybe like 4-5 months before, our art
director and tech director took the reins, and started managing
stuff...I mean for months we hadn't even worked towards a
vertical slice.
Like I said before, our manager and lead designer who oversaw the
NY company were really nice people, but they didn't know how to
manage a game studio. I think they were also over their head.
Edit: After I wrote this article, I published a separate article with
leaks about this specific topic: read my second Hiveswap article for
additional insight into this.
Edit 2: Much later, and as a response to this article, Andrew gave
some reasoning as to why he dissolved WP NYC. Due to the lack of
substantiating evidence and the need for extensive fact-checking, I
detail this in my third "fallout" article.
January 2016: Secret side-channel fundraising
In January 2019 (the future!), Daniel Kelly
(thewebcomicsreview.tumblr.com) will make a tumblr post detailing
how, in January 2016, What Pumpkin contacted him asking for
more money.
He signed an NDA that expired, so they were legally allowed to share
their experience.
...this is what I was told after I signed it, on January 4th 2016
Hello again!
First of all, thanks for being a Hiveswap backer! We're
working really hard to make sure your patience is rewarded!
As you are well aware, the production of Hiveswap has been
mired in a stream of delays. Believe me, it's been a source
of major frustration for us. Partnerships with outside
developers didn't pan out for several reasons and created a
budgetary strain on the project. The high quality we expect
for the project didn't materialize with outside developers,
either, which leads us to the in-house development structure
we have today.
Since making the moves Andrew referred to in his Kickstarter
update, development for Hiveswap has been incredibly
efficient as well as refreshingly exciting for all of us
involved. We're seeing an amazing game take shape that'll be
at your fingertips in 2016.
In fact, we're all busy making moves that'll ensure Homestuck
sees a content resurgence next year and beyond. On top of
Hiveswap, we're working on a slate of games to come out in a
steady stream over the next five years. Hiveswap is just
the beginning!
Outside of games, we're working with Rufio ((Rufioh??))
himself, Dante Basco, on a suite of digital content so cool
it's hard to keep quiet about. He's officially a member of
the What Pumpkin team while we work on this content.
My job since the beginning has been to bolster this plan and
raise the money to execute it. That's right, we're raising
money. We don't want to go back to the crowdfunding well.
People have already been incredibly generous with their
support and have waited a long time for results. This
fundraising round is different and includes the potential for
investors to share in the success of the company whenever we
release a game. We have to put the situation on our backs and
move forward.
We're in the midst of raising these funds (relatively)
quietly and creating What Pumpkin Games, a company dedicated
to the creation of all this digital goodness.
We're doing what's called a Series A round of financing. We
feel like we bypassed the typical seed round of funding by
virtue of our amazing Kickstarter and the fact that Homestuck
is a proven brand. We're raising $2 million right now to
execute the first part of our plan. To be clear, the money
we're raising goes beyond the funding of Hiveswap.
First, I have to interject here: this "proven brand" notion is
outright false. All Homestuck had managed to do at this point is
delay their game 2 years, lose 2 million dollars, and lie about it to
the stakeholders. Nobody had managed to develop even a single
successful game, let alone ship it or show profitability. What
Pumpkin's track record consists of lying to the people who paid them
and then not delivering a product, which seems like a very poor
foundation for asking for more money.
We've been focusing on outside investors and investment
groups and it occurred to us that our upper tier backers
should absolutely be made aware of this campaign in the hopes
you'd be excited about investing. It's not a pledge situation
like Kickstarter. You'd be investing in a corporation for
equity stake and benefiting directly from the profits of What
Pumpkin Games. You're under no obligation to invest, but we
want to make the option available to you!
We're selling 800 shares of What Pumpkin Games stock at $2500
per share. If you are an accredited investor (link explains
what that is, exactly) and are interested in investing, let
me know and we can schedule a call or keep the thread going
here. Even if you don't meet the accredited investor
criteria, if you know someone who does and would be
interested in investing in What Pumpkin Games, please give
them my contact information and we'll talk.
Thanks for your time!
Since I did not have $2500 to blow in 2016, I never responded
which probably robs me of some JUICY DEETS I could have held on
to until now.
Then Daniel summarizes and cross-references this information. Here's
my summary of that summary:
* The Kickstarter update referred to is this one, about how the
game had gone 2D.
* The "outside developers" are probably the Odd Gentlemen, who were
originally supposed to make the game. That they "created a
budgetary strain on the project" is probably the closest thing
we'll get to an official statement regarding the "The Odd
Gentlemen stole all the money for King's Quest" story ipgd came
out with, but this is yet another indication that ipgd's post
was true.
* "We're seeing an amazing game take shape that'll be at your
fingertips in 2016". Hiveswap: Act 1 released in September 2017
and production on Act 2 stalled out in favour of Friendsim
* Dante Basco being involved in Homestuck was a secret at the time.
Whatever he was working on ("Homestuck 2.0") never panned out and
he left. There is no indication that Dante Basco was involved in
Hiveswap, nor is he credited anywhere as such.
* I don't know a lot about investing in businesses, but skipping
the seed funding phase because "Homestuck is a proven brand"
seems like a bit of a red flag, as does the fact that they were
asking Kickstarter backers for more money in the first place.
* The game has been delayed to 2016
So, yeah, that's the big mystery of the Hiveswap NDA of 2016.
They were trying to raise money for Hiveswap and other projects.
I have no idea if they were able to raise that money, but the
fact that a bunch of people left WP a few months later hints
at "no"
This is yet another reminder that Andrew and What Pumpkin continue to
be deliberately opaque to fans and backers, and treat Homestuck as a
cutthroat business. They literally, unapologetically went back to
people who backed the Kickstarter to try to squeeze them for more
money, even as Homestuck continued to be a profitable franchise.
February 2016
Forums offline
In March 2016, the MSPA Forums went permanently offline. The only
explanation or announcement was this message, which displayed when
you tried to access the forums:
MSPAforums.com is temporarily offline for maintenance work. We
apologize for any inconvenience-- see you soon! Untrue.
According to the MSPA Wiki:
Since March 29th 2016 when Homestuck's Omegapause ended (two
weeks away from the comic's end), the site went abruptly offline;
its main page was initially replaced with a plaintext page
claiming that passwords had been compromised, but the forums
could still be accessed by typing the urls of the individual
subforums. Users flooded the questions subforum looking for
answers, but received none. The main page was then replaced by
one claiming the site was down for maintenance and a few days
later, the entire forums vanished from the website. The site was
shown to be closed for maintenance until February 2018, when the
domain now redirects to the MS Paint Adventures' website. In
October 2019, it was revealed that the forum's data got corrupted
during one of the many server transfers, and thus all
non-archived posts are virtually gone.
Many fan adventures, community projects and miscellaneous posts
got lost in the process. After its passing other unofficial
communities took its mantle, albeit with smaller userbases. [sic]
What Pumpkin and Andrew Hussie aren't interested in explaining what
happened. For years, the site simply read "Forums temporarily
offline", with no indication as to the problem. The main comic page
still linked to the forums all that time, with no indication that
they were decommissioned or given up on.
As far as I can tell, Andrew himself never made any official comment
about the forums, the issues that led to the entire history and the
backups being destroyed, or the choice to not replace the forums in
any capacity. Until late 2019, it wasn't even officially confirmed
that the forums were permanently deleted. As for Hiveswap, the
guarantee of the backer subforum hasn't been addressed in any
capacity, and won't be in the future.
The only insight we have to what Hussie currently thinks of the
forums, in retrospect (besides Makin's post here) comes from a
dramatic set of emails^8 linked by /r/homestuck moderator Drew (no
relation to Andrew) in which Hussie calls interest in the forums
"obsession" and "agonizing over every little bit of minutia".
Andrew writes:
Creators usually let go of old sites and outdated work
deliberately. Intensive curation of old things like this, while
sometimes interesting, can also carry an obsessive energy^7...
For the purposes of this article, though, the important point here is
that the promised subforum for backer updates never happened, and
since the MSPA forum was permanently destroyed in March 2016, it
never will.
May 2016: RJ 4chan post
According to this post from rj on a 4chan /co/ homestuck thread:
I love how opaque they are about the development process.
This means they have spent years doing literally nothing save
maybe hitting dead end after dead end
This game is beyond doomed
ok yawn im staying up all night i guess so i'm going to
rebuke this because whatever.
i can't say a lot, but i can say for a true fact that the game
has been solidly worked on the entire time at the very least
since it moved in house. lots of really insane roadblocks
happened along the way, and i'm at liberty to talk about none of
it. i can say this: the man gives a shit and the team is putting
heart, soul, and a+++ work into something that you'll
probably like.
it's obvious that the final game is vastly different than what
was originally hoped for. that's not the team or hussie's fault.
maybe there will be a tell all in the future, ala the whole
lionhead thing. you'd probably find it fascinating.
point is the game will at least be -good.- do you like point and
clicks? did you like broken age? you'll probably dig it, even in
its current form. maybe it won't be an earthshattering experience
the likes of which the world has never seen before, but it'll be
worth playing, at least.
god i wish professional and human courtesy (there are things i
know even i shouldn't know) didnt keep me from telling you all
some things because what's going on is, again, entirely not wp's
fault. nobody on the team is really to blame for the hardship. at
this point, including money that's been lost due to merch cost
and other reasons, the game has gone way over its 2 million
budget and is being funded basically out of pocket. the fact that
it wasn't straight up cancelled is a testament to the sheer
fortitude of what pumpkin.
for the record: i'm not directly involved in the making of this
game. nothing is personally at stake here, even career shit. i
could probably shit on the game if i wanted. but i don't. i just
want to set this straight i guess.
it does fucking suck for everyone, backers especially. at the
very least i learned some important mistakes to avoid when i
crowdfund from it, so that's cool?
This is signed by "rj" as in Robert J! Lake ("rj lake" or
"spellbang"), known for his work on the music team.
RJ is one of the few people who doesn't blame What Pumpkin or Andrew
for the issues. He does, though, reveal that the game has gone over
budget despite being funded at more than three times the original
goal, and implies that Andrew (and What Pumpkin) have been funding
development at a loss. While that would be impressive if What Pumpkin
didn't have obligations to fulfil and were just developing a game for
profit, it does at least confirm that the money from the Kickstarter
is definitely used up.
This still doesn't make sense, though, since Homestuck is still a
multi-million dollar brand that's continually generating revenue from
merchandise, books, and music. Maybe when RJ says "funded basically
out of pocket", he means it's being funded with that money. That's
somewhat misleading, because it's still not like Andrew is "in the
red" from Homestuck.
June 2016: Hiveswap leak

There was some leaked 3D Hiveswap material put on 4chan. It's an
animation demo reel, similar to Hiveswap Friends, showing some
lower-resolution 3D characters and some of their animations.
August 2016: Homestuck 2.0
[Kf_HCZEP_n]
John E Warren [?][?] @FloppyAdult
We've been loading up on Homestuck YouTube content the past few
weeks -- looking forward to posting that stuff soon.
Mon Aug 15 23:07:27 +0000 2016
John Warren (now from Fanbyte) promises a bunch of "Homestuck 2.0"
YouTube content that never happens. Assuming John isn't lying here,
that means the content was produced and written, but never published,
for unknown reasons.
October 2016
Tech Coast Angels side-channel fundraising
Remember thewebcomicsreview's story about being solicited for further
fundraising? It turns out that's not where it ended.
In October 2016, What Pumpkin had a private venture capital seed
round. They offered to sell up to $500,000 of What Pumpkin Games, and
ended up selling $325K: all to one party, the "Tech Coast Angels", a
US-based angel investing firm (a kind of venture capital, where one
firm will invest money into a business for a share, which it hopes to
sell later at a profit, after the company appreciates in value.).
Apparently none of the prior attempts at soliciting individuals for
investment were successful, as TCA was the sole investor in
the round.
Throughout 2017, TCA would internally promote What Pumpkin Games,
until exiting in 2018 and reporting a return on investment.
New release date edited into website
The Hiveswap website quietly edited so a newspost contains the
following announcement:
Hiveswap: Act 1 will be released January 2017. Follow us at
@hiveswapgame for further updates.
Hiveswap: Act 1 is delayed to January 2017. There was significant
confusion over the roundabout nature of the announcement:
After almost a year with very little updates (I think, I wasn't
paying too much attention during this time), hiveswap.com edits a
years-old newspost to say that the game will be released January
2017. No one has any idea if it's legit. A What Pumpkin employee
seemed to confirm the news but later deleted their post.
Chuck Tingle Dating Simulator
Cohen Edenfield in interview
At some point in 2016, Cohen Edenfield (Hiveswap writer) and John
Warren (Homestuck 2.0, Fanbyte) were working on Chuck Tingle Dating
Simulator, a full motion video visual novel directed by Zoe Quinn (of
gamergate (in)fame) revolving around the stories of Chuck Tingle, who
is probably not secretly Andrew writing erotic novels behind a
pseudonym and elaborate fake persona, as some have speculated^9.
Chuck Tingle Dating Simulator was funded on Kickstarter in 2016 with
a release date of 2017. As of writing, the game never released, but
it also hasn't been formally cancelled yet either.
New trailer

The Homestuck Official Youtube account posts a trailer for Hiveswap:
Act 1, featuring the new 2D art style.
Homestuck Ends
End of Act 7
The credits page is posted to mspaintadventures.org. Homestuck is
officially over, except for the epilogues, which Andrew says will
come eventually.
In theory, the hard copies of Homestuck that Andrew owes the
Kickstarter backers can now be produced and distributed, although as
far as I'm aware there has been absolutely zero official mention of
this. That backer reward technically isn't due until all four acts of
Hiveswap are finished and the hard copies are sent out. Hard copies
were due to ship in 2014 but it doesn't look like that's going to
happen any time soon.
December 2016: Steam Greenlight
Update #23
Please head over to the page and vote YES so we can get the game
approved for Steam as quick as possible, since our planned launch
is still January 2017--next month!
Because Steam Greenlight was still a thing (it wouldn't be fully
discontinued until June 2017), What Pumpkin put Hiveswap: Act 1 on it
and invited people to vote to let their game on the Steam platform.
The targeted release date was January 2017, next month. (This was not
a delay, as it matches the information from October)
The page features the recently-released trailer for Act 1, which
should have been posted here first, but wasn't! An unfortunate
oversight on our part.
This was also the release of an updated game trailer that used the
new 2D art assets. In theory, the trailer would have been posted to
the Kickstarter feed some time in the last year, but that wasn't done
(possibly because the trailer was only recently completed?)
There were also a few previews of new music tracks by James Roach
(Toby Fox did not contribute to this selection) and an announcement
that Hiveswap merch was available on the WeLoveFine store.
Finally, we just want to thank everyone for sticking around. Lots
of ups and down, but we're ALMOST THERE. We'll be posting another
trailer before launch, and this time, backers will see it before
anyone else. We promise we haven't forgotten who made this all
possible. We'll also be answering queries about changed emails
and addresses soon, so have no fear!
The game was successfully greenlit before the end of the month.
The very next day, a second post was made mostly announcing an extra
album (with the James Roach music) would also be available for
Kickstarter backers.
As of this post, we've reached #2 (and climbing) of all projects
on Greenlight...ALREADY! And HIVESWAP is on the front of the Steam
Community page! Wow. Thank you all so much! Where doing
this, man.
We will be answering queries about changed emails and physical
addresses soon! And we've seen some other questions, so just to
clarify: When the decision was made to release the game in
multiple Acts, backers were assured that they would still be
getting ALL episodes of HIVESWAP and each episode's official
soundtrack. This hasn't changed!
Because it had been several years already since the Kickstarter
target date of 2014, address changes were becoming a frequent issue.
(There is no mention of long-term shipping goals, like the physical
edition of the 4-act set or the physical copy of the
Homestuck comic.)
Well, that's not true. It has changed...for the better. Backers
will also be getting THE GRUBBLES ALBUM, announced here for the
first time, before it's available anywhere else!
The Grubbles Album is a small five-track game tie-in album with
re-recorded "troll" garage band music. Originally, The Grubbles was
available on Bandcamp for $5.00, and its tracks were not included
with the $7.99 soundtrack album. This would change.
January 2017: Update, from Andrew
Update #26 (Backers only)
(Confusingly, this update was explicitly marked as "From Andrew". The
first few updates were signed "Andrew" at the bottom, but some
subsequent updates weren't, which may have been written by other What
Pumpkin staff. All news posts are published under the general project
author name "MSPaintAdventures", so this isn't clear. Also
confusingly, this was first posted on the MSPA news feed in January,
but only released as a "backers only" Kickstarter post in February.)
Status of Hiveswap: the game is just about done. It could still
use some more testing to be absolutely certain we are not
releasing a buggy piece of shit! To that end it will be worth
waiting another several weeks or so.
This is to say that the (very ambitious) release date of January 2017
hadn't been met, and Hiveswap is again delayed indefinitely.
Thank you as always for your legendary patience.
Regarding questions about physical addresses, for those who
backed at the relevant tiers: Physical mailing address updates
are not necessary at this time. We will be releasing HIVESWAP:
Act 1 in digital form soon. The physical version of HIVESWAP will
ship after all Acts are complete.
One more reminder here at the end confirming physical editions of
Hiveswap are still to be shipped out. What Pumpkin here says not to
worry about updating your address (as the extended delay meant many
people's physical address had changed) because nothing was going to
be shipped for a while, yet.
