🌟 Internet Famous 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

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Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 38 0.7%
  • YandereDev finishes developing his game

    Votes: 599 10.7%
  • Grummz finishes developing his game

    Votes: 149 2.7%
  • Chris Roberts finishes developing his game

    Votes: 170 3.0%
  • Cold fusion

    Votes: 2,085 37.1%
  • The inevitable heat death of the universe

    Votes: 2,578 45.9%

  • Total voters
    5,619
gotta love the dislike ratio

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Sadly Mald's jannies told kit to merge chat and then banned everyone criticising kit for working with a scammer.
Well it looks like I'm MATI again because that made me gag for how disgusting it is. Were they banned from both streamers or just that specific stream?

Edit: well well well, I decided to go look at the replies for the announcement of said collab 20 days ago or so on reddit. Good to see kit's fanbase knows. Here are all the replies. Apologies for phoneposting.

Wonder if this is top comment because others were banned like him?
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Here comes the first of JSON's bodyguards. His fans LOVE to enable his narcisism, huh?
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I'm not fond of reddit's updoot system but those scores are very telling.
It's good to see people realise the roaching incident was a mask off moment, but I still would prefer they took a look at Shartbound and realised Jannyson is just another Yanderedev.

I don't know why I upvoted mana gem but fuck it, I'll leave it there.
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"T-this is not relevant to Kit so s-shut up!"
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More explanation of why the roaching was bad. Just like their hero, the Maldevort's fanclub blatantly lies and blames everyone but him. "EVERYONE ELSE WAS A DOUCHE TO HIM SO ACTUALLY THEY DESERVE IT"
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Last but not least, the bottom comments are the last indicator of how kit's sub feels about IrateRoachware.
"Yikes" indeed.
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lol he bitched again not too long after this

View attachment 7457895

[Mald]: Some of these new ones have 0.1-0.2 hours played and currently don't own the game. Looks like tourists that bought and refunded just to leave a negative review.
Oh really?
Oh, REALLY?
There's been a wave of backlash since the last update, and somehow it's tourists? Let's break it down, then.
Let's be EXTREMELY generous, and say he means since May 2nd, for patch 1.0.9.642.
To prove a point, I'll also add how many times heartbound could have been finished after the hours played. (based on 3.5h)
Note: Private profiles with over 1.5h of playtime cannot refund the game, and the defect argument does not apply (or not as much) to early access games. They will be considered as owning the game.
Review DirectionHours PlayedOwns Game?
Negative16.5h (4.7x)Yes
Negative3.2h (0.9x)Private (Yes)
Negative5.4h (1.5x)Private (Yes)
Negative4.2h (1.2x)Yes
Negative0.1h (0x)No
Negative3.1h (0.88x)Private (Yes)
Negative6.8h (1.95x)Yes
Negative1.5h (0.43x)Private (No)
Negative0.2h (0x)Private (No)
Negative1.8h (0.5x)Private (Yes)
Positive11.2h (3.2x)Yes
Negative4.4h (1.25x)Yes
Negative0.7h (0.2x)No
Negative1.8h (0.5x)Private (Yes)
Negative2.6h (0.75x)Private (Yes)
Negative3.8h (1.1x)Private (Yes)
Negative1.0h (0.3x)No
Negative2.3h (0.66x)Yes
Negative0.5h (0.14x)Yes
Negative2.0h (0.57x)Private (Yes)
Negative2.1h (0.6x)Private (Yes)
Negative5.4h (1.5x)Private (Yes)
Negative1.4h (0.4x)Yes
Negative5.8h (1.7x)Yes
Positive5.7h (1.6x)Yes
Negative0.1h (0x)No
Negative1.7h (0.4x)Yes
Negative18.9h (5.4x)Yes
Negative0.1h (0x)No
Positive5.6h (1.6x)Yes
Positive5.4h (1.5x)Yes
Negative8.8h (2.5x)Private (Yes)
Positive2.4h (0.7x)Yes

Average negative playtime (excluding non-owners): 4.128h, ~1.25 complete playthroughs
Average positive playtime: 6.6h, ~2 complete playthroughs
Not that different

Out of all of those, a grand total of 4 people match mald's criteria. Out of 32 reviews. 5 of the reviews are positive.
If you remove the spam reviews, that's still 5:28, or a TWO TO ELEVEN (roughly) ratio of good reviews to bad reviews.

