Jason Thor Hall / PirateSoftware / Maldavius Figtree / DarkSphere Creations / Maldavius / Thorwich / Witness X / @PotatoSec - Incompetent Furry Programmer, Blizzard Nepo Baby, Lies about almost every thing in his life, Industry Shill, Carried by his father, Hate boner against Ross Scott of Accursed Farms, False Flagger

  • 🐕 I am attempting to get the site runnning as fast as possible. If you are experiencing slow page load times, please report it.

Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 33 0.8%
  • YandereDev finishes developing his game

    Votes: 414 9.7%
  • Grummz finishes developing his game

    Votes: 117 2.7%
  • Chris Roberts finishes developing his game

    Votes: 143 3.3%
  • Cold fusion

    Votes: 1,640 38.3%
  • The inevitable heat death of the universe

    Votes: 1,934 45.2%

  • Total voters
    4,281
Correct. The world is full of mediocre fuck ups, but typically they have some level of humility or self awareness that gives them some grace. I just watched a clip of this guy cheating his nuts off playing a puzzle game, and the level of smug self-satisfaction coming from him during that bad-faith play through is just ridiculous.

He has three chats open at all times. YouTube, Twitch, and ChatGPT.

He's such a fucking groomer

Now this has been explored ad nauseum efore, especially considering the latest LyricWolf leaks, but I fear it's not getting the attention it deserves. He really is a groomer.

I can tell his father was absent, dude is a pussy.

It might be the other way around.

Credit to @Roachbound :



I call him "Pirat Software" because it was funny, now I call him Pirat because he is a genuine RAT

It would save you a lot of time to just call him a faggot. Or Mald, which at this point has most certainly entered the global lexicon as a compound-synonym for "shit dev, furry, faggot, groomer, grifter, narcissist, etc..."

his response about talking to josh and association with kiwifarms in general
View attachment 7570478

I'm impressed by how eloquent and level headed Ross can be just on the fly - he's so fucking pure. He really wants to save games, it's like he was born for this to succeed.

If there's an off-chance that Ross is even reading this thread directly at all, I can only suggest to him that he stay focused and try to keep as clean a record as he can on his own merit. "Eyes on the prize" indeed.

Hi Ross we love you and we're autistic angry shit talkers but we mean well.

:feels:

He plays that highroad and genuine kinda guy role so well.

I don't think Ross is "playing" anything - he just genuinely wants to see his childhood vidya preserved like other forms of media. I know he had a slide about "easy wins" but in the video from your quoted reply, he explains it with honesty and good faith.

t doesn't matter what race or nationality, when they see Mald speak, all have the righteous need to unite and fucking Dunk on him for being such a Bitch

World peace by July 31st, all nations and ethnicities united by their shared contempt for Mald.

Realistically, it's largely just a code cleanliness thing - the cleaner and more contained your code is, the easier it is to work with in the future, the more readable it is, and the less likely you are to code yourself into a corner where you're stacking exceptions on exceptions just to get something functional.

Yeah from the looks of it (more details below) he doesn't follow object oriented design paradigms at all for his GMS game. I mean he technically used object oriented programming, but he doesn't follow the design paradigm much less understand it.

Assuming the documentation of the save file is ingame somewhere. Actually teaches how to use a hexeditor as well.

Fun fact: the way he coded it, there's a global array/matrix held in process, even through scene transitions, with key:value pairing depending on the choice of each action of the player. The "save game" feature of his game is less "save the game state and write it" but "pause the game state because the array is constantly being written/read". On load, the entire array is then placed in memory with the dictionary pairs. This (explained below a bit) is exceptionally volatile design.

Did that guy post any real reciepts? Mald has been caught using sockpuppets before.

And not just online! 🥁

ID Software was doing this for years as well. [Github]

You're assuming Mald - or any dev at the moment - has an iota of the talent and foresight for their application than code-Emperor Carmack & co. had in the 90s.

Welcome to the games industry fucking sucks timeline, bud.

How hard is it for dialogue to be put into a game, assigned to a character?

As mentioned by other Kiwifrens, it depends. But it's easy. On a project-level scale for difficulty between 0 and 10 it's like 2.

What i've read on here heart bound is very poorly coded and probably has lots of spaghetti code, and if he changes one thing or adds he has to then change whatever else is connected to that since he probably codes like a complete retard. I don't code myself but have a kind of general idea of how it works.

YES. Every refactor or bug fix, every addition or removal, of any dialogue choice within that array, then displaces the positional values of the pairs in that same array. It's horrifically designed.

Instead of sticking to the tools Gamemaker offers, or making use of shit like JSON files (which Gamemaker supports) to keep his lists clean and concise, he had to be the "special-est boy" and do it his "ultra un-hackable and un-pirateable way", aka, the retard way. I

I don't know if you know this but he uses an EoL (might be LTS, but in name only) release of GameMaker 2.x. GameMaker has since transitioned to a rolling release with dated versioning and a plethora of features his IDE doesn't have.