April 2017: Trailer 2
Update #27 (Backers only)

Hey everyone, Cohen here, creative director and head writer
for Hiveswap.
This update is brought to us by Cohen Edenfield, the (new) Creative
Director and Lead Writer/Scripter for Hiveswap. It's another trailer
in the new 2D artstyle, plus minor notes.
August 2017: Release date
Update #29
Hiveswap: Act 1 is delayed to September 14.

There is also a new launch trailer.
September 2017: A busy month!
PAX West Demo
In early September, there is a playable demo of Hiveswap available at
PAX West (at the WeLoveFine booth.)
Act 1 Release
Update #30 (Public)
HIVESWAP: Act 1 goes live on the Steam and Humble Store at 2PM
EDT!
September 12, 2017: A Kickstarter update reminds everyone that
Hiveswap launched on Steam. They also remind backers that signed,
physical copies of the game will not be mailed out until all four
acts of Hiveswap are finished and released.
Hiveswap: Act 1 (possibly subtitled "Kansas City Shuffle"??? this is
never made clear) was developed and published by What Pumpkin Games,
inc. and released for $7.99. A version that included the game
soundtrack was also available for $11.99.
Act 1 received positive reviews on Steam and from reviewers like
MetaCritic. In my opinion, it's a solid game, and the new 2D artstyle
is gorgeous and suits the material well.
To date, Hiveswap: Act 1 has sold between 100,000 and 200,000 copies.
Of Steam games released in 2017, Hiveswap ranks #4470, above Doki
Doki Literature Club, just under Bendy and the Ink Machine, and
several spots beneath SCP: Secret Laboratory, Creativerse, and
Realm Grinder.
In the announcement when WP NYC was dissolved, there was this note
about the 3D work:
At some point I think I would like to gather all the 3D stuff
that was done and present it as an interesting behind the scenes
look at the history of this project, so people can appreciate the
work the NYC team did. Perhaps at the very least this could be
some nice bonus material for backers when the game comes out.
This certainly never happened.
Crediting and Art Theft
EDIT: After this article was published, Andrew Hussie sent emails in
which he directly confessed to explicitly denying select WP employees
credit in games because he disliked them personally.
The release of Hiveswap: Act 1 is also the biggest Hiveswap scandal
that nobody talks about. The full in-game credits for Hiveswap: Act 1
is this single bitmap texture:
i'm not captioning this, it's a lot for a fun game you can play at
home, count how many times Andrew Hussie credits himself
This list only includes people who worked on Hiveswap after the
December 2015 restructuring. No credit is given to any of the
employees of What Pumpkin NYC (except for the single employee who
stayed) for any of the work done, even though a lot of that work was
used to make the final version. In some cases, assets What Pumpkin
NYC designed are used in the final game directly, but still none of
the work done by ex-employees is properly credited to them.
For instance, see how the level and environment design^10 in the
final game matches up with the WP NYC prototypes almost exactly, just
redrawn in 2D. It's pretty blatant, it's basically the game
development equivalent of traced art:
Bedroom, prototype Bedroom, final
Stairs, prototype Stairs, final
Portal, prototype Portal, final
Tetra's hive, design Tetra's hive, final
Xefros' hive, prototype Xefros' hive, final
(Left: prototype WP NYC designs. Right: final game.)
Significant portions of the cutscenes were also written and
choreographed by WP NYC and simply redrawn by the later team. These
environments, levels, cutscenes, UI, and more were designed by the
What Pumpkin NYC team and simply re-stylized in 2D, and yet Andrew
denied all of the original artists and designers credit. And, of
course, WLF sold Hiveswap: Act 1 merch with designs done exclusively
by the WP NYC team, again, completely uncredited.
According to a source from WP NYC, this wasn't something that flew
under the radar: this was brought up multiple times with Andrew
Hussie himself, who refused to credit the artists for their work.
They said it "came as a huge surprise" that he didn't have any
sympathy about this as an artist.
From what we heard about the studio transition, though, it seems like
this was actually planned and anticipated. From the "a new
look" update,
over the last year we have actually stockpiled a massive amount
of incredible 2D art assets that are still perfectly usable, and
will still make it into the game.
So it seems like What Pumpkin always planned on using work staff at
What Pumpkin NYC did, but they apparently weren't planning on keeping
them on the team, paying them severance, or crediting them for it.
To be clear, I don't think there's a legal issue here, or some shady
trick to get around compensating the artists. Everything here was
almost^11 certainly paid work done under contract that What Pumpkin
owns the rights to, wholesale.
Proper crediting is incredibly important in the entertainment
industry; credit is what allows developers and artists to build a
resume, which directly impacts their ability to be employed in the
future. "In this business, it's basically, 'You're only as good as
your last project,' so if you're unable to speak about your projects,
it's very much a hard thing to get out there." That's a quote from
Alexander Fernandez in this excellent polygon article about white
label game development, a controversial practice where games are
contracted out to studios who do work with the understanding that
they won't be credited for the final product. But what happened here
is far worse than that; What Pumpkin employees didn't sign up to do
uncredited work; they expected to be credited and just weren't. This
is off-the-charts bad. What happened with What Pumpkin NYC was
egregiously offensive and unprofessional behaviour, especially for an
artist-driven project like Homestuck.
What Pumpkin would later comment on the points raised in this article
with several statements that directly contradict other testimony.
Hiveswap: Act 1 Review
Since this whole article is about Hiveswap, I suppose I should try to
describe the one playable bit of Hiveswap in a little bit of detail.
This is mostly for readers who haven't played Act 1 or want a
refresher, you can skip it if you'd like.
The design of the game itself is amazing. The art is gorgeous, the
world is really playful and fun, and the writing is great. Some of
the animations aren't as smooth as they might be, but I think it
works as a stylistic choice. The writing is great, I'll repeat:
there's a ton of detail and most of the different adventure-gamey
item combinations have unique dialogue. It's astonishing how many
different item combinations have unique dialogue, the jokes are
funny, it's just very tight.
The only problem is that the actual gameplay feels... janky? Just
unpolished. It's generally tricky to move where you want to go, the
buttons have odd bounding boxes, and it just doesn't feel great to
play, from a programming standpoint. There are lots of little janky
programming things, like the menu with a "Save Game" option but no
"Load Game" option, and the cursor not indicating whether or not
things are interactable at points. There's a single snake minigame
(the Nokia one, not a cool serpent pal) that's repeated twice and
feels like a my-first-unity tutorial project, and really nothing
else. It really feels like the actual programming of the game was
rushed and sloppy. I'll admit I'm editorializing here, obviously, and
my game design work probably makes me more sensitive to issues
like that.
Bedroom, note UI shape
There's also nothing particularly clever about it, outside of the
writing. In a lot of ways, it mimics the semiotics of Homestuck
without introducing any clever new ideas, or even reusing
Homestuck's material.
For instance, Homestuck has this incredibly memorable inventory
system, where inventory items are stored and retrieved on irregularly
shaped cards based on different data structures. In the comic, this
is played for laughs, puzzles, and character development. Hiveswap:
Act 1 has an inventory system that... uses the irregular shape of the
card. No behaviour, no puzzle, no gags, no charm, just a straight
inventory system with a "wacky Homestuck" coat of paint. They even
use that shape for assets that don't make any sort of thematic sense,
like menu buttons.
I'm not going to critique every single asset and design choice in the
game here, but you can safely take this dynamic and apply it to the
rest of the ~4 hour game. It really is just a coat of paint, it's
like they went "haha, funny shapes" but a lot of what made Homestuck
fun and charming flew over their heads. The game is fine, but doesn't
hold up on its own when compared to its source material, in
my opinion.
Cohen Interview
On September 13, 2017, an "interview" was posted to the What Pumpkin
Tumblr page in which Cohen interviews themself about Hiveswap.
Today we're talking to Cohen Edenfield, that is to say, me. Hi.
We're all pretty busy at the moment, with the release in <22
hours and everything, but I managed to get this handled.
What is your specific role on the Hiveswap team?
I have two full-time jobs on HIVESWAP: Creative Director and Lead
Writer/Scripter. As Creative Director, I've worked with my team
leads Angela, Rah, James and Tauhid and with our programmers to,
well, "realize a creative vision." I give notes, feedback, and
broad-strokes direction on pretty much everything on the project,
which I'm able to do because I can count on the expertise of the
team leads doing an amazing job. I can bring them a rough,
sketchy description of the overall "feel" that a piece of music
or animation or art needs, and be confident that they'll spin my
straw into gold and make something beautiful. I'll ask Tauhid for
a new UI specific to Alternia, with the vague direction that it
use hexagons instead of circles, or I'll ask Angela for moving
clouds, or I'll ask Rah for a new close-up of a sexy lamp, and I
know they'll get it done. And I'll ask James for an "8-bit
college football fight song," because he does great work, and
because I want to hurt him on a spiritual level.
...
Which brings us, I guess, to my other full-time job, Lead Writer/
Scripter, which includes narration, dialogue, item descriptions,
etc...I wrote about 150,000 words, all together, if you're really
taking your time, trying different dialogue paths, and actually
trying to use everything on everything else. If you're not, it's
considerably less, but it's in there.
As for the story, the broad narrative strokes of Act 1 and some
specific plot beats were mapped out before I came on board, but
in 2+ years of development there's naturally been some
substantial reworking and rearranging to refine things from both
a gameplay and a narrative perspective. The characters have
changed a fair bit, both to suit a different overall tone and
because things change over the course of two years. Andrew looks
the finished stuff over, and gives feedback on it, and we make
changes as needed. I've relied a lot on his storytelling and
characterization expertise. I may have penned the current script,
but we wrote this game together.
...
When and how did you get your start on the Hiveswap project?
In May 2015 I got an email from Andrew asking if I'd be
interested in doing some freelance writing on what I then thought
of as the "Homestuck Adventure Game." I've been reading Andrew's
various stuff since like...2003? We used to post on the same forum,
so it was this kind of "oh right, hey, I think I know you,
actually" moment. I'd finished my Masters in English Lit three
days before, and I was looking for freelance work, so the timing
couldn't have been better.
...
How did you get your start in creative direction?
As we restructured the studio to our current remote-working
situation, Andrew and I had a lot of talks about what HIVESWAP
should actually look like. We kept going back to the gorgeous
concept art by Gina and Mallory, and we realized that while the
3D development work that had been done was good, it really didn't
feel like Homestuck. The concept art, the 2D assets... those felt
like Homestuck.
There's one particular discrepancy with Cohen that I'll mention here.
They says here they joined the team in May 2015, which matches up
with the timeline: What Pumpkin became the studio in summer 2015, and
so Cohen would have been hired soon after as part of WP NYC. Cohen
stayed on the team even after WP NYC was dissolved, was promoted to
Lead Writer, and wrote the script for the game. That all adds up.
What I can't reconcile is Update 2 from 2014, where Andrew says the
writing for the game is finished. Was there a full script for the
game written in 2014 that was later discarded? Assuming that update
is true, it sounds like -- in addition to all the 3D work -- at least
one full script for the game was written and discarded. Anyway, for a
studio that seems incredibly tight on funds, What Pumpkin sure does
end up having to redo a lot of work for no apparent reason.
Hiveswap: Act 1 OST commentary
In late September, Cohen posted commentary to the What Pumpkin tumblr
blog written by James Roach and Toby Fox, the composers of the Act
1 soundtrack.
Part 1, Part 2
Although this is official commentary, it doesn't seem to have been
preserved by What Pumpkin in any format.
Viz Media deal
Viz Media
On September 14, 2017, Andrew posted a news post announcing a
partnership with Viz Media:
What Pumpkin and Homestuck are partnering with Viz Media to work
on a lot of cool stuff together in the future. This will include
projects based on both the Homestuck and Hiveswap worlds. The
possibilities are wide open, but here are a couple examples of
things we know we're going to work on already...
Viz will begin releasing the Homestuck books again, starting next
year. These will be nice new hardcover editions, and the plan is
to just keep turning out volumes until the entire story is in
print. Each volume will be full of my Secret Notes just like the
previous ones were. Viz will also be involved in the release of
the mysterious epilogue project I alluded to a while ago. Details
on format, release date, etc, will remain undisclosed until
further notice, but you can expect more information about that to
surface next year too. I wanted to do something a little unusual
for it, something existing outside the confines of the web story.
Working with Viz struck me as good opportunity for this. [sic]
Aside from that, anything can happen. Take a look at the sorts of
things Viz has already published or produced. These are all
examples of things on the table for future consideration for
either Homestuck or Hiveswap. I've got plenty of ideas, and so do
they. Maybe you do too??
To put it simply, what's happening here is What Pumpkin is selling
licensing rights of the text of the Homestuck comic to Viz, so Viz
can republish the work. It's not clear exactly the details of this,
what rights are sold, and under what conditions. There are a numbers
of ways this could go, but the first format they point out is a
printed book series. (It will later turn out that Viz has an outsized
influence in the internals of What Pumpkin far beyond just publishing
and the comic's IP.)
Andrew mentions "Viz releasing the Homestuck books again", here,
which is somewhat misleading. TopatoCo had already released the first
few of a series of Homestuck books, but that series never finished.
Unlike the wording of the news post suggests, Viz Media was never
involved in the original books. Also, the first of the Viz books is
just a direct copy of the TopatoCo series, albeit with additional
misprints, somehow. It's good that Viz is going to finish the
Homestuck print run, though, and some fans were excited about that,
until later.
There was also an announcement from Viz Media in which they summarize
much the same thing, although their post has this blurb from Andrew
Hussie about how great Hiveswap is:
"Fans have been looking forward to this for a long time, and I
don't think they'll be disappointed. Personally speaking, I think
it's the best adventure game I've ever played," says Andrew
Hussie, HOMESTUCK creator and co-founder at What Pumpkin Games.
"I'm excited to team up with VIZ Media to expand on the world of
HOMESTUCK, and work closely with them on a bunch of new projects
involving both HOMESTUCK and HIVESWAP."
Shortly after, Viz formally announced the "Collector's Edition"
deluxe hardcover series of Homestuck books with author commentary
by Andrew.
In the capital timeline, this falls just a year after the $325K
venture capital round, which lasted for approximately two years, and
included the Act 1 greenlight and game release.
Viz Involvement in Hiveswap: Act 1
Several weeks after this article was initially published, Viz
responded to my request for comment with this email:
Hi,
Thank you for taking the time to write in with your inquiry, many
apologies for our delayed response!
While VIZ Media is no longer involved with Hiveswap, you can
contact Fellow Traveler Games[sic] with any questions you may
have about Hiveswap here: https://fellowtraveller.games/contact/
You can also learn more about Hiveswap Act 2 here: https://
fellowtraveller.games/games/hiveswap-act-2/
If you have any additional questions, please don't hesitate to
write us again.
Take care,
[C] @ VIZ Media
Now, this is odd. C says here that Viz is "no longer" involved with
Hiveswap, implying that it was, at some point.
But this implication doesn't match the timeline or any of the data:
Act 1 released on September 12, but the Viz announcement wasn't until
the 14th. If Viz media was involved in the release of Hiveswap Act 1,
it was done entirely in secret.
After a brief back-and-forth over a few days interspersed with
generic customer service niceties and links to various news
announcements, I gleaned the following semi-clarifications from a
rotation of people:
As [C] mentioned, we worked with the game developer What Pumpkin
to release the first part of Hiveswap in 2017. We have had no
involvement with the game since this launch. Thanks!
Best regards,
[L] @ VIZ
As [C] & [L] have mentioned, all the publicly-available
information is in the press announcement on our website. What
Pumpkin developed the Hiveswap Act 1 game, and VIZ, Homestuck and
What Pumpkin worked together to release the game. Since the game
launched, we have not been involved in the game.
...
[J] @ VIZ
We do not have any additional information we are able to share on
our involvement beyond what has already been released and
mentioned in the press releases. We are no longer involved in
Hiveswap and any further inquiries should be directed toward the
companies still working on the release.
Thank you so much for writing in! I hope you find the information
you're looking for.
Best,
[L] @ VIZ
I'm still not entirely sure what to make of this. The only thing that
suggests that Viz was involved in the release of Hiveswap: Act 1 was
the assertion in this email chain. Viz doesn't seem to have ever been
involved in the release, publication, or marketing of the game,
outside mentioning the game's existence alongside its announcement
days after the game launched And, although all three representatives
agree that Viz has not been involved with Hiveswap since the launch,
the one case in which we do know Viz was involved with the management
of What Pumpkin Games doesn't happen until April 2018, several months
later. It's possible this is what they're referring to.
So... did Viz have some sort of involvement in Act 1? My answer is...
maybe?! They certainly say they did, although they're not willing to
elaborate on that assertion at all. It's possible more details will
come to light about this in the future, but for now this is remains a
bizarrely unresolved thread.
Hardcover Edition Fact Sheet
When Viz media does begin releasing the books to booksellers, they
include a fact sheet that reads:
+ Releases 4 times a year for 5+ volumes. Series is ongoing.
The main run of the comic lasted for 7 years, from 2009-2016,
comprising over 8,000 pages of material and 4 hours of video.
Further content is currently in development.
+ Over 1,000,000 users a day visited the hosting site, MS Paint
Adventures, during the height of the Homestuck serialization.
To date the comic has over 2,500,000,000 pageviews.
