GDC status updates

Wednesday, August 19, 2026

Comments: 5   (latest 1 hour later)

Tagged: gdc, conferences

Back in March I made a lot of hay about the decline of GDC. I didn't confidently predict that GDC'27 would be cancelled, but cancellation wouldn't have surprised me.

Well, GDC'27 isn't cancelled. Which we knew. They would have had to announce a cancellation at or immediately after GDC '26. Turning a ship of that size takes a year of lead time, minimum.

Instead, as Cmdr. Takashima almost once said, GDC '27 is open for business. There's a shiny "What's New" page. To quote a couple of lines:

  • Introducing a new Business Hall at Moscone West, built specifically for meetings, networking, partnerships, pitches, and getting business done.
  • Opening the Festival Hall Tuesday through Thursday (previously Wednesday through Friday).
  • Making several pass and pricing changes designed to provide more accessible ways into GDC.

Oh, and I was right about Ball-Park Monday being a flop. That's off the list.

The important part is the new price list. $500 standard; $300 for student/indie; $150 for the expo hall alone; $100 for the "business hall" alone.

In some sense, this completely contradicts GDC's new mission statement:

The GDC Festival of Gaming is where the entire B2B games industry comes together.

That's from an og:description metadata tag on their front page, which is surely the most official possible source. It used to say "the game industry's premier professional event", but this "B2B" language came in last year. Similarly, their 2025 rebrand announcement talked about "the world's premier B2B gaming industry event".


Two articles have popped up in the wake of Cyan's fandom-rattling pitch reel for Anglerfish.

To recap from last week: Anglerfish was the Myst-universe project that Cyan started prototyping in 2024. They teased it as "PREFALL" because it was set in the golden age (and Age) of the cryptic D'ni civilization, centuries before Atrus and his family.

A man in a green robe forward, glaring at you and gesturing violently with a pen. A Linking Book lies open on the desk between the two of you. Damreus's desk has the shape of his Guild symbol, a Writer's pen nib.

Cyan spent four months building a fully playable prototype of Anglerfish. They pitched it to publishers. They did not get funding. They shelved the game and laid off half the company. Phooey.

Last week, Wired published an article with more details. What we learn here is that Cyan pitched the game in early 2025, at DICE Summit and GDC.

Cyan hoped it would come away from the conferences with a funding agreement between $1 million and $10 million to finish building Anglerfish. But even though the demo was positively received by most publishers, Cyan went home empty-handed, put Anglerfish on ice, and soon laid off 12 people, roughly half of its staff.

-- from "No One Can Afford to Make Myst Games Anymore", Adam Morgan via Wired, 05-Aug-2026


August brings us Suspended, Michael Berlyn's cryogenic nightmare.

A screenshot titled "The Visible Zorker: Suspended". The left side of the window shows the opening of Suspended, up to the command WHIZ, PLUG IN. The right side shows a list of ZIL function calls and the message "Ready to process queries."

As usual, the source code repository is also live, licensed with the open-source MIT license.


The rest of my 2026 Mysterium report. (See part 1 for the Cyan news.)

All the videos are currently available on Mysterium's Twitch channel. They will be archived on their Youtube channel pretty soon.


Another Mysterium has arrived and then faded silently away. Or, I suppose, faded away with its characteristic reverb-y "vrrrwww-WONK-wonk-wonk" noise.

This year's event was in Portland, Oregon. I did not attend in person; cross-country travel feels like too much of a stretch right now. (And I visited Portland just a couple of years ago for XOXO.) But of course I watched all the streamed talks and presentations. Now I bring you the annual report -- in two parts.

Part 1 is the stuff about Cyan itself and what they're doing. Part 2 will be fan activity and community contributions, including the Myst documentary.

All the videos are currently available on Mysterium's Twitch channel. They will be archived on their Youtube channel pretty soon.

EDIT-ADD: The State-of-Cyan video is now up on Cyan's Youtube channel.