That's true, but consider this: would a gay furry who uses Notepad++ with a 1337-h4x0r-green colorscheme just to look like a 1337 h4x0r be willing to code a set of tools to handle dialogue/cutscenes, or perhaps use an already existing tool that's more suitable for the kind of "game" he wants to make?

He uses N++ with YAML for his Minecraft MMO mod, BlockGame. He uses GM's IDE for Heartbound. In the case of the former, there's no syntax highlighting and so much refactoring that needs to be done that it gives me a headache. In the case of the latter, it takes him up to 4 minutes to realise his IDE is literally underlining an object he hasn't called or spelt correctly.

Credit to @ADHD Mate :



TO ANYONE WHO WANTS TO BOT OR FAKE THE SIGNATURES:
You're not helping.

I cannot reiterate this enough. There's a very real chance that it will slow down or even null and void the ECI process/submission.

If it is an open ended RPG(which I doubt this is), it will take some time since you have to create all sorts of dependencies, take various other quests and events into account, program various other states for the NPC(you can't talk to them if you're attacking them or made them hostile, obviously) and you want to have all of this thought out, ideally, before you start work so nothing unexpected can come up and throw a wrench into your plans.

That's where he failed, and is constantly playing catch-up. He can "code" but he can't implement common object oriented design principles before that code is typed. It's like putting a cart before the horse.

Yeah this is coding 101, if you don't have a good structure and planned out how you want to go about it, adding or removing anything is like playing Jenga

From everything I've watched, I've never seen pseudocode or design documentation for his functions/methods. He's winging it.

The best example of this is Bethesda, who has been using pretty much the exact same engine with a few bells and whistles here and there with every new entry since Morrowind(2002). This is also directly one of the reasons why Starfield is as shitty as it is and why every single one of their other games is so janky/buggy, they're essentially still using a game engine from the 90s and their games are kept together with spit and duct tape.

And Morrowind ran on a redesigned version of the Daggerfall engine which was significantly overhauled and renamed Gamebryo - basically a different engine entirely, but it's older than most people think. Starfield's engine is a second generation fork of Gambryo: Creation Engine 2. It's the Microsoft 11 of game engines.

Edit: Bethesda's incompetent engineering has permanently damaged by recollection of events. Thanks @MaldingFerret

Oh yeah, that's yet another approach, different from mine or just doing it all in code. Mother 2 uses control codes for the scripting.

pretty sure there are many more fundamentally different approaches that I can't think of atm. And of course there's also mixing and matching different amounts of each.

I'm repeating myself by now but yes you're right. They're called programming paradigms at the macro scale.

we need more people dunking on the games source code just like with yanderedev

Used to be a gamedev, and taught gamedev. I want to code review his game so badly but my principles simply can't justify the price. I wonder if it's been pirated somewhere.

Like that makes me even more sure that these are minors or just genuine retards.

His Discord age permissions are 13+.

Ok, so I know this gets a little bit too close to cowtipping territory, but this is the kind of juicy, gossip-slop kinda info that I genuinely feel NEEDS to somehow also be spread out to the wider internet community

I mean, controlled leaking of those messages on X? But that would just flag to him and his dick sucking mods that there's inside actors. Which they know already, but yes, that would be a cowtipping point.
 
Last edited:
And Morrowind ran on a redesigned version of the Daggerfall engine (renamed Gamebryo).
That's incorrect. NetImmerse was a new engine that became Gamebryo - it was a licensed engine not Bethesda's, it was used in many games like Civ4. Daggerfall was built on the engine that Skynet and FutureShock used (XnGine). Arena's was a different one again.
It might be the other way around:
Yeah JoeyRay always came across as pleasant, Thor just comes off as a spoiled asshole nepobaby. And they do not get along when it comes to game design, JoeyRay has gone on record stating as such. This was a while back, he said he doesn't do things the way Thor does.
 
NetImmerse was a new engine that became Gamebryo. Daggerfall was built on the engine that Skynet and FutureShock used (XnGine). Arena's was a different one again.

Thanks for clarifying that, the transition between Daggerfall and Morrowind's engine is somehow permanently a nightmare fanfic in my mind.

I blame Bethesda.
 
Clips from his last stream.
This explains why he had so much of an impact on the SKG movement in the first place.

I know his sleep schedule has been well documented but it's always nice to see new confirmations of old information.

I hadn't heard or read this anywhere else but apparently he got the middle name Thor because he was born during a thunderstorm.

Hopefully someone can corroborate this information but I think the first job he is talking about here is his first stint at Blizzard, though, I don't know the timeline of him going to blizzard, leaving and then returning.