+ The Homestuck Official YouTube channel has over
3,200,000 views.
+ Homestuck has spawned innumerable fanworks in all genres-art,
fiction, music, videos, crafts, cosplay, etc.-along with live
fan events all over the world.
+ The first episode of an independent video game series set in
the Homestuck universe will release on Steam in Q4 2017. The
initial Kickstarter campaign for the game raised $2,500,000,
more than half a million dollars within the first 24 hours.
This seems to have been for internal use, but some stores listed it
as-is, or only changed it slightly. This was probably unintentional,
but gives us some insight.
One notable thing here is yet another confirmation that the
crowdfunding campaign raised at least $2.5 million. There's also a
reminder that part of the monetary value of the Homestuck brand is
its fandom popularity and many fanworks. It's often easy to forget
that Homestuck is a business that directly profits off engagement,
but it's true.
November 2017
SBAHJ Kickstarter
Andrew Hussie, in conjunction with comedy writers KC Green and Dril,
launched another Kickstarter for a hardcover spin-off of the
Homestuck sub-comic Sweet Bro and Hella Jeff.
This campaign was a success (180% funded) and the book was written,
printed, and shipped to backers in 2018. Make That Thing is a
subsidiary of TopatoCo, a book publisher which previously handled
MSPA merchandise.
One interesting note is that Andrew Hussie made a new Kickstarter
account for this, possibly in violation of the Kickstarter terms of
service, because Hiveswap is in such poor standing that Kickstarter
has banned Andrew from starting more Kickstarter projects. If this
account were set up just to evade the ban, that would explain it.
Troll Call
Troll call
A newspost on mspaintadventures.com announces the "Troll Call":
Every week we'll be revealing some new troll characters from
Hiveswap until Act 2 is out. Follow the Troll Call here, and meet
the first two here. Expect a few more surprises like this to drop
in coming weeks.
Sure enough, a later news post announces an exciting new redesign for
the hiveswap.com website, including an "extended zodiac" and a
personality quiz. This is the extended set of symbols that was teased
much earlier. This new set of symbols also includes some character
symbols from designs as early as June 2014.
To match this new schedule, WP announced that Hiveswap: Act 2 would
be released in Spring 2018. This date also keeps in line with the
promise that switching to a 2D artstyle would allow new acts to come
out quickly. Phew!
January 2018
Scrapped Hiveswap Forum
Some time around February 2016, What Pumpkin NYC hired a team of
eight interns to build a forum platform to "alleviate growing
discontent in crowdfunding backers and general fanbase" about
Hiveswap. The project was headed up by Philip Huang, an intern at
What Pumpkin:
Hey guys!
I'm Phillip Huang of What Pumpkin! [(please don't hurt me)]
I'm happy to announce that, a few weeks ago, I was assigned to
rebuild the forums!
Look, I understand WP has really been dropping the ball on
keeping the community up to date with regards to the forums. I
wasn't a part of the team until pretty recently, so I can't
really speak on behalf of them or whatever policies they had to
follow in the past. But I do know two things:
First, please do not think for a second that we don't care about
you guys. Andrew and the rest of the team absolutely feel the
growing animosity and discontent, and we're working as hard as we
can every day to try to keep the fanbase happy. By my personal
observations, the reason the forums have been on the back burner
is because there are just too many other things to be working on
right now (most notably Hiveswap--game development is a BEAST).
Second, starting with this post, I am going to try to make amends
by increasing transparency, feedback, and communication, at least
with regards to the forums and their reconstruction. Technically
I'm not supposed to announce very much now, but if you have a
burning hot question go ahead and ask me here (not PM pls so I
don't have to repeat myself) and I'll see what I'm allowed to
say. Once the new forums are up, I'm going to try to get some of
the other WP team members to start posting on them so they can
answer questions about more general things (no promises though!
:-S ). A part of this initiative is me trying to contact the old
mods and other prominent community members to help shape the
[DEL:creation of the new universe:DEL] relaunch of the forums...
So what happens now? WP probably won't be making an Official
Announcement^TM about this until the forums actually launch. I
can't make any promises on a launch date or any features. In the
meantime, it's probably best to keep this news and your hypes on
the down low. ... Also, please don't pester the mods to give any
info, and mods please don't leak anything else (I SEE YOU
"flowey" ;-| ).
Alrighty, thanks for your patience y'all. We really appreciate
your dedication to this community throughout all of these
difficulties. Hopefully I'll see you on the new forums! [(when
they launch, which is never)]
Philip posted regular updates on the "Fate of the MSPA Forums" thread
on the omegaupdate fan forums. He gave unofficial apologies for how
poorly What Pumpkin had treated people and how flippant they had been
about the forums in general. Part of the project, as he understood it
, was to import the old forum data once the new system was up and
running. If What Pumpkin was aware that that data was unrecoverable
(and it is likely they did), Philip was kept in the dark about it. He
continued giving updates and answering questions to the the best of
his ability until his internship ended in 2017 without the forum ever
being launched.
In January 2018, Philip returned to report that "What Pumpkin has
told me that the forum relaunch will be handled professionally by a
department of a larger media company" (Viz) and "Sadly, they didn't
mention any timeline regarding this relaunch. ... This will conclude my
involvement with this project, so this will be my last update."
Viz media has yet to launch any such replacement forum. According to
Makin, who worked on the project,
I was told after the fact by one of the people working with me
that viz was the one to cancel the new forums project
because forums were passe or something
It's also possible that Viz may not want to launch a new forum
because that would be a reminder that they failed to preserve the old
forums or restore the precious historical data. Either way, it looks
like Viz may not ever relaunch any sort of forum, despite the huge
community push and the work being already done.
Comic Contest
What Pumpkin announced an official comic contest for on the Act 2
characters featured in Troll Call:
One of the best parts of the weekly TROLL CALL has been the great
FAN COMICS. We love them, and we want to reward your enthusiasm.
So, here's the deal. Every week, we're going to be giving away
gift cards to For Fans By Fans, the central hub of Hiveswap and
Homestuck merch. Second runner-up gets $25, first runner-up gets
$50, and the first place winner gets $75!
Hiveswap Fancomics
Also...ALL first place winners will be entered into our GRAND PRIZE
contest, the winner of which will get their fantroll added to
Hiveswap as an NPC! What Pumpkin Games' writers and animators
will work with you to develop YOUR fantroll into a CANONICAL
CHARACTER
The results were announced in April. The grand prize winner was
announced to be fefsprites with this animated comic. Fefsprites is
currently under NDA about Act 2, but plans to submit their fantroll
Idarat Catlaz.
What's notable about the contest is that, at time of writing, all
official record of it seems to have been completely obliterated from
the internet. The contest details and the prize announcement have
been scrubbed from tumblr, and the contest rules have been removed.
Even the winning comic is a 404, even though the blog is
still active.
April 2018
Homestuck.com redesign
On April 02, 2018, Viz Media retired the mspaintadventures.com site
in favor of a new, completely redesigned homestuck.com. Homestuck.com
is designed to be mobile friendly, and converts the old flash content
to static video files. There were a few news announcements for this:
More broadly than just converting Flash pages, this adaptation
serves another purpose. My intent for MSPA was never to have it
last forever, or to concern myself with maintaining a
labyrinthine, crudely-coded website for the rest of my life. At
some point, the right thing to do was always going to be figuring
out how the stories hosted on it could persist long into the
future. VIZ Media is about as good as any organization I can
think of when it comes to publishing long-running series, and
preserving them for future readers. They print many classic manga
series and get those books on shelves all over the world, thus
keeping those series alive and widely read, well beyond their
initial publication. So the VIZ team and I are working together
to preserve the original content while updating its delivery, but
Homestuck's unusual format makes this a unique challenge.
(Incidentally, they'll also be releasing the full run of
Homestuck in print as well, to complement the work online.)
My hope is you will see these changes as a net-positive, and
perhaps can enjoy the work again in ways that weren't possible
before (such as on your phone). Again, this adaptation will
continue to evolve and improve. Any feedback you may have when it
comes to the performance or presentation, feel free to contact
the site team at VIZ. They're taking everyone's remarks
seriously. Thanks again to all who continue to care enough about
Homestuck to stop by and read this. We all appreciate
your support.
I do want to note that one of the main reasons given for the
partnership with VIZ Media was media preservation. I'm an archivist,
myself, and I believe very strongly that media preservation and
continued publishing of works is crucial, so I'm glad to see that
preservation is one of the key expectations What Pumpkin has of VIZ
media.
The homestuck.com redesign wasn't off to a great start on this,
however, as they made the old site design inaccessible. There was
also no mention of making previously published Homestuck works -- like
Paradox Space or the SBAHJ Kickstarter novel -- available again, which
is another point against them. Hopefully VIZ will change its mind on
these points and make an effort to preserve these works, but so far,
it hasn't done so.
The new Homestuck website was a partial success, with the glaring
exception that the main promise of continued maintenance
never happened.
Many of the video files are only temporary, and will be replaced
in coming months, either with HTML-converted files, or higher
quality videos.
Viz did not follow through on this or any of their other promises to
polish the site, and a significant portion of the site is still
broken in 2020. For instance, many of the flash files were recorded
to video and uploaded to Youtube, who incorrectly blocked some of
them, making the pages unreadable. VIZ (a media giant with its own
CDN, who could easily host and stream videos itself) has not
addressed this, or seemingly even contacted Youtube at all about
the issue.
There are other issues with the way Viz handled homestuck.com, but
further detail on that is beyond the scope of this article. As of
2021, Viz has failed to preserve the bulk of Homestuck's flash
content, and fan projects have had to step in to fill the void.
Newsrama Andrew Hussie Interview
On the same day, Andrew also published an interview with Newsrama
about the VIZ-published book versions of Homestuck:
Nrama: How did the collections from VIZ come about, and what's
the experience been like working with them?
Hussie: The VIZ people are great, and are all true professionals
when it comes to manga and anime. That's why Homestuck was the
perfect fit here. You'll never see a better anime than Homestuck.
Nrama: Have you had any talk about reprinting your other MS Paint
Adventures in hard-copy form?
Hussie: There are old editions of Problem Sleuth floating around
out there. You can probably buy used copies on Amazon for like
$100 each. But maybe we'll make new and better editions of those
for VIZ too, who knows.
Nrama: What are some aspects of multimedia storytelling you'd
like to see explored, both in terms of what you're creating, and
from other creators? It often feels like there's a lot of
untapped potential out there.
Hussie: I tried to make Homestuck the thing that taps all the
untapped potential. At least when it comes to the web format,
circa 2009-2016. I don't know if you could do much more with it
than was done, unless you start grasping at straws for new
ridiculous things to try out. Which Homestuck did a lot of
itself, the further it went along. There's always more to try.
Nrama: What's next for you?
Hussie: I'll probably just keep making things.
[DEL:He has not. He has not made "next" things "after the adventure
game". He has not even finished the adventure game.:DEL]
Update 2021: Andrew has, in fact, made another thing: Psycholonials,
which I'll discuss later. He did not finish Hiveswap or Hauntswitch
before abandoning them, though, which might be worse.
What Pumpkin puts Hiveswap on formal hiatus
On April 3, 2018, What Pumpkin posted an announcement on their Tumblr
page that they were dramatically changing their business plans:
What Pumpkin Games is going through a transition period, which
has involved restructuring the company, the way we develop games,
and the types of projects we focus on. First, the most important
thing to address is, Hiveswap's development absolutely will
continue. The approach to its development will evolve as this
transition goes forward, but ensuring the release of the full
Hiveswap series remains our priority. We should have more
specific information about what exactly this means for Hiveswap
in coming weeks.
In the more immediate future, WPG is shifting focus to making
smaller, fun, lightweight games that can be produced more
quickly. The type of content we can release along the way between
acts, continuing to build upon the Hiveswap world, and give fans
things they can enjoy while they wait. These games are somewhat
in the vein of what we did with the Troll Call, but more
engaging, providing more depth and background to the characters
that were previewed.
Now, I do have to immediately interject here. In the first paragraph,
the announcement reads "ensuring the release of the full Hiveswap
series remains our priority", but now they've just said that they are
not "focusing" on the mainline Hiveswap series, and are "shifting
focus" to other games. This is, in fact, the opposite of prioritizing
the mainline Hiveswap series -- What Pumpkin is making the decision
here to stop working on Hiveswap and instead start a new series
of games.
In September, James Roach mentioned that Hiveswap Act 2 was
officially on hiatus, confirming this interpretation of the
announcement: Hiveswap is out.
The post continues
The first such game will be available very soon. The format is a
"Friendship Simulator", much like dating sims or visual novels
you may have played before. The idea is, instead of trying to
date a character, you just try to befriend them, and in the
process, you get to know them better, and ridiculous things
happen along the way. The first volume features two trolls from
the Troll Call, and was written by Andrew Hussie.
We hope you enjoy this type of game! If it's well received by the
fans, then there should be more of these to play in the future.
We appreciate your patience and support as WPG makes
this transition.
What Pumpkin doesn't officially announce why they're making the
"transition", but given that we know they've used the allocated
funding, it seems reasonable to assume that What Pumpkin wants a
profitable game so that Hiveswap doesn't eat into potential comic
profits. I'm also guessing that a spinoff series gives What Pumpkin
an excuse to charge Kickstarter backers for Hiveswap again, as it
will turn out that they won't be giving backers any of these new
games. This seems exactly like, as Jess put it, "Oh crap, we only
have money to make a quarter of the game! Let's raise some more!"
They don't say if this shift is going to involve restructuring and,
say, firing anyone. The tone here is very positive and optimistic,
though, so there's probably nothing to worry about.
What Pumpkin Fires Everyone
In April 2018, John Michonski from Video Game Choo Choo published the
article "WhatPumpkin Layoffs Due to VIZ Media Purchase", reporting
recent sweeping layoffs at WhatPumpkin, and that they were due to VIZ
Media:
Recently, WhatPumpkin, the primary force behind the webcomic
Homestuck as well as video game spinoff Hiveswap, had a round of
layoffs. Specifically, a large amount of the primary development
team behind Hiveswap was let go. Due to NDAs, those who were
ready to speak to us were cautious about what they could say, and
didn't want to be named, but many of them pointed to the new
owner of the Homestuck IP, VIZ Media, as the reason behind the
layoffs, instead of WhatPumpkin itself.
An anonymous source claimed the layoffs were purely due to VIZ
restructuring, and they didn't take the needs of WhatPumpkin
staff into account. Upper management at the company stood by
those in the crosshairs, and fought to keep their jobs.
VIZ has recently announced that, while development of Hiveswap is
continuing, they will be shifting focus for the time being to the
smaller "Friendship Simulators" called Friendsims, where you
befriend characters that were previously announced for the next
episode of Hiveswap. According to other public posts by the
former development team, a good chunk of their work will still be
used in the final version of Hiveswap's Act Two.
...
The scope of the layoffs was massive. Seemingly everyone who was
involved with the project was fired, including the core team. Most of
the people involved in Hiveswap posted something about having worked
on Hiveswap in the past tense, being newly unemployed, or needing new
work, including James Roach, Cohen Edenfield, Shelby Cragg, Hillary
Esdaile (rah-bop), and John Warren.
James Roach wrote:
I.. enjoyed much of my time at WP, even the late nights and
ever-shifting needs of a project that never felt like it would be
done. I am the sort of person who finds themselves very lost
without work to do. When you work at a small company like WP, you
end up doing a lot more than is in your job description. There
were so many times where i'd be like filling out a spreadsheet at
3 AM thinking like "man if all those people that thought they
wanted this job could see what it was actually like"
The few of us that have been around since the beginning- before
the studio changes, before the controversies and hurdles of
development.. shit before even the shift in leadership- those few
of us.. have been through a lot. There is so much I wish I could
have shared with you guys. A lot of little triumphs and
celebrations but also a lot of disappointment and frustrations.
My constant worry is that I would be letting the fans down,
because that was me.
The reason I cite the Michonski article above is because he was able
to interview members of the Hiveswap development team and confirm
that the layoffs were directly due to VIZ Media's involvement. The
fact that VIZ Media has the authority to prompt this at all speaks to
it having an outsized influence in the internals of What Pumpkin far
beyond just publishing and the comic's IP. Again, the exact details
are unknown, and there has been no transparency as to this, even to
the Kickstarter underwriters.
A few of the fired developers, including James Roach, were re-hired a
few months later to do work on the new games that What Pumpkin was
making instead of Hiveswap.
April 2018: Hiveswap Friendsim Launches
Hiveswap Friendsim
The Hiveswap Friendsim is a quick, loosely-canonical visual novel
adventure following the efforts of the unnamed protagonist
(that's you!) to survive and maybe even thrive on the harsh
surface of ALTERNIA.
Unlike Hiveswap proper, which is an adventure game, Friendsim is a
visual novel that feels a lot like a modern version of Namco High.
It's mostly a text-based novel with a few branching paths, coupled
with character art and simple animations.
Hiveswap Friendsim was launched for $0.99 with two chapters
available. More chapters were released in "Volumes", which were
available as DLC for another $0.99 each. All together, the full story
is 18 volumes for a total of $17.82 (more than twice as much as
Act 1). The full game and all the DLC volumes are also available in a
bundle together, but unlike usual Steam bundles, there is absolutely
no discount applied for doing this.