If we remove the three others that (presumably) refunded the game, that's 5:25, or ONE TO FIVE ratio of good to bad reviews.

Then again, this is perfect pity party material for a narcissist, if he actually cared about his image and score, he'd submit the reviews to steam for removal, some are proper critiscism, but others are genuine trash that would be removed instantly.
 
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I 100% get that this is him being insecure and trying to cover it up with some meaningless metric because he is the COOL HAXOR GUY with 7 years at Blizzard.
To me, it's this bewildering stupidity that surrounds it all that makes me poke at it.

"I want it to be hackable", yeah because a fucking JSON file in plain text is so fucking hard to HAXOOOR!!!.
It is so fucking amazing to me that if he only had a bit of humility and confidence to say "Fuck it I don't know, or I like it this way" Then he likely would not be on kiwi farms.

His insecurity drives everything; it's impressive.
So weird lying about dumb shit like this. Im mediocre at programming at best I'll admit my code is shit there is always room to grow.

Working on the battle intro for Pirate Software
 
Question shouldnt you rename like the youtubers to some parody title like Lazythor Softworks not to get sued or asnonsilver
I should be protected under fair use with parody we'll see. I tend to look at south park for reference for using celebs and they get away with it. tbf they have a legal team though. If not ill use Irate Hardware like the last game I made.
 
i dont even think he did much there. i havent found a single record of him being seen

He's likely setting something up with Khronos, networking and using it as cover during the June patch release.

This was my first feeling on the matter as well. However, couldn't he pick someone else from his endless list of sycophants? Seeing as Khronos is mainly remembered as the person who puffed up Maldavius into his falsely grounded legal frenzy, I don't see him having the community goodwill necessary to act as the parachute stream, so to speak.

It's a codependent situation. If Khronos falls, Jason is left without a second-in-command. If Jason falls, Khronos is unemployed and loses legitimacy/reputation.

I don't either, but what I imagine is that Khronos is one of the people most dependent on Jason's success after quitting his old job to be a better head janny and has expressed concern of either the possibility or even current reality of his janny income dwindling, so Jason is trying to do him a solid with "I'll help you network and signal boost your streaming career so you can make a little extra when I'm not streaming".
My guess is that Khronos streaming is not going to go well; I don't see existing viewers of Jason tuning into a diet Jason who hasn't even worked at Blizzard, much less new viewers. Considering his part in the Pvt. Parts incident, Kronos may even provide some funny spergouts of his own in response to being hassled by the chat.

Like above; but the fact Khronos is preparing to stream will change their partnership in a few ways. Naturally, he'll be competing in the same space. To mitigate this I presume they've organised streaming schedules and content that don't overlap. Jason is trying to build an empire and he's doing it quickly. But he's building it on sand despite the diversity in scope (Ferret Rescue, events, Heartbound, community donations, Twitch, Minecraft MMO, mushroom vlogs...).

What is so dam critical that you need to load everything so dam often that 20% faster is meaningful? Maybe I don't understand GameMaker, and I know you can not do fun memory shenanigans like in C++.

The engine is single-threaded and lacks low-level memory control like C++, which forces developers to be conscious of every bit of processing time, especially if they aim to support low-end hardware. While other engines allow for fine-tuning memory usage and parallel processing, GameMaker's reliance on GML means devs must manually manage logic flow and data access efficiency within a restricted scripting environment. Ironically, despite this constraint, Jason appears to work with an outdated version of the GameMaker IDE, which misses out on newer performance profiling tools and engine-level improvements.