I'm embarrassed about this one.

The Witness will be September's release for the Visible Zorker project, but it's already done for Patreon supporters. So I've scanned my Witness feelies for the app already. (You can see the high-res scans here at the Internet Archive.) It's a classic package. The 1938 newspaper is probably Infocom's high point for pure immersive scene-setting.

But the matchbook caught my attention.

A red matchbook from a fictional restaurant called "The Brass Lantern". The phone number "ADeline 1308" is printed on the cover; another number, "CHANDLER 1729", is hand-written inside. The back says "Good luck, long life" with a circular Chinese symbol. My original matchbook feelie from The Witness.


The Fool and his Money returns

Sunday, July 19, 2026   (updated 1 day later)

Comments: 31   (latest August 19)

Tagged: the fool and his money, cliff johnson, astana, quantum noesis, shockwave

Here's an interesting bit of game-historic preservation: someone has posted a browser-playable version of Cliff Johnson's epic (and epically-slow-to-release) 2012 puzzle game, The Fool and his Money. Here's the new web site: www.the-fool-and-his-money.com.

I dunno who did this. Cliff Johnson's original web site, www.thefoolandhismoney.com, stopped working a couple of years ago. I have no leads on what happpened to the man himself. I hope he's okay.

That's the announcement. I'm about to go into one of my rambles through game history, but I figured you'd want the hot link up front.


So, rambling. Way back in my college years, I played a Mac game called The Fool's Errand. It was awesome. Changed my life. (As you know if you played System's Twilight.)


What a wonderful time to be a puzzle fiend!

  • The Incident at Galley House
  • Dimhaven: The Lost Source

(Updated to add: I played a free review copy of Galley House.)


On ZIL indentation

Sunday, July 12, 2026   (updated 1 day later)

Comments: 11   (latest 5 days later)

Tagged: if, interactive fiction, infocom, zil

I tried to give this post an eye-catching title like "The Power of Indentation!" But my fingers wouldn't have it. Blame the fingers.

I don't know much about the text-editing tools used at Infocom. The Witness source directory includes a tantalizing mention of TECO, an editor used at MIT in the 1960s and 70s. Going back a couple of years, there's a map file in the 1978 MDL Zork repository which seems to about managing TECO keybindings.

TECO's editing macros later evolved into their own editor, naturally called "Emacs". Wikipedia notes:

By 1979, Emacs was the main editor used in MIT's AI lab and its Laboratory for Computer Science.

It seems certain that Infocom folks used Emacs at some point, but I don't have any evidence about when.

Whatever editor they used, we can ask: Did it auto-indent their ZIL code? The ZIL code we have is very consistently indented, so it seems like a good bet, but I don't know for sure. The only reference in the 1989 ZIL manual is:

Also note the spaces at the beginning of the TELLs in the DESCFCN. If your describers are of the indentation flavor, your DESCFCN must supply its own indentation.

"Describers" are explained as:

[...] a small package of programs which handle the descriptions for the player's environment: current room and visible objects.

...Which is interesting, not least for saying "programs" for what we (and ZIL itself!) call "routines". I think that "indentation flavor" is not about source code indentation, but rather the indented style of object listing:

Sitting on the kitchen table is: 
  A brown sack
  The brown sack contains:
    A glass bottle
    The glass bottle contains:
      A quantity of water
    A clove of garlic

Some Infocom games used a more sentence-like listing format, particular if they were less container-heavy.

But I digress. Let's go back to the source code.


Borneo, 1941: rich white Brits run the show for tobacco, pearls and the opium trade, while World War Two creeps up around the edges. Who is sneaking onto the Goodwill plantation and why?

The Red Pearls of Borneo (Bushmonkey Games) is an interesting take on the deductionizer format. It's patterned after Type Help; your challenge is to figure out which people were where and when. But it adds a layer of search mechanics to the logic. I don't think it's entirely successful, but it's an instructive try.