The bundle
The director of the game was Andrew Hussie. The producers of the game
were Ash Paulson, Cindy Dominguez, Cohen Edenfield, and Julian
Dominguez. (Although some of the producers joined the team in the
middle of the story, leading to some confusing and complicated
crediting.) Original music for this game was composed by a wide group
of people, mostly from the music team. Notable contributors were
James Roach, Toby Fox, and Alexander Rosetti.
Despite being named "Hiveswap Friendsim", being produced by the
studio that the Kickstarter campaign formed, and being a direct part
of the Hiveswap universe, Kickstarter backers were not given this
game. I even wrote in myself, as backer, to ask why backers weren't
given copies of the game, and was told by Julian Dominguez:
When Andrew/What Pumpkin made the announcement that HIVESWAP
would be changed from a single video game, the plan was to make
that video game into four acts. That is still the plan. This
Friendsim is a derivative of the Homestuck/HIVESWAP universe and
not part of story structure [sic] of those four Hiveswap acts.
Note that Troll Call indicated that this release (and these
characters) would be Hiveswap: Act 2, but we got the Hiveswap
Friendship Simulator instead due to the recent change. At this point,
the Troll Call page simply reads "As featured in Hiveswap Friendsim"
with no indication of the characters having any relation to Act 2.
Again, Julian argues Friendsim is not part of Hiveswap proper.
December 2018
Hiveswap Friendsim Ends
What Pumpkin releases the last update of Hiveswap Friendsim
Of the thirty-seven stories in the game, Andrew Hussie wrote two. The
most prolific writer by far was Aysha Farah, who wrote twelve routes.
Skaianet Systems
In late December 2018, What Pumpkin deleted their tumblr blog and
wiped their twitter account. This was may have been part of an
ultimately misguided ARG, although it's unclear how destroying years
of records was meant to be related, if at all, to the ARG, or
anything else. None of these accounts have been restored, despite the
ARG fading into obscurity and embarrassment, and the only thing
erasing the records has accomplished is slightly obscuring What
Pumpkin's many failures, and further miscrediting the WP NYC team by
hiding evidence of their contributions.
Weeks prior, What Pumpkin mentioned in a footnote that they would be
"retiring" the Tumblr account, citing "maintenance." "Retiring" here
apparently meant erasing the blog and all the content. No explanation
was given.
April 2019: The Homestuck Epilogues
On 4/13/2019, the prologue to the "dubiously canon" Homestuck
epilogues was posted. The rest of the epilogues were made available
in their entirety on 4/20/2019, to divisively mixed response. This
marked the absolute conclusion of the comic proper (although a case
could be made that the comic concluded prior).
VIZ Media will publish a beautiful hardcover edition of the epilogues
in January, 2020. It's 640 pages and available for $25 on Amazon.
I want to note one important textual thing about the epilogues here.
The epilogues have a brief prologue, and then two "routes", titled
"meat" and "candy". There's no indication given on the "proper" order
to read the routes in; you can read them in any order. The routes
diverge at the prologue, which marks a split into two different,
physically separated worlds that have wildly different tones. The
last chapter of each route is a vignette into the other route's
ending, which creates an interesting and unique reading experience.
Only after you read both routes do you get a full picture of the real
story.
Does this sound familiar? I know it was years ago, but to me this
sounds an awful lot like how Andrew envisioned Hiveswap in 2014: Two
parallel stories about two parallel worlds that can be read in any
order to get the full story, with both stories happening in parallel
and tying in to each other. It's the same idea, just tweaked slightly
to better fit the material.
One interpretation of this is that Andrew likes that idea and was
excited to use it right away. Another is that he's using the idea now
because he's given up on Hiveswap and Hauntswitch. I can't say
whether either is true, but at this point I'm not optimistic about
Andrew's dedication to Hiveswap.
Epilogues Fact Sheet
The epilogues also had a fact sheet for publishers like the mainline
books did, this time reading:
+ Homestuck is one of the biggest pop culture phenomena of the
past decade, a unique and massive internet-based hybrid work
consisting of webcomics, chat logs, gifs, video games,
animation, and music.
+ Over 1,000,000 users a day visited the hosting site, MS Paint
Adventures, during the height of the Homestuck serialization.
To date the comic has over 2,500,000,000 pageviews.
+ The Homestuck Official YouTube channel has over
3,200,000 views.
+ Direct-to-consumer merchandise sales have generated over
$10,000,000 in revenue.
+ Ten official soundtrack albums have been released
on Bandcamp.
+ The first episode of Hiveswap, an independent video game
series set in the Homestuck universe, released in September
2017 for PC and Mac and immediately became a top ten
best-selling game on Steam.
+ Homestuck has spawned innumerable fanworks in all genres--art,
fiction, music, videos, crafts, cosplay--along with fan events
all over the world.
Again, this seems to have been for internal use only, but some stores
still listed it as-is.
The ad claims Hiveswap "immediately became a top ten best-selling
game on Steam", which is remarkable, because -- as far as I can tell --
it's a blatant lie. Steam actually publishes top 100 lists for
best-selling new games by year, and Hiveswap didn't make it, even if
we narrow the domain down to the month. I looked up the data for
Steam 2017 -- even if we (generously) assume they mean it was in the
top ten best-sellers of 2017 -- by the end of 2017 200,000 people
owned Hiveswap at maximum, including people with free review copies.
That puts them somewhere below rank 200. It seems like What Pumpkin
literally just claimed they were a best seller and hoped nobody
would check.
We also get this internal figure that "Direct-to-consumer merchandise
sales have generated over $10,000,000 in revenue", which was
definitely not meant to be publicized. This is yet another
confirmation that Homestuck is still a multi-million dollar brand,
and should not be hurting for money.
May 2019: Act 2 update
Update #31
So it's been a while. There are a lot of reasons for our silence,
and honestly it's a whole tangle of stuff that maybe one day
we'll get into.
Or maybe one day I will.
We know you're eager to find out something, anything, so let's
cut to the chase - yes, Act 2 is in active development. While we
don't want to start throwing out release dates until we're a
little further along, we're happy to say that the script, art and
design work is nearly complete, and programming is underway.
You might gather from the above description that Hiveswap
development is a little unusual. Let's just say we learned a lot
of lessons during development of Act 1. For Act 2 we have built a
staggered development process where the script and design come
first, followed by the art. Then our programming team will put it
all together while the writing, design and art teams move on to
Act 3. Once we have all the Act 2 content and programming
together, we will move into a play-testing and iteration phase
before release.
While they say "we don't want to start throwing out release dates",
what they mean is that they'd like you to forget about the confirmed
release date of Spring 2018, which they missed due to choosing to
make a different game instead, they aren't formally cancelling
Hiveswap, it's just delayed indefinitely, yet again. "Hiveswap
development is a little unusual", yes.
There is also a mention of "indie game label Fellow Traveller", who
is running LudoNarraCon, a digital convention Hiveswap is
participating in.
June 2019: Answering some questions
Q/A on whatpumpkin.com
+ Are all four acts of Hiveswap still coming? When are each of
the games coming out? What's the roadmap for these games? We
are committed to delivering Hiveswap in its entirety-Act 2,
followed by Act 3, and then Act 4. After that, we can turn
our attention to the possibility of Hauntswitch.
Hauntswitch, the second of the two adventure games, seems to have
been downgraded to a "possibility", now, even though it's critical to
the main storyline. Also, even though the question they ask
themselves is "When are the games coming out", their answer doesn't
include any answer for that, not even a vague time estimate.
+ Please, tell us more about Hiveswap: Act 2! Act 2 is still a
point and click adventure game, with the same basic UI and
mechanics. The puzzles and gameplay will focus more heavily
on character dialogue in this installment.
In terms of length, the amount of time it will take you to
complete the game will depend on how much time you spend
exploring and talking to the characters in each scene. There will
be more content in Act 2 than Act 1.
+ Who's doing what on the team behind Hiveswap: Act 2? James
and Toby are back for music, Adrienne is back for animation,
and Aysha of Friendsim has joined the writing team. In the
future we'll be doing a series of artist and writer
spotlights, introducing you guys to the team.
At this point, What Pumpkin has "brought back" much of the team they
fired to work on Act 2, instead of just keeping the team together and
avoiding an enormous amount of unnecessary disruption.
Notably absent from the "new" team is Cohen Edenfield, the
scriptwriter who wrote the entire excellent script for Act 1. This is
an unfortunate decision, as it means the game won't keep a consistent
lead writer.
Aysha Farah, meanwhile, is rapidly taking on more writing
responsibility for Homestuck. Her first credits were writing some of
the routes for Friendsim and "additional contributions" on the
Homestuck epilogues. She was then promoted to creative director of
Pesterquest, and now it looks like she's slated to be the lead writer
of Act 2; she's had a very rapid ascent.
July 2019: Fellow Traveller
[WD2E3ZQX_n]
What Pumpkin Games @whatpumpkin
What Pumpkin has a new friend in @FellowTravellr -
whatpumpkin.com/fellow-travell...
Tue Jul 30 17:16:07 +0000 2019
What Pumpkin announces in a blog post that they have arranged to have
indie game publisher Fellow Traveller, the hosts of LudoNarraCon,
which Hiveswap participated in. Fellow Traveller will be "managing
all of the business bits" (marketing, branding, production support)
while What Pumpkin continues to work on game development.
We've done this so we can devote more of our time to the
development of the game. So what does this mean for you? In
short: we're working to bring Act 2 to the world as soon as
possible. With our new partner, it also means you'll be hearing
from us a lot more: look forward to regular updates, newsletters,
social media posts, and more exciting news in the coming weeks.
In the meantime, you're all invited to join our official Discord
server. We look forward to meeting you all there!
(And then there's a link to an expired discord server invite. Discord
server invites have an option to never expire, as would be
appropriate for permanent links on public pages, but they default to
expiring in five minutes, which may have happened here.)
Hiveswap: Act 1 was also retroactively edited on Steam such that
Fellow Traveller replaced What Pumpkin Games, inc as the publisher.
No announcement was made about this.
There have not been any regular updates, newsletters, social media
posts, or other exciting news in the following weeks. Or at all,
really. There actually hasn't been a peep out of Fellow Traveller
about Hiveswap at all, although they've been very aggressively
promoting their other games, like Paradise Killer. So this is not a
"partnership" that's born any fruit, as of yet.
September 2019: Pesterquest Launches
Pesterquest
Pesterquest is announced. It is another visual novel in the same
style as Hiveswap Friendsim, but this time focusing on the original
Homestuck characters, and not the Hiveswap universe. It is also a
direct sequel to Hiveswap Friendsim, in that you play as the same
character and the story starts immediately after the end
of Friendsim.
It is produced by Andrew Hussie and Cindy Dominguez, and directed by
Aysha Farah (of Snake Solutions). It will feature contributions by
many different people, including James Roach, Kate Mitchell, Sarah
Zedig, and Gina Chacon.
The game is developed by What Pumpkin Games and published by Fellow
Traveller. Pesterquest does not use DLC for chapters, but is sold for
$11.99 upfront ($4 more than Act 1). When it launched, only one
chapter was available; the rest were released as free updates,
preordered with the game.
The executive producers were Andrew Hussie and Cindy Dominguez. The
director was Aysha Farah. The audio director was James Roach, who
wrote every original track for the game.
[j0kSFWum_b]
bleaksqueak @bleaksqueak
Also yes in light of Yesterday's news, and the new PQ stuff, and
all of that, Hiveswap (ACT 2 ) is still being worked on. I am
personally working my butt off on it and can attest the rest of
the team is all buttless now too.
we're doing our best, but it's a small team. ty!
Sun Oct 27 00:45:42 +0000 2019
October 2019
Hiveswap: Act 2 Steam Page
On October 2019, the @whatpumpkin twitter account posted
an announcement:
[WD2E3ZQX_n]
What Pumpkin Games @whatpumpkin
Hiveswap: Act 2 Steam page is up! - store.steampowered.com/app/
1181840/HI...
Thu Oct 31 14:08:09 +0000 2019
The Steam page for Hiveswap: Act 2 was available, and there was a
trailer featuring the Troll Call characters. There were a few
gameplay screenshots, but the store page mostly consists of the
trailer video and character animations.
act 2 steam page
The game is listed as being developed by What Pumpkin Games, and
published by Fellow Traveller.
The steam page also promises that "Hiveswap: Act 2 is the anticipated
second entry in the four-part series of narrative adventure games
from the universe of Andrew Hussie's smash hit webcomic Homestuck."
and "James Roach and Toby Fox (creator of Undertale) return for
another genre-spanning original soundtrack."
The release date on steam is listed as "tickets available soon.",
which was probably supposed to be funny.
Bandcamp Changes
Without any sort of announcement, What Pumpkin (possibly in
cooperation with Viz Media) "reorganized" the official Homestuck
bandcamp page, making several major changes:
* Deleting all the track art
* Deleting many albums
* Grouping albums into less-expensive bundles
* Exclusively selling bundles and not albums
Originally they promised that any removed albums were temporary and
would be restored soon, but the removed albums were never restored.
Some of the original artists re-uploaded their Homestuck work on
their own channels, but some albums were permanently lost. This seems
to go somewhat against What Pumpkin's directive of preservation, but
they've made no comment about it.
The track art and original album organization would have been
permanently lost as well, if not for a hero's complete track archive.
Currently, the tracks from the Grubbles album are only available as
part of the Hiveswap: Act 1 OST, and they come with every copy. That
album is $4.13 (reduced from $7.99 by), price significantly reduced
from the original cost of $12.99.
Homestuck^2
Snake Solutions launches "Homestuck^2", an experimental,
semi-official^12, "dubiously canon"
fan-adventure-slash-story-continuation in the vein of other fan
continuations like Act 8 and Act Omega, only with Andrew involved.
It's produced jointly with What Pumpkin, but the writing and
production is done by Snake Solutions and their team.
According to their introduction, the comic is supported by Patreon,
with exclusive content available for Patreon backers:
This update comprises the "main" update for the month of October.
The next update posted to this site will be the main update for
the month of November. Additional *~*bonus updates*~* will also
begin in November.
What's this about bonus updates, we hear you ask? To find out
more, please make sure to check out our Patreon page! Pledging to
the official Homestuck Patreon is a great way to support the
independent creators behind the comic, and to get your grubby
little hands on some bonus Homestuck content that you won't find
anywhere else!
The Patreon label reads "Homestuck is creating Homestuck^2:
Beyond Canon".
This wouldn't be relevant to Hiveswap at all until a later
Patreon update:
December 2019: Freelance Rates
The Homestuck^2 Patreon releases a post titled "Freelance rates for
Hiveswap, Pesterquest, and future What Pumpkin projects increased for
all workers after success of Homestuck Patreon", which is written as
a kind of press release. It's mostly relevant, so I'm attaching the
whole thing:
The level of support for the Homestuck Patreon has been
overwhelming, and What Pumpkin couldn't be more thankful this
Thanksgiving. Fans want to support the independent artists behind
their favorite works, and What Pumpkin has gotten to business
making it happen.
In early November, What Pumpkin founder Andrew Hussie and the
freelance creative and technical team behind WP's projects agreed
on a significant increase in rates for the art, writing, music
and code that makes the expanding Homestuck and Hiveswap
universe possible.
Too often, the comics and games we enjoy - even big-budget
corporate media - are made in unhealthy and unsustainable
"crunch" environments. The direct support and generosity of
Homestuck fans helps to ensure better conditions for everyone.
"The point of the Patreon wasn't only to fund HS^2. There are
dozens of people working on Homestuck games and projects, and
almost all of them came from the fandom originally. So they're
spread across everything we're doing, like Hiveswap, Friendsim,
Pesterquest, and now HS^2, contributing art, writing, music and
programming. The Patreon is a good way for fans who love what
they're doing to contribute to their overall compensation outside
of game sales alone. Before the Patreon existed, there really
wasn't a coherent means of showing more support for the people
working on all this. Unless you wanted to buy multiple copies of
the games? Which I certainly don't discourage. But I thought
maybe we could come up with something better, which is also
attached to a cool new project. The better the Patreon does, not
only does everyone at the studio benefit, but the more you'll see
HS^2 start to pick up the pace," said What Pumpkin founder
Andrew Hussie.
"It was important to the Homestuck^2 team that fans' enthusiasm
and support was shared with everyone working with What Pumpkin,
and Homestuck's community has again proved itself the greatest
fandom around," said Homestuck^2 co-director Aysha U. Farah.
The workers that benefit from these contributions are active on
the following projects:
+ HIVESWAP: ACT 2 is the anticipated second entry in the
four-part series of narrative adventure games from the
universe of Homestuck. Hiveswap has something for you,
whether you're a dedicated fan or just now discovering the
fandom phenomenon.
+ Embark on a quest of epic importance in PESTERQUEST, a
grimsical episodic visual novel set in the darkly funny
Homestuck/Hiveswap universe. Dive deeper into Homestuck lore
in this rich visual novel with an unapologetically
irreverent story.
+ HOMESTUCK^2: BEYOND CANON is an official continuation of the
cult-classic webcomic Homestuck and a follow-up to The
Homestuck Epilogues, dropped as a major event in April of
this year. Homestuck 2: Beyond Canon takes a combination of
Andrew Hussie's original writing and plot outlines and
concepts and joins him with a team of new, diverse voices to
expand the compelling narratives of Homestuck's most (and
least) beloved characters.