In the case of Heartbound, he uses a global data structure to track all player decisions and dialogue states (it's not like an mutable dynamic list, but more an immutable dictionary matrix... you can probably see the problems for development now). This makes the narrative flexible and persistent but also introduces performance overhead, especially when that data is accessed frequently during gameplay, dialogue rendering, and persisting across scenes. Because that global system is inherently inefficient, Jason is forced to aggressively “optimise” everything else just to keep performance acceptable. This includes micromanaging instance creation (there are many), obsessing over draw call reductions, and pre-parsing data. Not because these are elegant solutions, but because they’re necessary compensations for the weight of an overburdened global state machine. The "20% performance gain" isn’t a sign of thoughtful engineering: it’s a patchwork fix to a self-imposed problem.

Rather than rethinking the architecture or adopting more modern, maintainable practices, he doubles down on brute-force cleanup, making the system brittle, harder to scale, and increasingly reliant on manual performance babysitting just to function on an already outdated IDE.

GameMaker has built-in support for JSON, which performs the same task as YAML, albeit faster and more challenging to read.

The YAML being referenced was actually his Minecraft MMO mod, but since we're talking about datasets:

Despite GameMaker's native support for efficient JSON handling, Mald's game relies on a bloated, monolithic global array to track player state and dialogue. As we've discussed ad nauseum, this is a deeply inefficient and short-sighted design choice that sacrifices scalability, maintainability, and performance. Instead of using proper data structures (again: GameMaker has native JSON support) or external configuration files, the game hard-codes logic into a fragile, manually-managed system turning every expansion into a technical liability and forcing needless micro-optimisations elsewhere to keep the game from buckling under its own weight.

He's not using YAML for ShartBound, it's for """his""" Minecraft """""MMO""""" (that can only support like 20 concurrent players or something), and as far as anyone knows most of the useful work is being done by another dude (and the authors of all the plugins they're using), while Mald is is just copy/pasting some item stats or whatever.

Every time I've seen him stream his development for the Minecraft mod (and yes, some dude named "Jake" appears to be pushing a majority of the updates), he's interacting with YAML and configs using Notepad++. In green font. On a black background. No syntax highlighting, linting, even commenting. Just raw tinkering. It's painful to watch. He avoids Java like it's some moon-rune language and prefers to do basic scripting and config statements.

But yes, the whole "20% faster" is completely irrelevant.

Irrelevant because his codebase mitigates whatever performance underhead is carried by the GameMaker engine. He's fighting against the engine.

The question is, why would you need 20% faster for loading of states, how badly has he fucked up the system where 20% would be meaningfully.
From my reading in GameMaker, using JSON as your save system, it should be O(n) to load a state..

The real question isn’t why 20% faster matters. It’s:

"How is the system so inefficient that 20% even makes a difference in the first place?"

In GameMaker, using the built-in JSON system for saving and loading state is typically O(n) in complexity, meaning it should scale linearly and perform fine even with hundreds or thousands of keys. The use of a massive global array for tracking all player flags introduces unnecessary overhead by design while at the same ignoring inbuilt advantages of the engine to avoid exactly that.

There’s no structured data separation, no schema, no serialisation logic that isolates critical paths; just one sprawling, manually-managed global dictionary. If optimisation load times by 20% is "necessary" here, it suggests the system is already bloated, misarchitectured, or being abused far beyond what GameMaker's internal systems were meant to handle. It's not a triumph of micro-optimisation it's a red flag that the foundational design is broken.

didn't know any other way to handle the need for a data structure that can grow from one end as he needs more flags/values to be stored

It looks like he didn't (or chose not to) implement a scalable, structured data system, so he defaulted to a giant, ever-growing immutable global array/dictionary, effectively treating it like a poor man's dynamic database. This kind of design can work early on, but it turns into technical debt and eventually you're going to have to rebase the entire game using different data systems. Instead of organising flags into nested structures (e.g. "dialogue.chapter1.fucked_ferret = true"), namespacing them, or loading them modularly, he just keeps appending new keys to a flat global scope. He designed a more inefficient, harder to work with system than the one GameMaker encourages devs to use.