As always, from the dawn of time, until the heat death of the universe, Animus is almost complete. He shows this excel sheet any time someone asks about it, because it shows so much completed bullshit that random viewers might think he is actually making progress, instead of the truth that this spreadsheet hasn't changed in 3 years.

I completely forgot that it's almost time for the monthly ShartBound update. I bet Jason forgot too
I forgot to clip it from this stream but he talked about how it won't be coming out on the first of the month, mostly due to a secret project that he has been working on. He claimed it would be out in the first week, if you happen to find yourself in a mood to believe his bullshit.
 
Last edited:
The virgin Mald:
His Discord age permissions are 13+.
VS the Chad Ross:
Screenshot_20250628_232626_Firefox.webp
 
it takes him up to 4 minutes to realise his IDE is literally underlining an object he hasn't called or spelt correctly
I like his debugging methodology of "let me look at the diff so I can revert it instead of figuring out WTF the actual problem is". I wonder if he reinstalls Windows every time his Internet connection breaks or something. Also I'm probably autistic (and not the "good" kind), but the way he has his IDE setup with all the gay little windows open so that the actual editor takes up only something like 50% of screen space is really fucking triggering.
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?
I mean it'd vary by how complicated the logic is for the branching and all, but if he was smart he would've spent a couple of days several years ago writing a system that allows him to add new dialogue to the game without having to write code for it. Like I'll try to come up with a toy example on the fly of how you can encode a branching conversation without needing to write code (very rough, I thought of some better ways to do parts of this afterward but can't be fucked, you'll get the idea). Instead of writing any source code, you'd go to some file called something like "conversations.json" and add this conversation object to a big list of conversations (which may eventually need split into smaller files),

JSON:
{
    "conversationId" : "DonateToJohn",
    "dialogue":[
        {"id":0,
         "Speaker":"John",
         "Message":"Hello!""
        },
        {"id":1,
         "Speaker":"John",
         "Message":"I need $2.50 urgently, can you help?",
         "PlayerOptions":["Yes","No"]
         "NextDialogue":[
                 {"id":2, "conditions":[{"type":"selectedOption", "option":"No"}]},
                {"id":3, "conditions":[{"type":"comparison", "lval":"money", "rval":2.50", "comparator":">="}]},
                {"id":4}           
             ]
        },
        {"id":2,
        "speaker":"John",
        "expression":"upset",
         "message":"You'll regret this!",
         "nextDialogue":-1
        },
        {"id":3,
        "speaker":"John",
        "expression":"excited",
         "message":"Okay!",
         "nextDialogue":-1,
         "effects":[{"type":"alterData",  "operator":"-=",  "lval":"money", "rval":2.50"}
                         {"type":"setTrue", "value":"johnIsFriend"}
        },
        {"id":4,
        "speaker":"John",
         "message":"You're too poor"
        }
]
}


Even then this is a fairly overengineered example and unless the game had an autistic amount of logic in determining how the story branches you could simplify this greatly (plus other optimizations are possible, for instance to avoid writing "Speaker:"john" 5 times you could make it that the conversation object has a default speaker or you could make it that the system interpreting this file infers that if no speaker is specified, than whoever spoke previously is still speaking". It may also be better to have the effects and conditionals as their own objects in the dialogue array though you would probably want to change the name then.)

Basically what maldy does instead of this is hardcode the branching structure for each conversation into the game, then for each line of dialogue he has to go to a separate file, add the message "Okay!" as the 7301th element of a giant list of text, comment "7301 - Player gave money to beggar" next to it so he has a chance in hell of finding it with ctrl+f in 5 months from now, type "message=globalMessageArray[7301]" in the conversation code with no context, go to a different file, find that money is found at index number 17 of global items array, type "globalItemsArray[17]-=2.50", and then go to a different file, find out that "JohnIsfriend" is at position 382 of another list, do something similar, then go somewhere else and assign this as conversation #271. I may have the specifics wrong but it's genuinely on this level of what he's doing
 
I know his sleep schedule has been well documented but it's always nice to see new confirmations of old information.
Your browser is not able to display this video.

I'm 99% certain "short sleep syndrome" is fucking made up. Is it in the DSM?

Thor because he was born during a thunderstorm.

This has to be fantasy, I refuse to believe that's true and even if it were it's gay.

Hopefully someone can corroborate this information but I think the first job he is talking about here is his first stint at Blizzard, though, I don't know the timeline of him going to blizzard, leaving and then returning.