2019 has been an incredible journey, with numerous releases for
our fans. With this support, expect even more announcements from
What Pumpkin in 2020 and beyond!
What Pumpkin is an independent studio founded by Andrew Hussie,
author and artist behind cult classic webcomic Homestuck. It
brings together a diverse team with a passion for telling new
stories in Homestuck and Hiveswap's vast universes and a love for
the worldwide community and culture that surrounds their work.
Obviously notable is the titular piece of news, which is that What
Pumpkin is paying people more based on the success of the Homestuck
Patreon. This means that the Homestuck Patreon isn't just supporting
Homestuck^2, it's supporting Hiveswap and What Pumpkin's visual
novels. It's good to hear those projects are still a priority, and
it's nice to get a chance to support the new games. And, of course,
that's the spin the press release puts on it.
On the other side of the coin, that means Hiveswap and the visual
novels are being funded by Patreon, which is disturbing. What Pumpkin
has, in fact, "gone back to the crowdfunding well", to borrow their
description of what they did not want to do.
After successfully funding the game three times over on Kickstarter,
What Pumpkin attempted a round of secret side-channel investments
(possibly more), and are now trying to tap into Patreon -- which is
now funding independent artists working on a new comic -- as a source
of funds.
April 2020: Pesterquest Ends
Pesterquest ends with a final volume that acts as a tie-in chapter to
Homestuck^2.
Despite the character name recognition and improved gameplay,
Pesterquest was significantly less popular than Act 1 or even
Friendsim, selling somewhere between 20,000 and 50,000 copies.
Writing credits were added as the routes were written. In the final
credits for the game Andrew Hussie had a single writing credit for
the first route. The other twenty-one writing credits went to other
writers. Aysha Farah, the game's Director, was still the most
prolific writer by far with six routes to her name.
During the game's lifespan, there were several odd, notable bugs that
came up during natural progression in the game. These were usually
fixed shortly after, but it did raise some concerns about quality
control and playtesting.
Pesterquest bugs
(This is what happens when you make a typo in the Ren'py game
engine. I'm speaking from experience here, although my experience
is of not making clownish mistakes and shipping a broken game to
thousands of people without testing your game, because I don't
not-even-do the bare minimum of quality control.)
It keeps happening
This point, early October 2020, is when I originally published this
article. The final summary was originally here, but I decided to put
future updates here, to maintain some chronological ordering.
Time keeps ticking on, and Hiveswap updates continue to slowly
drip out.
October 2020
Act 2 Trailer
[au-gJ8ZO_n]
Homestuck @homestuck
Sun Oct 25 20:12:59 +0000 2020
A new trailer is posted for Hiveswap Act 2. It opens with "years ago,
but not many" as a reference to how slow the development process has
been going, I guess?
Hiveswap Act 2 is delayed to November 2020.
Hiveswap.com is also updated with a more "streamlined" design. The
new design removes many links to other projects and independent
artists that were previously only accessible through the Hiveswap
home page, so all of that content is now inaccessible unless you have
a direct link already.
In the background, the entire whatpumpkin.com domain now
force-redirects to hiveswap.com, breaking innumerable important links
like this one and this one and that one.
New Troll
The new website also has a screenshot with this troll who has not
previously been seen in promotional material or as part of the Troll
Call. This is Fefsprites' fantroll Idarat Catlaz, in the game due to
them winning the comic contest. Nice!
November 2020
Fellow Traveller closes social
This message was posted to the Fellow Traveller discord server on 11/
01/2020:
Hey @Homestuck Traveller, we hope you're excited for the release
of Act 2 in November!
We wanted to give you an update on some business housekeeping.
As the release date of Hiveswap: Act 2 nears, Fellow Traveller
and What Pumpkin have made a few adjustments to our publishing
arrangement. What Pumpkin Games will be expanding its operations
to take a more direct role in player support for Hiveswap. This
means that going forward, any questions and concerns about
Hiveswap should be sent directly to What Pumpkin Games. Fellow
Traveller will continue to work with What Pumpkin as the
publisher of Pesterquest and Friendsim.
With these changes, we will be closing the Homestuck and Hiveswap
channels in our Discord. We will close the channels on November 9
2020, but What Pumpkin has created a new Discord to make sure you
can continue your conversations, memes and theories. Once
everything in the new Discord is set up, they'll be handing over
moderation to you, the fans. You can start making your transition
with this invite: https://discord.gg/krfzwma
The Pesterquest channel in our Discord will remain for discussion
of Friendsim and Pesterquest, and we'll have some news to share
there soon.
Keep an eye on What Pumpkin Games social channels for news about
future Hiveswap community projects.
Fellow Traveler announced that they would be shutting down their
discord channels for Homestuck and Hiveswap, so that What Pumpkin
could take a more aggressive role in managing community forums
for Homestuck.
The links for Hiveswap acts 1 and 2 were still on the Fellow
Traveller website, with no indication of any changes in publishing.
Act 2 Release Date
On November 15, the @homestuck twitter account uploaded this
youtube link:
[au-gJ8ZO_n]
Homestuck @homestuck
act 2 gameplay trailer
youtube.com/watch?v=x-TkWS...
Sun Nov 15 18:21:11 +0000 2020
They teased this especially hard, and promised that the release date
(which, again, was already announced to be sometime in November)
would be revealed at the end of the video.
However, instead of announcing this directly, they used YouTube
Premiere to delay the video and have a live announcement. The video
itself went live at on the 16th, a full day later.
Act 2's new release date is November 25, as announced on Twitter with
this screenshot of the youtube video.
[au-gJ8ZO_n]
Homestuck @homestuck
Hiveswap act 2 coming to a computer near you
[Em_Aek7XcA]
Tue Nov 17 00:16:15 +0000 2020
The body of the video itself is all gameplay footage of Act 2,
complete with mouse cursor a la YouTube LP.
There is also a new press kit for Act 2 with both Act 2 trailers and
gameplay screenshots.
Act 2 Release
Act 2 released on November 25, 2020.
If you want my reactions to the game itself, I made a (spoilery)
twitter reaction thread about it:
[CHzAlNzQ_n]
gio :) @giovan_h
ok #HiveswapAct2 reaction thread I guess
Thu Nov 26 03:48:20 +0000 2020
Show Thread
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: I got spoiled on this but there's no
credits on the title screen at *all* this time around, which is
weird. it's weird
Thu Nov 26 03:48:53 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: not sure if this is a "confusing game
mechanic" joke or just incredibly obtuse writing
[EnuHvxwWMA]
Thu Nov 26 03:50:31 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: wonder if the debug menu is still there?
i'll check after I finish the game twitter.com/giovan_h/statu...
Thu Nov 26 03:52:50 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: this animation is a bug. it has to be a
bug. this can't be what they meant to do
Thu Nov 26 03:55:35 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: when you switch characters they switch
places but not really. i am sure this can be used to
break something
Thu Nov 26 04:01:05 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: just found Chittr and I like it a lot. very
fun, only one obvious bug so far
Thu Nov 26 04:05:09 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: "xefros how come you don't have a jagged
white outline"
[EnuMJGnXEA]
Thu Nov 26 04:10:29 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: okay so the whole point of this room is you
need to find an item but when you "find it" it isn't added to
either character's inventory. it just sets an invisible flag. why
Thu Nov 26 04:18:42 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: okay so let's talk about UI design and
these buttons that give absolutely zero visual indicator which
one is currently selected
Thu Nov 26 04:37:09 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to muckbowrll: @bowrll he is a cutie
Thu Nov 26 04:47:05 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: the train platform background music bit is
a good gag
Thu Nov 26 05:01:21 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: they did this a second time. they skipped
two full items. i haven't picked up a single real item in the
game. do they know what an adventure game is? twitter.com/
giovan_h/statu...
Thu Nov 26 05:09:18 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: if marvus just brutally murders zebruh on
this station platform this game will be redeemed. i want that to
happen so bad you guys
[Enua10HWEA]
Thu Nov 26 05:14:04 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: i am so unhappy right now
Thu Nov 26 05:16:37 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: WHY WON'T THIS GAME GIVE ME ANY ITEMS.
THERE'S AN INVENTORY RIGHT THERE.
Thu Nov 26 05:20:56 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: ok so at this point my best guess is they
realized that writing item interactions is O(n2) and went full
panic mode. "no more items, ever again"
Thu Nov 26 05:32:54 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: the two genders
[EnuguXnXEA]
Thu Nov 26 05:39:04 +0000 2020
[lW02VThi_n]
transfemGnostalgic @nueclear333
so whats the consensus. act 2 good or bad
Thu Nov 26 05:50:33 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to nueclear333: @nueclear333 so far not great
Thu Nov 26 05:52:42 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: I have been given my first item of the
game. and it's gone. and we're back to fake items
almost immediately
Thu Nov 26 06:00:49 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: i am enjoying the phoenix wright bit
Thu Nov 26 07:02:58 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: oh I forgot to mention this back in the
yellowblood car but James Roach doing chiptune is James Roach at
his best, as always. really great stuff
Thu Nov 26 07:35:42 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to hamesatron: @hamesatron bee dance is fun
Thu Nov 26 19:18:26 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: Also going to take this magical moment
while it's still *literally a secret* who did any work on this
game to say I definitely feel like the writing took a big hit
since Act 1. It feels a lot worse and needlessly so.
Fri Nov 27 03:24:38 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: In a community that takes criticism poorly
and personally this is a rare opportunity to honestly criticize
the bad writing, so that's one silver lining to the obviously
incredibly lousy crediting practice
Fri Nov 27 03:28:10 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: okay if there's going to be a troll
brutally murdered on-screen and it *isn't* zebruh, after that
perfect moment earlier, I'm going to be so pissed
Fri Nov 27 03:42:25 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: without commenting on this one way or the
other I'm noting that Act 2 seems to push "lanque isn't trans"
Fri Nov 27 03:45:14 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: joey is perhaps the worst negotiator
in Hiveswap
Fri Nov 27 03:58:18 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: I'm not even going to complain about the
backtracking since it seems pretty confined to this one car
Fri Nov 27 04:06:02 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: this game is good actually
[EnzV49nXUA]
Fri Nov 27 04:09:54 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: ok nope I wasn't being too harsh about the
writing. good to know
[EnzXZmzWEA]
Fri Nov 27 04:16:49 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to rubs_juice: @rubs_juice The heart-to-hearts are nice,
but the unprompted scenes where both characters break character
and give each other wooden monologues about specific social
issues and political theory isn't doing it for me
Fri Nov 27 04:23:26 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: me: "wow the frowning joey is a really nice
touch of quality"
2 seconds later: "maybe she just loves buttons so much
she forgot"
Fri Nov 27 04:29:34 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: YOU HAVE TO PRESS THIS BUTTON SO MANY TIMES
. HOW DID NOBODY CATCH THIS
Fri Nov 27 04:40:32 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: hiveswap: "hey check out this really cool
cherub-themed spiral elevator we designed for the clown car"
me: "woah, neat! what does it look like?"
hiveswap: "...look like?"
Fri Nov 27 04:44:31 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: ah just warp the characters wherever and
hope the cutscene plays eventually. good enough for steam
Fri Nov 27 05:01:27 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: eh, just zoom in real tight. we're not
making TWO jpegs for this room, what are we, MADE of
development time?
[EnziZ1WW4A]
Fri Nov 27 05:04:49 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: "but sir, if we zoom in that tight, they'll
see the obvious artifacting around the--"
"CLEAN OUT YOUR DESK"
[Enzi7RUXMA]
Fri Nov 27 05:06:51 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: final boss was fine
Fri Nov 27 05:30:54 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: Okay, that's Act 2. Final thoughts:
THAT WAS NOT A VERY GOOD VIDEO GAME
Fri Nov 27 05:31:15 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: to summarize: the writing and gameplay both
took *big* hits from act 1 (writing most noticeably) and the
whole thing is plagued with QA issues that are just
kinda embarrassing
Fri Nov 27 05:36:58 +0000 2020
Act 2 Credits Outcry
When Act 2 released, people immediately realized something was wrong;
the game released without any crediting of any kind. The credits
button was missing from the main menu, there was no postgame credits
reel, and even the soundtrack DLC didn't have the artists listed.
[WLvl_H18_n]
Alienoid @AlienoidNovace
Okay but is anybody going to talk about why (Hiveswap Act 2
spoilers (I guess???)) uuuuuuuhhhhhhhhhhh
is anybody gonna talk about why there's no credits?? like, at
all?????? main menu, post-game, what??????????????
Thu Nov 26 19:00:29 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: I've had "Homestuck doesn't credit artists
properly" as a problem on my radar for a while now but this is
the most egregious thing yet
Thu Nov 26 19:33:50 +0000 2020
[MdXemXVg_n]
Homestuck Tech Support @yoitscro
Hiveswap Act 2 needs a credit section, just an fyi.
There's no reason why the artists who hauled ass aren't featured.
It doesn't matter if it's attached to Act 1; there are new people
or people who aren't apart of the team now, so like....that should
be part of an update.
Thu Nov 26 19:22:32 +0000 2020
[MdXemXVg_n]
Homestuck Tech Support @yoitscro
Replying to yoitscro: Artists and animators not being credited
are a big problem in the video game industry...let's...be better than
that maybe??
Thu Nov 26 19:26:10 +0000 2020
[UrHPwPOH_n]
sarah zedig! @hmsnofun
hot take but everyone who laid hands on a game should get credit
for the work they did. a central issues of labor organization in
entertainment industries 100 years ago was the right to be
credited! it's insane how many games eschew credit if you left
the team before it shipped.
Fri Nov 27 03:21:43 +0000 2020
[nk92eDWt_n]
BabyFawnLegs @BabyFawnLegs
Replying to giovan_h: @giovan_h it's really direly upsetting to
me that HS, of all things, can't be a model representation of the
labour ethics that are closely embraced by the independent
creators in its fandom
Thu Nov 26 21:13:45 +0000 2020
[1M2XeBOO_n]
dualitySimplified (DS) @simpleduality
Replying to RumpusFruity: @RumpusFruity you don't have to explain
that you laid off most of the people that originally worked on
the game if you don't credit anyone at all
Fri Nov 27 17:50:37 +0000 2020
After prolonged outrage on Twitter and Reddit, as well as targeted
review bombing on Steam, the new "homestuckteam" curiouscat account
posted this statement:
[MtL8ua-l_n]
teamstuck @homestuckteam
For those of you wondering about credits: in an effort to avoid
the targeted harassment that many members of our team have
previously experienced, the team agreed to only credit the studio
initially. More thorough credits will be patched in as launch
hype dies down.
Fri Nov 27 18:51:39 +0000 2020
Members of the Hiveswap development team quickly responded saying
that they did not agree to only credit the studio initially, and that
this tweet was a lie. Former members of the Hiveswap development
team, whose work was used uncredited, were also not consulted, and
agreed to nothing of the sort.
[sBUj4Zs2_4]
Shadolith @Shadolith
As someone who last worked with the Hiveswap team in 2018, I
wasn't contacted about this. I'm glad measures are being taken to
mitigate harassment, but an opt-out option would have been vastly
preferable to only being credited after the hype dies down.
Nov 27 13:25:00 +0000 2020
I also talked about this myself on twitter:
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: wonder if this is related to the weird ruse
of authorial homogeneity WP is is trying lately twitter.com/
giovan_h/statu...
Fri Nov 27 00:45:15 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: Homestuck has two distinct ways it
mishandled crediting and I'm honestly not sure which is at
play here
Fri Nov 27 21:22:56 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: This isn't really about harassment, and we
know "the team" DIDN'T agree to it. I don't believe for a second
they planned to EVER credit anyone until the blowback, either.
The only useful thing we can glean from this statement is WP is
still lying.
Fri Nov 27 21:27:04 +0000 2020
[CHzAlNzQ_n]
gio :) @giovan_h
Replying to giovan_h: From what I've seen, the "harassment" the
team experiences is mostly criticism directed at management and
writers, NOT the artists and animators by association, like this
absurdly suggests.
Fri Nov 27 21:34:37 +0000 2020
Suffice it to say, nobody bought that.
The game was silently patched with credits one day later, on November
28. Metadata for the credits page was actually in the game all along,
but the credits slide itself had been removed, indicating that the
credits functionality was implemented but later specifically disabled
for release. The soundtrack was not updated, and still does not
credit the musicians, although James Roach later posted the
credits himself.
[CHzAlNzQ_n]
gio :) @giovan_h
in case you missed it here is the Hiveswap Act 2 credits video
Mon Nov 30 00:12:27 +0000 2020
[onYuITrg_n]
James Roach @hamesatron
ok answerin a few questions:
here is a breakdown of the OST that i made a while ago
im not in charge of this so, grain of salt, but i THINK yes they
are planning to eventually put it on various streaming services
we will probably not be doing a robust OST commentary this time
[En294tvVcA]
Fri Nov 27 21:14:55 +0000 2020
No announcement was made on Steam or Twitter, nor was the "targeted
harassment" issue brought up again. A few entries on the credits page
were, however, left anonymous or pseudoanonymous. As was discussed on
Twitter, leaving credit entries anonymous or pseudoanonymous is an
effective way of handing this.
Act 2 Cut Content
Act 2 also had a significant amount of cut content, including several
minigames and entire characters who were heavily featured in
promotional material.
