Prolific indie game porter won't develop for macOS anymore
A developer responsible for a wide array of Indie game ports has soured on Apple's migrations to Apple Silicon and Metal, and is walking away from macOS development -- but plans to continue to support his current catalog for as long as possible.
"Superliminal" is one of the many games Lee has ported to macOS
Ethan Lee, also known as Flibitijibibo, began porting games nearly a decade ago when he took a summer job doing audio programming for a game called "Waveform." The game was available on Windows, but not his preferred platform: Linux. When he told the developers that he wanted to make a Linux port on the side, they suggested he could make a Mac version.
Shortly after, when Valve announced Steam for Linux, Humble contacted Lee, asking him to make Humble Bundle ports.
"A whole business [was] born," Lee writes in his post. "Accidentally."
Lee's portfolio includes a number of both lesser and well-known indie games, including titles such as:
For these reasons, starting in 2021, Lee is walking away from making new ports for Mac. He will continue supporting existing ports.
"I will continue to support my current Mac games for as long as I physically can. You bought a Mac version, you're keeping that Mac version," he writes. "You gave me your money and have treated me very well this past decade, this house I'm working in wouldn't be my home without both Linux and Mac customers, you deserve at least some of my attention based on that alone."
He points out that he feels as though Apple is getting "bigger and more reclusive" while developers of Indie games get "smaller and more desperate," which has soured him on Apple as a company.
He goes on to thank Mac users, noting that they've been extraordinarily good to him. He finishes the post by slamming Apple for its interest in both the Apple Card and Apple Fitness+..
"Superliminal" is one of the many games Lee has ported to macOS
Ethan Lee, also known as Flibitijibibo, began porting games nearly a decade ago when he took a summer job doing audio programming for a game called "Waveform." The game was available on Windows, but not his preferred platform: Linux. When he told the developers that he wanted to make a Linux port on the side, they suggested he could make a Mac version.
Shortly after, when Valve announced Steam for Linux, Humble contacted Lee, asking him to make Humble Bundle ports.
"A whole business [was] born," Lee writes in his post. "Accidentally."
Lee's portfolio includes a number of both lesser and well-known indie games, including titles such as:
- Waveform
- Super Hexagon
- Celeste
- Escape Goat 1 & 2
- Rogue Legacy
- Bastion
- VVVVVV
- Superliminal
- River City Ransom: Underground
- Gratuitous Space Battles 2
- They Bleed Pixels
- Atom Zombie Smasher
- SHENZHEN I/O
- Dream Daddy: A Dad Dating Simulator
For these reasons, starting in 2021, Lee is walking away from making new ports for Mac. He will continue supporting existing ports.
"I will continue to support my current Mac games for as long as I physically can. You bought a Mac version, you're keeping that Mac version," he writes. "You gave me your money and have treated me very well this past decade, this house I'm working in wouldn't be my home without both Linux and Mac customers, you deserve at least some of my attention based on that alone."
He points out that he feels as though Apple is getting "bigger and more reclusive" while developers of Indie games get "smaller and more desperate," which has soured him on Apple as a company.
He goes on to thank Mac users, noting that they've been extraordinarily good to him. He finishes the post by slamming Apple for its interest in both the Apple Card and Apple Fitness+..
Comments
While the first part - not replacing his laptop - sounded strange, the second is an issue. As Apple has gotten bigger, they've moved away from open standards and created their own products. In this case, they've deprecated OpenGL (after not their version for a long time) and created their own graphics API - Metal. That makes porting much more work and less interesting - and as a long time Apple user, it's something I don't like too. It will make porting harder, maintenance harder and create more platform-specific bugs. It will also make less ports happen.
But hey, it’s his company and he can do what he wants. I remember WAY BACK when Electronic Arts (AE) solemnly announced it was ceasing development of games for the Apple ][ platform. To this day they don’t produce games for macOS. And we all know how badly that has affected Apple.
https://moltengl.com/moltenvk/
As for Apple Silicon... I keep reading people saying that anything which compiles on Mac OS Intel is a quick conversion to Mac OS Apple Silicon. Is that not factual?
I don't understand why you care more about Apple the company than yourself as a customer of Apple. The more good software available for the Mac then the better the customer experience.
There is a disproportionately large number of games and cross platform apps available for macOS considering its market share, which is great news for us Mac users. But Apple doesn't make it easy to be an indie coder on macOS. They're so out of touch with the indie devs, and how common it is for indie devs to write apps as a secondary income to their main jobs. Apple just assumes devs have unlimited resources to follow their whims to the Next Big Thing™ and an expectation that devs will always follow along, they unfortunately seem to take them for granted - but in a lot of cases it was these very devs that stuck with Apple though its dark ages.
To name a few recent anti-developer Apple policies:
Also, and it's a big one - Apple's expectation that devs spend a disproportionate amount of time on Apple's proprietary APIs like Metal, for a platform whose marketshare is pretty tiny. With a lot of open source apps, engineering and games especially, OpenGL is key. Apple has always lagged far behind with OpenGL support, but a few macOS versions ago it was deprecated. OpenGL support makes supporting macOS little more than a tickbox. But the threat of OpenGL's removal resulting in a rewrite and subsequent maintenance of two graphics engine branches is simply untenable for most devs, so the result is macOS support is dropped. So ultimately Apple ends up harming Mac users, again.
Who cares?
"Could I have learned my way around modern macOS and tried to preserve that part of the company? I dunno, maybe eventually. These past few years have spawned an absurd amount of new technologies, many of them absurdly complex - Vulkan alone has been a multi-year learning process and I still barely understand a large portion of the spec. But in Vulkan's case, I wanted to learn to use it. Metal may be nicer to look at in comparison, but beauty is only skin-deep - any multiplatform developer will tell you that Mac drivers still haven't improved despite Metal happening, and reporting bugs to Apple when you're not rich is like pulling teeth with boxing gloves. Contrast that with Linux, where Vulkan is in some places downright appalling, but when we run into driver problems I just post a RenderDoc capture on the Mesa issue tracker and get a response (and sometimes even a commit hash!) usually on the same day."