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Dec 25, 2021 24 tweets 8 min read Read on X
For the 12 Days of Christmas I am going to post some of my favorite Fallen London things from 2021 that I am proud of – either my own work, or something from the team that I really admire.
January: Moulin Station shipped, which was the first large piece of content I worked on. A lovely thing about FL was the ability to start experimenting mechanically off the bat. Some things about Moulin filtered down into future things we did later in the year. ImageImage
February. I make no apologies and have no regrets. Image
March: @JamesStAnthony's Parabolan War launches. Enormous, baroque, stuffed to the gills with beautiful writing. The kind of thing that can only exist in Fallen London. Image
April: The next-to-last Railway station, the Hurlers. Chandler Groover entirely knocked it out of the park, implementing a huge station and a deeper, denser mystery than we had done in some time. Image
May: Whitsun! We added some new beasties written by @babelfishwars. I love them very much. Image
Whitsun was also the first piece of live content that relied on the new world quality feature – though that was invisible to players, it was used to enable and disable all Whitsun content at once.
A week later, we launched a Bone Market update. I'm not sure how many players were already seeing the implications of the new tech... Image
June: A really big month for us; we concluded the Railway storyline with the release of Marigold station, and we started the new series of expanded and new zee ports. (Poster by @tghcook) Image
The new zailing experience with Zeefaring is the largest piece of content I've implemented for Fallen London thus far, a huge replacement for an older system featuring over twice as much content and the use of some entirely new engine features.
July: Biggest Fallen London month of the year for me, as Mr Chimes' Grand Clearing Out launched. The product of a lot of work from the entire team. I am very fond of @babelfishwars' spiders and @JamesStAnthony' bees. ImageImage
I really feel like we changed Fallen London in a major way this year and Mr Chimes' is, for me, the central point of that change. It was also a one-off – I'm looking forward to figuring out what its successor looks like.
plus look at that poster! jesus christ Image
August was an 'uneventful' month by which I mean we released an Exceptional Story, refreshed the Fruits of the Zee festival, and added Hellworms as a buyable item.
But what I am most proud of, from the things we did in August, is this blog post. failbettergames.com/metempsychosis…

I'm happy that we were able to make this kind of decision instead of falling down a sunk cost fallacy hole.
And, importantly, I'm happy our community responded to it without vitriol. 🫀
September: Several small updates, but I really enjoyed that after so many years we finally released a conclusion to the Spirifer/Pianist storyline. @JamesStAnthony somehow managed to write a conclusion that wove everything together again.
October: I love Hallowmas! In 2021 year we deviated mechanically from what we've done in the past and I feel it also opened up some new narrative space, which @JamesStAnthony used to awesome effect. Image
November: Besides making a long-overdue change to how Social Acts work and the monthly Exceptional Story (@JamesStAnthony's The House of Silk and Flame), we didn't ship any major updates in November.
Which is, honestly, good. I'm glad we've built up the trust that going a month without news or updates isn't the start of a long content drought, and I'm glad we are able to take our time as necessary – the content schedule for a live game can be brutal otherwise.
December: I can't go without bringing up @JamesStAnthony's The Poisoner's Library again, one of my very favorite stories of the year. ImageImageImageImage
And that poster! Dear lord. Image
There's a lot of stuff we did this year that I didn't mention - if I wanted to go over everything I'd be posting into February, not even going on all the behind-the-scenes work that we keep doing to prepare further content or make it easier to build new content.
And don't worry. We have big plans for 2022.

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More from @NotBrunoAgain

Jun 14, 2023
The reality is that these dev cycles are simply too long. Five years is too long to be working on one project, it's too long from a creative or conceptual standpoint, it's too long to move in step with the culture. This is a low interest rate phenomenon.
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