Charun promo Zebede promo Sirs not appearing in this game
One of the few remaining minigames, a bee-themed rhythm minigame, was
retroactively (and silently) removed from the game several days after
release. It was simply cut, and not replaced with any sort of
explanation. teamhomestuck made the following statement about this
when asked:
Q: What drove the decision to remove the bee minigame? I really
liked it :(
A:
We received reports that the bee game was a hard block for people
with certain mobility issues. Engineering solutions like a skip
button might've taken several more days to implement. We
preferred to get out an accessibility solution ASAP so we opted
to just remove it. But we'll consider our options about what to
do with it in the future.
We have had limited availability from a handful of people to take
care of urgent issues as they come up due to the holiday, so we
apologize for the delays.
Starting this week we'll take a good look at what improvements we
can make based on your feedback. Thank you all for your patience
and help tracking down the last few bugs since launch.
On twitter, they followed this with
[MtL8ua-l_n]
teamstuck @homestuckteam
Replying to homestuckteam: To reiterate, it is a weekend.
Typically, workers prefer not to work on the weekend, and we do
not want to demand our contributors put in excessive weekend
overtime. We chose a solution we could push immediately so people
with accessibility issues could complete it right now.
Sun Nov 29 23:52:49 +0000 2020
As I brought up at the time, just a few days prior, James Roach
himself tweeted about finding the bee minigame really hard. Then WP
said they were blindsided by accessibility needs and had to scramble
to make the game playable. I have a hard time reconciling those
two facts.
Either "the bee game was inaccessible because nobody told us" is a
lie or WPG is extremely dysfunctional. or both. probably both.
Also, WP turning around and framing this as "we're indie devs, people
are making unreasonable demands of us" is insulting and absurd given
they had ample time to do testing themselves but choose not to. But
"we are the victims of this problem we caused ourselves" seems to be
the go-to line from WP
Despite their implication that fixing the accessibility issue was an
urgent priority that would almost be enough to drive them to work
over the weekend, the bee minigame would not be fixed until
2021-01-14, when the game was patched with no update description on
steam and no announcement on social media.
Key reselling scheme
On November 30, @homestuck made an announcement:
[au-gJ8ZO_n]
Homestuck @homestuck
If you haven't already bought your HIVESWAP: ACT 2 Steam key,
consider purchasing it directly from our website:
whatpumpkin.com
Mon Nov 30 21:55:58 +0000 2020
[au-gJ8ZO_n]
Homestuck @homestuck
Replying to homestuck: Steam allows developers to keep 100% of
their cut for keys distributed through their own storefronts, so
if you buy from our site, we'll use part of the money we're
saving on platform fees for charity instead.
Mon Nov 30 21:55:58 +0000 2020
[au-gJ8ZO_n]
Homestuck @homestuck
Replying to homestuck: Through the end of December we'll be
supporting these charities:
blackdisability.org
secure.actblue.com/donate/novchar...
digdeep.org
We'd be glad to hear from you about what causes you'd like us to
support in the future.
Mon Nov 30 21:55:58 +0000 2020
Although the announcement does not specify the cut What Pumpkin is
claiming to give to charity, the web page linked says 10%. This is
only a third of Steam's 30% cut, so What Pumpkin actually makes 128%
percent of their usual profit when you buy from their site directly,
even though they're giving a cut to charity.
(Although December came and went, it is unclear whether the 10% cut
is still going to charity, or if What Pumpkin is pocketing the full
amount. The storefront page has not been updated to reflect a change,
but this could be in error.)
While Steam does provisionally allow key selling, they explicitly
reserve the right to deny keys to developers who misuse keys in
various ways. Steam may take action against What Pumpkin for
explicitly working to cut Steam out of the loop and keep them from
getting their fee, although they have not done so yet.
January 2021
I wrote the Debacle article with a report on new allegations about
The Odd Gentlemen and what happened during that timespan. What
Pumpkin later confessed to several of the allegations broken in
this piece.
February 2021
Psycholonials
Andrew Hussie began publishing promo materials for a new project.
This would turn out to be a new episodic visual novel called
Psycholonials, apparently unrelated to Homestuck or Hiveswap. (This
didn't stop the official Homestuck Twitter account from promoting it
, though.)
[CHzAlNzQ_n]
gio :) @giovan_h
I was just handed a note saying "Psycholonials is going to be
episodic" and fell over, dead
Fri Jan 22 06:35:54 +0000 2021
Psycholonials gameplay screenshot
According to a schedule on the Psycholonials web page, the ninth and
final episode is scheduled to release on 4/20/2021. At this point
there is not an expected date for Hiveswap acts 3 and 4, nor is there
a schedule for Hauntswitch. Psycholonials, however, will be fully
published within two months.
(At time of writing I have not played Psycholonials and have no
particular comments as to its content. If I do play Psycholonials any
comments I have about its content are probably not relevant to the
history of Hiveswap anyway.)
HS2 Patreon Cancelled
Homestuck^2, the comic, had been on an announced hiatus since
December 2020. According to the team,
We're taking a bit of a break to recharge and refresh, and to do
some reshuffling of tiers, update schedule, and bonus content.
The hiatus had no planned end date and it continued through February.
On February 11th, the previously discussed Homestuck Patreon posted
an announcement from Andrew Hussie. This long post blamed misogyny,
transphobia, racism, "internet bullying", and "large segments of the
fandom" for the general failures of Homestuck^2. Ultimately, this led
up to Andrew cancelling Homestuck^2 as it currently exists and ending
the Patreon funding model. Homestuck^2 will now be posted all at once
when the comic is finished. There is no estimated schedule for this.
This post also did not address previous assertions on behalf of HS2
that the serial format was intentionally chosen and a strong part of
Homestuck^2 as a work.
The Homestuck^2 website was also updated to remove the "news" section
and replaced the "About" page with the single blurb:
Homestuck^2 is an officially commissioned story which explores a
continuation of the narrative after the events of The Homestuck
Epilogues. It began in October of 2019 and updated regularly for
about a year until it was paused indefinitely. The creative team
is now being commissioned to finish the story privately. All
content will be posted here at once when the story is complete.
According to the post, it will be funded by "previously saved Patreon
funds". It seems unlikely that there is a vault of Patreon money that
could fund the rest of the comic by itself, but notably absent is any
sort of financial support from What Pumpkin.
April 2021
On 4/12/2021, one day before 4/13, Homestuck Inc.'s "Hauntswitch"
trademark was marked as abandoned with no use statement filed.
Act 7 Answers
Update #36 (Backers only)
On 4/13/2021, seemingly in response to a video essay that includes a
summary of my Hiveswap research, the Hiveswap Kickstarter posted
Update #36, for backers only. It is a very formal document that
addresses some of the accusations made about Hiveswap development.
(On the same day, What Pumpkin threatened the video itself with legal
action of some variety, as they are known to do. As of writing,
neither What Pumpkin nor anyone claiming to be associated with it
have contacted me about inaccuracies, discrepancies, or "libel" in
any of my articles or research. What Pumpkin still seems unwilling to
directly accuse me of any misconduct, but does seem more than willing
to slander me behind my back.)
[DEL:It appears to have not been written that day as a reaction to
the video, but rather something What Pupmkin had on file as a nuclear
option, in case they were forced at figurative gunpoint to be
transparent to backers.:DEL] Andrew later confirmed this:
From my perspective, it seems like backers only began to get
transparency after [the Sarah Z video] came out, which seems
a bit odd to me.
I think there's an implication behind this statement which I've
seen a few times in other places. Which is something like, if WP
was able to respond so quickly after [the video] with a new
Kickstarter update sharing that information, why not just share
that information a long time ago, which could have theoretically
averted a sitaution like this?
The answer is that the recent backer update really wasn't as
trivial as it seemed. It was more of a measure of last resort. WP
had a post like that on file, which is why it was able to be
posted pretty quickly. It was just somewhat edited to suit the
purpose, and address some of the specific claims. More thorough
accounts like that have been prepared in advance to post in case
anything unforseen happened, examples being like, if TOG began
sharing some distorted version of events, or if Gio and his
accomplice started doing really insane stuff instead of just
posting misinformation on a low-traffic blog. A backer update
like that was a measure of last resort because posting it at all
carries risk.
The first half of this is a confession. "Yes", Hussie says, "we had
this information available in a form that was ready to be shared to
Kickstarter backers, but we withheld it because we really didn't want
to share it. We weren't planning to ever admit to any of this, and
the video -- not our obligations -- is what forced us to."^13 I don't
need to tell you how far this project has devolved from "weekly
backer updates", do I?
In an email between Sarah Z's management and WP President and CEO
Cindy Dominguez, WP claimed that posting this required WP to "invest
significant time and resources into combatting [disinformation]", and
that they "may need to pay thousands in legal fees in the process of
reviewing the necessary documentation related to our settlement", but
this later turned out to be mostly bogus, as Andrew mentioned above.
This almost feels like low-hanging fruit at this point, but I'm just
going to note here one more time that Andrew Hussie is saying here
that they intentionally withheld information from people who were
entitled to it in order to make a profit off that deception, which,
among other things, is an actual dictionary definition of fraud. And
that's not even something I'm going out on a limb and accusing them
of, that's what they're saying here! That's their excuse! At the risk
of editorializing here, that's astonishing.
Then there's a personal attack against me and my work (mixed in with
a thorough misunderstanding of how journalistic sources work) and
offhand remark that there are even more transparency reports that
have been pre-prepared, but WP is still choosing to withhold. It ends
with a mention that "posting it at all carries risk." I'll talk more
about this "risk" at the end of the blow-by-blow, because "risk" is
something the announcement touches on too.
Let's get directly into the content of the Kickstarter update:
Over the years, a lot of misinformation as well as deliberate
disinformation has spread around about the history of Hiveswap.
The purpose of this post is to clarify these matters for backers
who've been wondering what the truth is.
The post talks here for a bit about George Rohac, WP's former
Director of Business Development (as of Namco High). (I'm not sure
why they choose this moment to involve him, but they do.) I went back
and included this information with the campaign details.
Then we get some detailed financial numbers from the Kickstarter
campaign. For the first time, although the campaign was nearly a
decade ago.
The crowdfunding campaign finished out at a gross total of
$2,485,506, as well as a gross total of $207,930 from PayPal
pledges. But because of platform fees, as well as the costs of
producing and shipping merchandise to backers of the campaign,
the effective budget was significantly lower than the gross
pledged total
Budget spreadsheet
This finally, for the first time, confirmed the actual total amount
of money raised by the campaign: $2,693,436. This chart also includes
detailed breakdowns of platform fees and merch costs, which leaves
$1,627,004 in the game development budget, before taxes. This matches
the number this article reported.
After determining the final budget for the game, What Pumpkin
signed an agreement with the contracted game company (hereafter "
[TOG]") to develop Hussie's game concept. WP and [TOG] entered
into a development contract on November 30, 2012, shortly after
the conclusion of the Homestuck Kickstarter. WP paid $788,000 to
[TOG] in late 2012 for development.
They won't mention the name "The Odd Gentlemen", for some reason
(likely the settlement), but we get more details about the contract:
$788,000. This is exactly the number in ipgd's story, confirming that
much. They don't confirm where the rest of the money went at this
point, whether it was set aside for future Hiveswap work or simply
added to regular Homestuck operating funds. This is an odd thing to
leave ambiguous, for reasons which will come up later.
But then we get to the real meat of the story. What Pumpkin addresses
the allegations that TOG did contract work on the Homestuck comic,
specifically Act 7.
Because there was an understanding that delivering the complete
game development documents would take some time, during which it
would be difficult for [TOG] to make meaningful progress on the
Hiveswap game build, [TOG] inquired about getting involved with
other Homestuck-adjacent projects to do immediate work. WP let [
TOG] know about the Act 7 animation plans. With an assurance that
this work could be done in parallel with a flexible timeline and
would not impact the development cycle of Hiveswap itself, Hussie
and What Pumpkin saw this as a good opportunity to establish a
working relationship with this organization prior to the start of
development and agreed to contract [TOG] to do animation work for
the Act 7 project.
WP and [TOG] agreed that this project would have a separate
budget from the Hiveswap Kickstarter money, paid for from WP's
regular operating funds. As the existence of this animation
itself would not be revealed until its release in 2016, this was
not publicly announced at the time. [TOG] and the lead animator
on the project specifically requested not to be credited upon
release of the animation.
What Pumpkin unequivocally states they secretly contracted TOG to do
significant work on Act 7, but claim that the funds used were
separate from the $788,000 game contract. Instead, they claim the
money used came from "regular operating funds", which they imply does
not include any of the other money raised from the Kickstarter
campaign. Oddly, this is merely implied; the word choice used is
weirdly ambiguous about this, given its importance.
What Pumpkin also claims that the reason TOG's involvement was kept a
secret was that TOG specifically requested that the studio not be
credited. They don't say when this request was made, which is
extremely significant. They're implying that this request was made
around 2013, before the unpleasantness and settlement, but it is
entirely possible TOG made this request nearer to 2016, not wanting
to be publicly involved with WP because of the painful legal battle,
or even due to the terms of the settlement.
Hussie initiated the "Megapause" on April 14, 2013 in order to
devote his full attention to finalizing the Hiveswap development
documents. What Pumpkin soon provided its story documents so that
[TOG] could formally begin core systems development. ... In 2013
following receipt of WP's deliverables, [TOG] enthusiastically
assured WP that it was positioned to begin development.
Now we get back to the design documents. What Pumpkin says here that
the "story documents" were provided sometime around April 2013, and
WP submitted the deliverables in 2013, as opposed to the previous
estimate of October 2014. This... can't be correct. We know WP hadn't
completed all of the Hiveswap deliverables by 2013 by WP's own
account; Andrew posted that the documents weren't done in Update #15
on June 2014, making that the earliest possible date they could have
been submitted. Either this 2013 number is false or one of those
earlier updates was.
The Prototype
[TOG] would deliver its first prototype in early 2014. [The
attached prototype] was sent to WP on 2/18/14. At this point, it
was becoming a significant concern among backers that WP had yet
to show proof that the game was being made, so WP was looking for
any sort of tangible progress update from [TOG] that was suitable
to share with the public. But Hussie and WP found the quality of
the prototype somewhat alarming, and decided that sharing any
shots from the game would only cause embarrassment for [TOG].
Here we get the astonishing: a playable build of the legendary broken
2014 prototype. It is indeed not very good, and it's entirely
understandable that What Pumpkin didn't release any gameplay
screenshots or footage at this point. Also, this is just generally a
really cool artifact to have.
Prototype screenshot: room Prototype screenshot: words
The prototype build is essentially as advertised.
HiveSwap_1stPlayablePrototype.exe is a stock 3D unity game where you
can move a t-posing Joey around in an untextured room and examine a
few objects. There are a few conversation stubs consisting of fixed
camera angles with placeholder text. There's no pathfinding, so
trying to move to certain objects gets Joey stuck on geometry and
softlocks the demo.
Under the hood, the demo seems to be written entirely in Adventure
Creator for Unity, a Unity asset store toolkit that advertises itself
as a way to "Develop a 2D or 3D adventure game in Unity without
writing a line of code."^14 The code itself has class names like
KickStarter, so it's possible this version was more of a
proof-of-concept than a serious base game the developers meant to
iterate upon (especially given the presence of Adventure Creator).
There is a surprisingly robust menu system with a save/load system,
but I suspect this is Adventure Creator built-in functionality,
rather than work done specifically for this demo.
Back to the announcement, WP then repeats the claim that TOG didn't
end up improving on the prototype or producing a good game which, at
this point, is pretty much established.
There's an email here from part of a chain trying to coordinate an
office visit:
May 15, 2014 - from [TOG] to Hussie
That's awesome about being on the west coast. It'd be great to
have you come to the studio.
Dev has slowed a bit on our end, as we wanted to take a step back
and really evaluate what was needed and the best way to achieve
the features that have been coming online in the docs. We're
continuing to break that all down so we can build and plan most
effectively moving forward. We also wanted to find some simple
formats for input from your writing team for dialogue content and
are getting that squared away.
The best time to come by would actually be right after E3. Things
are a bit nuts until then.
Here TOG apparently admits that development progress has been slow,
claiming that the work was spent more on design. They also mention
that they're extremely busy due to E3 (presumably with Wayward Manor,
based simply on the date) and ask to postpone the visit. They
continued postponing visits from Hussie and representatives
through August.
TOG produced the concept art from Update #15 over the summer. Update
15 focused on the art and design rather than detail the
development troubles.
And then the document suddenly and abruptly changes gears. Remember
Act 7? The secret contract for Act 7's back, and we're shifting gears
to aggressively defending that choice and keeping it secret. I'll let
them make their case:
There was no indication from [TOG] that the Act 7 animation
project was in any way in conflict with Hiveswap development. [
TOG] was enthusiastic about taking on this project, and bidded
against other animators for the contract. They saw it as a useful
tie-in to concept art work on Hiveswap, as [TOG] leadership
conveyed in an email to WP in early 2013:
It was great chatting with you. We've been running through
this and we think we have something that will work well
for everyone.
We're with you and totally want to make this something that
has way more legs than just the animation -- though, of
course, we want that to stand alone as something incredible
and work as a fantastic lead in to the game using this
same style.