News to me about the early part. So it goes like this from memory:
  1. QA tester internship @ unknown
  2. Indie "FPS MMO" developer "inside Second Life" -this last part has been corroborated but the FPS MMO bit is news to me
  3. QA tester @ Blizzard
    1. Apparently then promoted to another position, but it's uncertain whether his role was changed or he was just given more responsibilities
  4. Developer @ Amazon Game Studios
  5. Contracted by the US Gov as a "social hacker" at nuclear power stations
  6. Established PirateSoftware as a studio after / during which "Champions of Breakfast" was released
  7. Partnered with steamer Ludwig as self-appointed "Director of Strategy" @ Offbrand Games

As always, from the dawn of time, until the heat death of the universe, Animus is almost complete. He shows this excel sheet any time someone asks about it, because it shows so much completed bullshit that random viewers might think he is actually making progress, instead of the truth that this spreadsheet hasn't changed in 3 years

This was his last stream? THERE'S BEEN NO PROGRESS.

Heat death of the universe voters are winning.

:story:
 

Direct quote.

"My first job was actually nepotism, 100%. I got this job because of who [my dad] is.

I went back and applied to Blizzard in 2009, I got the job, it had nothing to do with who he was, and nobody knew at the company that he was my dad until four years into my career there."

- Jason "Thor" Hall

extracted_audio.wav:

Do it. Yeah. So my first job was actually nepotism 100% in 2004. I was a game tester. Actually, let me let me end the music here so you guys can have this. In 2004, it was a game tester on World of Warcraft Vanilla. I got that job because of who my dad is. My dad is the was it Blizzard for 23 years as a cinematic director that basically worked at Blizzard forever, right since the very beginning. And I got this job because of who he is. I sucked at it. I was dog shit. It bothered me very greatly that I had gotten a position where I was not up to snuff to be able to do this stuff. I found a couple of bugs, but I was not very good at these things. I left for five years. I went off and made my own things. I actually made them in Second Life. As funny as it is, I went and made an MMO in Second Life called Gear Works, which was a first person shooter MMO. I learned a shitload about programming. I learned a shitload about server management. I made a bunch of textures, a bunch of models. I worked with players and I got much, much better at doing what I was doing. I went back and applied to Blizzard in 2009. I got the job. It had nothing to do with who he was, and nobody knew at the company that he was my dad until four years into my career there, which is when I was leaving QA to become the lead of application engineering or lead of application security on Battle.net, which is where I got this, because I made that team because Blizzard didn't have a security team for its websites. So I built that team and I did it all on my own. After realizing that I was dog shit and not following the path of nepotism. So as much as you meme? Yeah, definitely no nepotism there.

1751176733368.webp
 
Last edited:
I got the job, it had nothing to do who he was, and nobody knew at the company that he was my dad until four years into my career there.
My personal hypothesis is that *everyone* knew who Mald was (because how the fuck could you not), but never told him because when his dad got him a job (again) he asked to take pity on his retarded son and let him think he's a very clever boy.
 
It might be the other way around.
That actually made me sad. What a piece of shit. He even laughed right in his dad's face about it.

The people in his Discord are fucking retarded, talking about how americans are signing it.
That was a hard read. Too many thoughts. I get really bad groomer vibes from Mald. The people posting in there sound like children.

"I went back and applied to Blizzard in 2009, I got the job, it had nothing to do with who he was'"
Yeah I don't think many people were going to believe he got the job on his own even before he got busted cheating in Animal Well/Outer Wilds. Especially after hearing his dad talk, seems like he would jump off a bridge for his kid.



I noticed that Mald loves to conflate the people review bombing him and harassing him on twitter with SKG. Nothing to say except its really disingenous and scummy to pretend like anyone involved with the logistics of SKG have ever attacked anyone. I know that's on brand for him, and if pushed he could not give proof that SKG had any involvement. It just pisses me of.

Meanwhile Mald is sitting in his dirty pedo-groomer discord dungeon, wringing his greasy fucking hands together, plotting against SKGs success, like he was Gargamel trying to catch the smurfs. "IF WE COMMIT FRAUD THATLL SHOW HIM HURRRR". Talk about cutting your nose off to spite the face.
 
Last edited:
"all my detractors hate cancel culture but are trying to cancel me with death threats"
I might have missed it by jumping through the highlights and not watching videos, but I believe he has actually been saying something like this. Josh Strife Hayes yesterday started by saying "he (PirateSoftware) is a human, he deserves decency and to feel mentally safe", or something along these lines. So he must have been saying he is getting threatened.
 
He uses GM's IDE for Heartbound. In the case of the former, there's no syntax highlighting and so much refactoring that needs to be done that it gives me a headache. In the case of the latter, it takes him up to 4 minutes to realise his IDE is literally underlining an object he hasn't called or spelt correctly.
Correct me if I'm wrong, but I don't think that's the IDE of GameMaker, it looks like IntelliJ (I say this because it looks a lot like Android Studio, which is made by JetBrains and I use it for work)
 
  • Thunk-Provoking
Reactions: Nothing Is Written
Back