To that end, what we think works best is that with this
animation not only will me make an amazing finale, but we
will also utilize this time to fully define and lockdown the
style of the game while using this added conceptual time to
increase the overall fidelity by defining pipelines and
getting a head start on all of the art
WP also does not have any reason to believe that the Act 7
project in practice created a conflict that was not disclosed by
[TOG] to WP. Act 7 was a 2D animation project, and Hiveswap at
the time was a 3D game, so it did not pull [TOG]'s programmers or
3D artists away from work on Hiveswap. [TOG] never mentioned the
development needs of a separate project at all to WP, or cited
any such reason as distracting from work on Hiveswap; [TOG]
instead repeatedly provided WP with various assurances that
everything was still fine with Hiveswap.
Had [TOG] communicated that they had scheduling conflicts or some
other impediment preventing them from developing Hiveswap, WP
would have terminated the contract even sooner.
So that's their story. The Odd Gentlemen worked on Act 7 (according
to WP, with funds that are implied not to be from the Kickstarter),
but What Pumpkin thinks this didn't create a project or conflict.
Since Hiveswap and Act 7 required different skillsets, TOG could
divide their staff between the projects without under-staffing
either. And, had TOG experienced a conflict and told WP, WP says they
would have cancelled the contract. (They don't acknowledge how this
incentivises TOG to keep news of problems from WP, though.) Even
today, with the benefit of hindsight, WP doesn't believe there was a
conflict or distraction.
One obvious oddity with the idea of avoiding conflicts and doing both
jobs together: earlier in this same update, one of the reasons Act 7
was an appropriate contract was because they knew it would take time
to get design documents together. If the goal was to have two teams
working together, working on Act 7 and idling until the design
documents are ready doesn't accomplish that.
One thing to note in that quoted section: there were, in fact, plans
to coordinate the Act 7 animation with Hiveswap, somehow. It's
unclear exactly how this would have worked, but this matches details
of the original Act 7 allegation that Act 7 was meant to be more
tightly related to Hiveswap than what ended up happening.
Next the update summarizes the termination of the agreement with The
Odd Gentlemen and the establishment of the WP NYC studio. There's not
a specific reason given here, other than Hussie presumably being
dissatisfied with their performance and responsiveness, as previously
mentioned. This was around the time of Update #16.
What Pumpkin says "at this point, negotiations were very amicable",
but implies that recovering the unused money from the contract was
surprisingly difficult. They don't go into detail about this at all,
presumably due to legal obligations. They do specify, though, that
the funds recouped were much less than they originally expected.
What Pumpkin then says that the NYC studio ran into trouble because
it was established with the expected budget, but TOG ended up
returning less than the expected amount.
The WP NYC project manager had designed the schedule based on the
good faith presumption that most of the development funds would
be recouped. When it was finally revealed the return was far
short of what was expected, and the repayment plan could in no
way keep up with the schedule as currently drafted, it threw the
project into a period of chaos as plans were quickly redrawn. The
length of Act 1 was slashed, and other modifications were made to
try to fit the rest of Act 1 into the newly shortened runway. But
in the end, the revisions still weren't enough to save the game
as it existed, and the studio needed to be closed in order to
reserve what funds remained to finish the project in some form.
This may have come across as a sudden or spontaneous decision.
Part of this is because the WP NYC senior staff and WP ownership
were doing everything in their power to save the project,
including injecting WP regular operating funds into the project,
until it was determined that going any further would be
disastrous for the future of Hiveswap. Another is that WP was
legally unable to give any detailed disclosures about the
financial troubles, even to many of the WP NYC staff.
The way this is described, upper management had an understanding of
the problem in advance. But why were the employees blindsided? Why
were backers? What of the horror stories of people getting fired and
losing healthcare? What Pumpkin pins the blame on... the TOG
settlement, the details of which are still secret.
They then claim that they were originally going to re-open the studio
(if they could put together a new budget). It should be noted here
that while the studio was meant to be frozen, the staff was really
truly fired, not put in any sort of limbo. But the re-opening itself
ended up not happening because... an employee was ambiguously bad?
It should also be noted that originally the NYC studio was not
going to be permanently closed, but only frozen for a
reassessment of the project. But during this freeze period, there
were some dramatic events. One staff member behaved in a
destructive and threatening manner. ... This version of the project
was then abandoned for many reasons, including these events.
There are really no details here for me to even comment on, but this
is... just an odd thing to partially attribute the studio closure to,
no? I'd be interested in hearing more about this, although I realize
that's highly unlikely due to the potentially personal nature of
the issue.
Next, we get an explicit response to the various accounts that the 3D
Acts 1 and 2 were shippable and in-progress, respectively:
Some misinformation claims that at the time the WP NYC studio was
shuttered, its iterations of Act 1 and 2 were complete. This is
wrong. Act 1 was very far from a shippable state and absolutely
no work on Act 2 had been completed besides some concept and 3D
art. Here you can see a video documenting one of many major bugs
with critical path progression in the final build produced by WP
NYC, where it becomes impossible to re-focus on the Simon Says
toy if Joey fails and then exits out of the puzzle: Link
That response is a resounding "no they weren't." The footage linked
shows a near-playable version of the game, but there are still
clearly missing text labels and game-breaking bugs. This is clearly
not ready to ship, and they were right not to. There is, however,
most of a game here, it just needs more work. But it seems that the
claim "at the end of 2014 the first act was in a shippable state" was
at least an exaggeration. Likewise, the "Act 2" being worked on would
not have been comparable to the current Steam release of Act 2, but
would look more like the second half of Act 1.^15
To WP's knowledge every artist whose work was used in the final
release of Act 1 was included in the credits. The final version
of Act 1 was in large part built off concept art and storyboards
drawn during the WP NYC era, and many of the artists who made
them continued to work on the team that produced the final
version of Act 1; the roadmap for the completion of Act 1 was
specifically planned because WP had determined that the existing
2D concepts could easily be refined into a final product that
would both be visually appealing and more economic to produce.
Unfortunately due to the transition to 2D WP no longer had a
place for the 3D artists or the original 3D engine, and all of
those assets were dropped. They were not used as a basis for the
finished assets in Act 1, and visual similarities to WP NYC 3D
assets are due to the fact that final Act 1 assets are in large
part refinements of the original concept art. Any artist whose
work was used incidentally was included in
Additional Contributions.
This appears to be a direct response to my criticism of Act 1's
crediting. There's a lot here: implicit dismissal of the artistic
legitimacy of design work, how many 3D resources match up exactly
with the final game except with a style shift... Most obviously it
directly contradicts Update #22, where What Pumpkin says the WP NYC
team produced a stockpile of 2D assets that were used in the 2D
version. In the middle of this very paragraph they explicitly say
that some 3D concept art, storyboards, and 2D assets made by people
who didn't stay at the company is in the final game.
What Pumpkin makes the claim that they credited all the incidental
artists, but I've spoken to ex-WP employees who have told me,
straight-up, that their work was used or traced but they aren't named
in the credits. I can't force you to believe the people instead of
the company, but that's just not what I've heard. I've spoken to
multiple people who directly testified that they weren't credited for
their work or offered a position at the new company. If they're all
to be believed, What Pumpkin is simply lying here.
As an addendum, WP has identified the primary source of a
disclosure to a well-circulated document of the Hiveswap
development process. WP has been aware of a pattern of false
claims this former employee has made since the end of their
employment at the beginning of 2014. As this individual was not
present during the end of the development contract with [TOG],
nor the WP NYC development period, all of the information they
have shared is based on speculation and conjecture.
I believe this person to be my primary source for the Act 7 article.
According to What Pumpkin, this is a disgruntled ex-employee who left
the team in early 2014, meaning anything they said later than that is
speculation. In addition to the obvious -- that a whistleblower
doesn't like the practices they're whistleblowing -- this would mean
they were not privy to the events of 2014 or later, making anything
they said about that only semi-informed speculation.
This makes sense. For instance, "Act 1 was in a shippable state at
the end of 2014, and Act 2 was nearly done" turns out to probably be
incorrect, as mentioned above. The source was wrong about this, but
exaggerated to make What Pumpkin look as bad as possible.
That being said, they made significant claims (TOG working on Act 7,
for instance) that this very update confirms. I'm editing the article
to note the additional unreliability, but the source's contributions
cannot be entirely discarded.
At this time, WP does not wish to invite more controversy into
the lives of anyone previously involved with this project, and
considers these matters to have been resolved long ago.
These matters should have been resolved long ago. This is ancient
drama, and the fact that it took what it did to get this level of
transparency is shameful. Instead I've gotten threats and targeted
harassment by the core team over simply acknowledging the history.
The drama around Hiveswap and Hauntswitch is kept alive by What
Pumpkin, and no one else.
Since preservation of the project was the primary responsibility
to the backers, making destructive disclosures that put the
project at risk along the way would have been at odds with
that responsibility.
Here's that risk again. This makes it very clear: the risk What
Pumpkin fears is to the company, to the "Hiveswap project".
Transparency creates risk to the project, because the facts about
what What Pumpkin did and does is so hideously bad. What Pumpkin
isn't willing to do right, or meet basic obligations, or just
generally be decent to the few people who actually like it. It's too
far gone, too committed to itself to do anything. The only thing left
for it to try to manipulate is the optics of the situation. Somewhere
the goal became to lie and omit for personal gain. This is the goal
that any truth poses "risk" to.
What Pumpkin:
It's not true that your primary responsibility is to the preservation
of the project. It's not true that your primarily responsibility to
the fans who funded your project was to ensure your own survival
first. Your responsibilities are not to the company, they're to
people. Listen to yourself. Keeping the "project" alive and saving
face was not worth the expense of your own artists and employees. You
say disclosing what happened would have been "destructive"? That the
thing that put the Hiveswap Kickstarter at risk would have been the
disclosure? You're seriously ending this update by saying you did
everything right? That you made all the right choices?
Well look how that turned out.
All in all this is an astonishing press release (is it a press
release if it's labelled as for backers eyes only?); perhaps one of
the ballsiest things WP has done. It simultaneously says that some of
my claims were lies (even legally actionable!), admits that they did
many of the things I claimed they did, and insist that it was fine
and good that they did all of them.
I don't feel that it's professional to mix my personal frustrations
in with my main research, but I will stoop to reacting to some of the
attacks against me in this brief, clearly-demarcated aside.
There are no actual allegations that I engaged in any sort of
misconduct, just deliberately hazy name-calling, so there's very
little actual work for me to do here. The emails I've quoted here
contain numerous personal attacks on me, describing an "antagonistic
fixation" and "persistent invasiveness" (mirroring Aysha's attempts
to brand me a "stalker"), which as far as I can tell all only
describe this article and the accompanying research, despite the
words designed to conjure an image of a dangerous madman.
Further, the Kickstarter announcement itself does its best to make it
sound like this post was me somehow being hoodwinked into
regurgitating slander against WP, which is simply false. I have
always presented my source's claims as-is, and encouraged readers to
take everything here with healthy scepticism. Claims and established
points of fact are different, and I am careful to always treat them
as such.
Nor will you find some sinister accomplice plotting with me to
"maximize the damage done to What Pumpkin, truth be damned". I set
out to write, contacted potential sources, and interviewed some about
topics they had specific knowledge of. In the process I came into
contact with other people interested in the project, who I gladly
listened to. I probably don't have to remind you of this, but the
"hoodwinked fool" and "devious accomplice" narratives -- both of
which are real lies WP tried to tell! -- are obviously contradictory,
but that didn't bother them.
Between this and Aysha's harassment efforts, people from WP just keep
trying new accusations as if using big enough words will somehow make
a phony accusation true. Maybe that's just your instinct when you're
a fiction writer; you just keep trying to come up with new phrases as
if the right combination of words will change reality. This is
not so.
Honestly, Andrew Hussie himself, a man who has spent the last 6 years
losing all credibility, trying to attack mine. It's astonishing
stuff, but unfortunately typical of people with misconduct to hide
who are desperate enough to resort to thuggery.
Andrew quits Homestuck
On 4/20/2021, the What Pumpkin website was silently updated. No
announcement tweet was made, no email or other announcement put out;
the text was simply edited into the website. The content of the
announcement was also not part of the Kickstarter update a few
days prior.
In early 2020, Hussie officially left What Pumpkin to work on new
projects unrelated to Homestuck. In the time since, they
completed a new project called Psycholonials. The final chapter
of this visual novel was just posted today, and is available on
Steam and mobile platforms. While Hussie still retains ownership
of the Homestuck IP, they decided last year to fully discontinue
their creative involvement in any future Homestuck projects, and
instead plans to continue independently developing more projects
like Psycholonials.
This announces that in "early 2020" (a full year prior), Hussie
"officially left" What Pumpkin. It's not entirely clear what
"officially" means in this context, since it was done without
announcement and kept secret for a year. Hussie still "retains
ownership of the Homestuck IP", but has discontinued "creative
involvement" in "any future Homestuck projects."
The "early 2020" time period mentioned may be May 2020, when
"Hiveswap" was transfered from What Pumpkin Games, inc to Homestuck
Inc. Andrew Hussie still personally owns the "Homestuck" trademark,
as the site says.
This leaves a lot very unclear. Is Andrew to be involved in the
completion of Hiveswap or Hauntswitch? Are they considering the two
games to be a "future" project or an old one? Will the Viz hardcover
book collection continue, or is Hussie refusing to finish the
commentary? Who is in charge of What-Pumpkin-the-company now, if
Andrew left? Cynthia Dominguez, the other co-founder? Aysha Farah,
who does at least still work there? These questions are
conspicuously unanswered.
Despite having supposedly What Pumpkin and quit Homestuck circa May
2020, Andrew made the Future Approach to Homestuck^2 post on the What
Pumpkin patreon account, signing it by name in February 2021. In the
post he repeatedly describes himself as the executive in charge of
the project, and personally dictating the future direction of the
project: both in form and in content.
A few notes have filtered in about the commentary, but no official
announcement has been made. Viz lists the Homestuck collection as
being a 6 book set, with all six books published, even though that
collection only covers Side 1 (only about 50% of the comic). A few
people who contacted Viz directly (myself included) got answers like
"At this time, we do not have any news regarding other future
releases of Homestuck" and even one time "The 6 book set covers the
entire comic", which is of course false. I have emailed Viz myself
asking about this, but have yet to get a response.
---------------------------------------------------------------------
Whew.
(This is the original conclusion to this article, written
October 2020.)
This brings us to the time of my writing this article, early October
2020. So, what's the state of the Hiveswap?
The Kickstarter obligations still aren't fulfilled. At the very
beginning of this article, I explained how Kickstarter projects are
legally obligated to "make every reasonable effort to find another
way of bringing the project to the best possible conclusion for
backers." Knowing what we know now, let's see if Homestuck has
done that.
According to the Kickstarter Terms of Use,
A creator in this position has only remedied the situation and
met their obligations to backers if:
+ they post an update that explains what work has been done,
how funds were used, and what prevents them from finishing
the project as planned;
+ they work diligently and in good faith to bring the project
to the best possible conclusion in a timeframe that's
communicated to backers;
+ they're able to demonstrate that they've used funds
appropriately and made every reasonable effort to complete
the project as promised;
+ they've been honest, and have made no material
misrepresentations in their communication to backers; and
+ they offer to return any remaining funds to backers who have
not received their reward (in proportion to the amounts
pledged), or else explain how those funds will be used to
complete the project in some alternate form.
This reads as an almost comical list of the exact opposite of how
MSPA has handled the project. From the top, What Pumpkin
* did not post the promised regular updates explaining what work
had been done, and was incredibly secretive about how money was
spent to the point of making people sign NDAs about it, and
actually signed a settlement with an NDA requiring them not to
post updates that explain how funds were used
* chronically failed to communicate with backers about the
timeframe of the project, which is currently delayed
indefinitely, and are currently 8 years overdue and have only
produced 1/4 of the promised product
* seem to have used their funding inappropriately, and publicly
announced that they are not making the expected effort to
complete the project
* lied about key parts of the project repeatedly and made multiple
wilful misrepresentations about the game and their intent
* refuses to give refunds and refuses any accountability about the
project's budget and financial history
Kickstarter seems to agree that this project has utterly failed to
meet its obligations. According to correspondence I have with
Kickstarter, Andrew Hussie is in bad standing for failing to deliver
or communicate about the project, and has been banned from starting
more Kickstarter projects. (As previously mentioned, he may have
intentionally circumvented this.)
Okay, I'm with you, what else?
Fellow Traveller committed to "managing all of the business bits"
(marketing, branding, production support) so What Pumpkin can focus
on game development, but Fellow Traveller didn't get a chance to do
any of that before they bowed out, leaving Hiveswap once
again self-published.
Viz does have publication rights for the original comic, and the
Kickstarter project owes people full copies of Homestuck, and I
haven't seen those two facts reconciled anywhere. I sent them an
inquiry about this for the article but Viz declined to reply. Viz'
involvement is especially dangerous because they haven't ever
formally taken responsibility for the Hiveswap project or provided
Hiveswap with any resources or support, but instead directly
interfered with its production.
Andrew Hussie, What Pumpkin, Viz Media, Snake Solutions and the rest
of the Homestuck team were all working on new projects: the Homestuck
books, multiple visual novels, Homestuck^2, new music albums, and
more. Burning through a laundry list of new legal entities doesn't
change that all of these new Homestuck projects were greenlit by
Andrew, were launched after Hiveswap, and are being worked on instead
of Hiveswap, which is the only project that actively owes people
content that's already been paid for.
It's like if you had pre-ordered Half Life 3 for several hundred
dollars in 2008 along with thousands of other people, and Valve just
kept the money and worked on other projects instead. In fact, dare I
say it, it's like taking money set aside for one game and spending it
on another, leaving the funders with scraps and a bunch of guarantees
you don't intend to deliver on. Transparent misconduct that at least
borders on fraud.
And then, of course, they weren't anymore. Andrew buggered off
entirely to make his own clown thing, Homestuck^2 was suddenly
frozen, and it doesn't look like the Viz book series is going to be
finished, either. Hiveswap falls neatly in line with a whole history
of projects that were started and abandoned -- the only difference is
the unshakable obligations still tied to the Kickstarter project.
Of course, Kickstarter projects fail all the time, but a lot of
things make this different. The Kickstarter campaign was a massive
success: it got overwhelming support and raised more than $2.5
million, which is more than you need to make a medium-sized indie
game. The project had a modest goal: a point-and-click adventure
game. They weren't trying to develop anything new or even a little
bit risky. What Pumpkin didn't go into bankruptcy. They continue to
produce successful games and continue to make money off Homestuck
merchandise, games, and book residuals^16. They were even picked up
by VIZ, a media publishing empire. And Hiveswap hasn't been
cancelled, it's just quietly been de-prioritized in favour of other,
more profitable projects -- in complete defiance of What Pumpkin's
actual obligations.
With the very first delay, Andrew promised "we'll be working things
out to stay favorable to backers", which he didn't do. Later, when
the project switched to 2D, he said "the most important thing to me
is that the project is still alive, and is looking as promising as
ever" which, given what we know now, was another lie.
Andrew, MSPA, What Pumpkin, Homestuck, and Viz Media haven't been
transparent about any of this. Despite being crowdfunded and
community supported, they haven't communicated with the game's
underwriters, opting instead to ignore backers and fans and produce
nothing but radio silence for stretches of months at a time. What
Pumpkin is not at all willing to open up or show any accountability
to the game's fans and stakeholders; I had to painstakingly compile
all of this myself over the course of months.
Hell, they never even disclosed how much money they raised from the
original crowdfunding campaign. They're silent for months at a time,
regularly purge their records whenever there's a possibility for
embarrassment, and shackle everyone involved in the game with NDAs.
This overt opacity about the project gives the whole thing an air of
shadiness: everything we do hear about the project makes them look
bad -- maybe even to the point of being vulnerable to legal liability
for misconduct -- which is why they're bent on hiding as much as they
can. This exacerbates all the other development issues, in addition
to being wrong per se.
Despite no longer being bankrupt -- and, in fact, having major
investment in the form of Viz Media -- What Pumpkin refuses to produce
Hiveswap, or -- significantly -- give refunds to backers who request
them. (See comments) The Hiveswap project isn't even an eighth of the
way complete. Fans and backers are stuck in a state of limbo, and
What Pumpkin is content to leave them that way.
It's very disheartening, given all this, to see questions and
concerns about Hiveswap treated like spam. In some extreme cases,
even official Homestuck staff are willing to talk about Hiveswap fans
with open disdain. Light criticism of the project -- even just
pointing out incontrovertible facts -- is met with... something less
than reservation. The actual obligations What Pumpkin has to the
Kickstarter backers is being ignored, and complaints are treated as
coming from "whiny fans" instead of as the legitimate grievances they
are.
People sometimes ask me what I think about Andrew Hussie. After
everything, do I think he was pulling a con? Was he as bad as all
that? Honestly, I don't know. A lot of the information I'd need to
make a judgment on something like that isn't available, largely
because Andrew chose to deliberately hide it.
At the end of the day, Andrew Hussie raised a comical amount of money
to make a game and frittered it away to nothing. $2.5 million is a
mind-boggling amount of money to lose on a crowdfunding project, and
-- due to What Pumpkin's deliberate opacity about everything -- it's
all completely unaccounted for. The project is orders of magnitude
behind schedule, and no effort is being made to get it finished or
have any accountability about it. It is hideous behaviour, especially
coming from a comic like Homestuck which has always relied on
community support and reader involvement.
---------------------------------------------------------------------
Related reading
* GiovanH, "Hussie Exploited The Odd Gentlemen & Backers"
* Shadok, "HIVESWAPQUEST" (video)
* everythinghiveswap.tumblr.com is a blog that has a large
historical backlog of Hiveswap news and rumors
* Sarah Z, "A Brief History of Homestuck", a video essay about the
Homestuck fandom that includes a summary of my Hiveswap work
* Fredrik Knudsen, "Star Citizen - Down the Rabbit Hole" (video)
* Jason Schreier, "12 Successful Kickstarters That Never Delivered"
* posts tagged #hiveswap on thewebcomicsreview.tumblr.com
* Funk McLovin, "What PR? A response to Sarah Z", a video response
about the aftermath of Sarah Z's video and What Pumpkin's PR
in general
* A much briefer recap, but only up until 2017.
Appendix I: People
(Summaries of how people are related to the Hiveswap controversy, not
full bios.)
* Andrew Hussie
+ Writer of Homestuck
+ Started the Kickstarter for Hiveswap
+ Partially involved in Friendsim
+ Partially involved in Pesterquest
+ Seemingly uninvolved in Homestuck^2
* Ryan North
+ Andrew Hussie's personal friend
+ Funny comics man
+ Absent
* Cindy Dominguez
+ Old friend of Andrew's
+ Administrated the MSPA Forums
+ Executive of What Pumpkin LLC, Homestuck inc, What
Pumpkin Games
+ Friendsim Producer
+ Pesterquest Producer
+ Hiveswap Executive Producer
+ The person who sends out baseless legal threats
* Jess Haskins
+ Writer, Paperback Studio
+ Senior Producer and Creative Director at WP NYC
+ Gave multiple interviews
+ Fired with the dissolution of WP NYC
* James Seetal
+ Employee at WP NYC
+ Highly experienced game industry veteran
+ Representative of the incredibly talented staff at WP NYC(?)
* Cohen Edenfield
+ Hiveswap Creative Director (2017)
+ Hiveswap Lead Writer/Scripter (2017)
+ Friendsim Producer
+ Did not stay on for Act 2
* Toby Fox
+ Former Music Team member for Homestuck
+ Did Undertale
+ Knows Andrew and/or his basement
+ Wrote music for Hiveswap Friendsim
+ The winner
* James Roach
+ Former Music Team member for Homestuck
+ Music Lead for Act 1
+ Composed a lot of music for Friendsim
+ Composed all the original tracks for Pesterquest
+ Wrote some for Pesterquest
+ Fired and rehired
* Aysha Farah
+ Wrote most of Hiveswap Friendsim
+ Wrote most of Pesterquest
+ Directed Pesterquest
+ Fired and rehired
+ Partner at Snake Solutions
+ Writes Homestuck^2
* Robert J. Lake
+ Former Music Team member for Homestuck
+ "Spellbang"
* Ash Paulsen
+ Associate producer of Hiveswap (~2017)
+ Friendsim Producer
* Hilary "Rah" Bop
+ Hiveswap production artist (2016)
+ Hiveswap environmental art director (2017)
* Kate Mitchell
+ Writer for Pesterquest, Homestuck^2
+ Partner at Snake Solutions
* Makin
+ Formerly a former /r/homestuck moderator
+ Worked on the scrapped Hiveswap forum
Appendix II: Legal
It's often unclear which "What Pumpkin" is being discussed, or who
holds the rights to something. This diagram isn't so much to answer
those questions as it is to visualize why it's so confusing.
graph LR;
A[Andrew Hussie];
V(Viz Media LLC);
WPLLC(What Pumpkin Studios, LLC);
WPG(What Pumpkin Games, Inc.);
SS(Snake Solutions, LLC);
HI("Homestuck Inc.");
WPTM{{"What Pumpkin(tm)"}};
HS2{{"Homestuck^2"}};
HM{{"Homestuck(tm)"}};
A-->HM;
AC["Andrew Hussie
and
Cynthia Dominguez"];
V & AC-->WPG;
AC & V-->HI;
AC-->WPLLC;
WPG-->hive{{Hiveswap}} & haunt{{Hauntswitch}};
SS & WPLLC-->HS2;
WPLLC-->WPTM & PS{{Paradox Space}};
Arrow indicates ownership of a trademark, copyright, or share.
Boxes are individuals, rounded rectangles are firms, and diamonds are
marks and/or creative works.
[S:It's unknown what the function of "Homestuck Inc." is, but it's
possible it's the entity that holds rights over the original
Homestuck comic and collects royalties from it.:S] As of 2020-11-16,
this seems to be confirmed, as the Hiveswap: Act 2 page is labeled
"Homestuck and HIVESWAP are (c) 2009-2020 Homestuck Inc."
Snake Solutions is indicated as co-copyrighting Homestuck^2 with What
Pumpkin Studios, LLC, but this is an assumed correction on my part:
the actual site for Homestuck^2 lists the copyright as being held by
Snake Solutions and What Pumpkin, which is the trademark under which
homestuck is merchandised, not a firm.
Appendix III: Reserved
Reserved for future use
Appendix IV: Changelog
As mentioned in the introduction, it's entirely possible that I got
something wrong here. If you see an error, please let me know and
I'll update the article accordingly.
Any major content additions or retractions will be logged and dated
here. This may not include minor changes like typo fixes.
2021-07-05
* Added more details about the venture capital fundraising rounds
* Replaced version numbers with dates
* Consolidated changelog
2021-06-30
* Various updates for the Fallout article
2021-06-02
* Minor proofing
* Updated conclusion to match new state of affairs
2021-05-08
* Minor organization and readability.
2021-04-21
* "Andrew quits Homestuck" newspost
2021-04-17
* Minor updates for tone and readability
2021-04-13
* Added major section for Update #36
* Corrections throughout as per new info
2021-02-13
* Added discussion of Psycholonials
* Added news about Homestuck^2 and the Patreon
* Corrected a statement that had been made incorrect by the release
of Psycholonials
2021-01-14
* Corrected a passage which incorrectly described the SBAHJ novel
as out of print
* Edited a sentence in "Scrapped Hiveswap Forum" that ascribed
malicious intent to WP
2021-01-14
* Added sections for Act 2 and Steam key reselling
* Replaced large red "in progress" blurbs with relevant links to
TOG leaks article.
* Minor proofing
2020-11-20
* Noted deprecation of whatpumpkin.com domain
* Moved "it keeps happening" to the main body
* Notes about the Hiveswap: Act 2 trailer
* Legal notes about Homestuck Inc
* Updated Makin's minibio
2020-11-05
* The new troll in the 10/25/2020 trailer is confirmed to be the
contest troll (thanks Sky!)
* Added section "Viz Involvement in Hiveswap: Act 1"
* Updated details about the art contest troll's appearance in the
10/25/2020 trailer
* Fixed some minor errors in the changelog
* Minor editing
2020-10-26
* added "It keeps happening"
2020-10-12
* Slight tweak to the summary
* Rename section "What Pumpkin puts Hiveswap on formal hiatus"
because of course hiatus is the right word for that
* added a note to "Chuck Tingle Dating Simulator" to emphasize that
I mean what I said literally, because this was apparently a point
of confusion to some people
2020-10-10
* Updated "December 2015: WP NYC Dissolve & A New Look" with
new testimony.
* Revised "December 2015: WP NYC Dissolve & A New Look" for
structure and clarity
* Added brief discussion about episodic games to "Hiveswap is
now episodic"
* Integrated additional testimony into "Why Andrew killed WP NYC"
confirming the progress of WP NYC's Act 2
* Added a brief note to "Act 1 Release" about promises of potential
behind-the-scenes content for backers.
* Added the "Concept Art" footnote to "Crediting and Art Theft" to
better explain the relationship between the design, the 3D work,
and the 2D work.
* Added additional supporting evidence to "What Pumpkin moves away
from Hiveswap"
* Noted that ipgd may have delisted the blog herself; it's not
confirmed that WP forced this.
* Added a reference to What Pumpkin's announcement that they were
deleting their blog under "Skaianet Systems"
* Removed some extraneous sections of quotes
* Fixed: James Seetal uses they/them pronouns
* Fixed one stray ipgd uses she/her pronoun
* Minor edits
2020-10-05
* Added "Hiveswap: Act 1 OST commentary"
* Further adjusted language about The Odd Gentlemen in a few places
* Revised "King's Quest and the Odd Gentlemen" to better separate
confirmed and unconfirmed allegations
* Moved a few things around so the article is structured
more sensibly
* Broke some long sections up with headers
* Edited the RJ Lake section to better note discrepancies
* Revised conclusion
* Fixed: Cohen Edenfield uses they/them pronouns
* Added new sections "Hardcover edition fact sheet" and "Epilogues
Fact Sheet", including elaboration and fact-checking.
* Added a subsection to "But first merch" to note that many items
were incorrectly advertised as Kickstarter exclusive. Additional
edits for clarity.
* Moved and rewrote the "Scrapped Hiveswap Forum" section to add
extensively more information.
* Revisions throughout: the Homestuck brand shouldn't be short on
money, actually.
* Added "Appendix II: Legal"
* Better explained the role of the remote team during WP NYC in a
few places. See "What Pumpkin NYC Tumblr".
* Removed some speculation from "Forums offline" that now seems to
be highly unlikely.
* Minor tone & confidence rewrites
* Rearranged appendices
* Minor proofing and revision
* Correction: "Bandcamp Changes" incorrectly attributed the changes
directly to Viz Media.
---------------------------------------------------------------------
1. If you look at the campaign now, the "risks and challenges"
section is empty. This isn't anything untoward; this campaign was
made in 2012, before the site had that field. -
2. [DEL:Neither Andrew nor What Pumpkin ever announced how much
money the campaign actually raised, in total, counting PayPal
donations. We know it was at least enough to push the total over
$2.5 million, but given that they had enough people asking for a
PayPal option that they set up an entire secondary storefront for
it, the total could be much more than that.:DEL]The $2.5m+ mark
was confirmed much later in Update 38. -
3. I'm reading from the latest version of the Kickstarter terms of
use here even though the Homestuck Kickstarter was launched under
an earlier revision. That shouldn't affect anything, though,
because continued use of the service constitutes agreement to the
updated rules. -
4. Not including the poster. Also note that they did resell plush
scalemates, but they never strictly promised to keep the
scalemates a Kickstarter exclusive. -
5. If you don't believe ipgd's account about getting a document with
all this information, you might speculate that the framing story
about the document is just a way to launder information she
shouldn't have had: she somehow knew details about the
allegations she was making, but needed a way to explain how he
got them. That would certainly explain how the allegations hold
up. -
6. "Andrew" appeared multiple times in the credits, although neither
entry had a last name attached. -
7. I find this particularly amusing, because "intensive curation of
old things" is exactly what I'm forced to do for this article
just to put a story together. I don't know, if I had made a ton
of financial promises that I wasn't keeping, I wouldn't want
anybody paying attention, either. -
8. I... do not recommend the average person read the leaked emails.
It's part of a very different, very childish melodrama that falls
far beyond the scope of this article. But, for the sake of citing
my sources, this document and its attribution can be found here.
-
9. To be overwhelmingly clear, I mean this exactly as written. This
isn't sarcasm, I think the theory is probably false. But it's
interesting trivia. -
10. You may note here that some of the visible carry-over between the
2D and 3D versions comes from shared concept art. Most of the
concept art in update 16 was drawn by bleaksqueak, who was not
credited in the update post, but is credited in the final game
under "Concept Art." It wouldn't be fair to point to, say, the
portal device design in Act 1 and accuse What Pumpkin of art
theft over that, because it isn't. Not every similarity is
automatically an act of impropriety; some are harmless outliers.
That being said, there is still a lot of uncredited work done by
WPNYC in the final product, so I wouldn't let this distract you
too much from the main point. -
11. I know James Roach and other Homestuck musicians have mentioned
in the past that they do retain rights to their songs, but
license them to Homestuck, which is an unusual arrangement. If
What Pumpkin were willing to do this in other places, it could
make issues like this much more complicated. However, Homestuck
only seems to do this with music contributions, so I still think
it very unlikely that there would be any direct rights issues
over the WP NYC assets. -
12. Whether or not Homestuck^2 is official media or not is a very
complicated and surprisingly contentious issue that is far
outside the scope of this article. -
13. As you can read, I'm paraphrasing here. -
14. I won't detail the whole attribution process here, but if you
load up Assembly-CSharp.dll in a .NET disassmbler, you can see
the AC namespace, which you can match to the Adventure Creator
API. -
15. This assumes the build provided by WP really is the latest NYC
build of the game. It would be possible to deliberately present
an footage older build here to exaggerate the point that the game
wasn't ready by lying about the footage presented. There's no
evidence that this is fabricated, though, only that it could be,
and WP is incentivized to do so. -
16. I assume? It would be absurd for Andrew to sell rights to the IP
and not be collecting residuals on sales. -
* Posted by Gio in fandom
* Sat Oct 03, 2020
* View source
* Tagged: #homestuck #hiveswap #undertale #kickstarter #fiasco
Why Act 6 Hits Different - - [?] How Apple destroyed mobile freeware
[?] ACNH Printer - a writeup! -
Comments
(c) 2021 * Some code CC 3.0
Something is clearly wrong * Powered by Pelican