Did the kitboga collab get cancelled?

No it was boring. There was no tech shit going on, and there was a chatter holocaust.

gotta love the dislike ratio


Keep in mind the dislikes are only shown by people using the same dislike extension installed, so it's unreliable. It could be more, could be less.

Working on the battle intro for Pirate Software

Nice.
 
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He avoids Java like it's some moon-rune language and prefers to do basic scripting and config statements.
There was a clip uploaded where Maldy was crying about some plugin update that made his "mmo" not compile.
Funniest shit was his LSP/Linter/whatever he was using was clearly stating it was type mismatch, yet he had issues with recognizing it.

The engine is single-threaded and lacks low-level memory control like C++, which forces developers to be conscious of every bit of processing time, especially if they aim to support low-end hardware. While other engines allow for fine-tuning memory usage and parallel processing, GameMaker's reliance on GML means devs must manually manage logic flow and data access efficiency within a restricted scripting environment. Ironically, despite this constraint, Jason appears to work with an outdated version of the GameMaker IDE, which misses out on newer performance profiling tools and engine-level improvements.

In the case of Heartbound, he uses a global data structure to track all player decisions and dialogue states (it's not like an mutable dynamic list, but more an immutable dictionary matrix... you can probably see the problems for development now). This makes the narrative flexible and persistent but also introduces performance overhead, especially when that data is accessed frequently during gameplay, dialogue rendering, and persisting across scenes. Because that global system is inherently inefficient, Jason is forced to aggressively “optimise” everything else just to keep performance acceptable. This includes micromanaging instance creation (there are many), obsessing over draw call reductions, and pre-parsing data. Not because these are elegant solutions, but because they’re necessary compensations for the weight of an overburdened global state machine. The "20% performance gain" isn’t a sign of thoughtful engineering: it’s a patchwork fix to a self-imposed problem.
I don't think there are any real performance considerations from Maldys side. Let's not kid ourselves writing hearbound to be CPU bound in modern times would be quite a feat no matter what he were doing. There is just not enough shit happening in this game.

Also the entire post kinda smells of AI.
 
There was a clip uploaded where Maldy was crying about some plugin update that made his "mmo" not compile.
Funniest shit was his LSP/Linter/whatever he was using was clearly stating it was type mismatch, yet he had issues with recognizing it.

Was that when the dependency for his MMO mod got an update and their servers were down? That was funny. I haven't seen him using anything resembling an LSP/syntax/linter extension for GML, Java, or YAML - just walls of green haxxor text in N++ (I know it has functionality for them but I swear I've only ever seen green text and he scrolls for days finding mismatched/uncalled vars and defs).

Like dude use VSCode like a normal person, especially when working with a team.

I don't think there are any real performance considerations from Maldys side. Let's not kid ourselves writing hearbound to be CPU bound in modern times would be quite a feat no matter what he were doing. There is just not enough shit happening in this game.

I mean, the supposed 20% performance gain isn’t due to GameMaker or IDE limitations, it’s the result of poor design choices on his part. His codebase depends on working within the engine’s constraints, which he's either scared of or incompetent enough to pretend it doesn't exist. GML allows for relatively low-level control within its sandbox, but instead he’s managing game state with a massive, immutable global array during scene transitions. That's CPU and memory overhead, especially for a game of this (small) scope. Sure it looks simple but he's managed to spaghetti code the most retarded logic into the game which is screaming to be released from memory.

Also the entire post kinda smells of AI.

tumblr_m4k28wehcy1qd7m1so1_500.gif

I spent time being articulate. Tell me about your mother.

download.gif
 
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Was that when the dependency for his MMO mod got an update and their servers were down? That was funny. I haven't seen him using anything resembling an LSP/syntax/linter extension for GML, Java, or YAML - just walls of green haxxor text in N++ (I know it has functionality for them but I swear I've only ever seen green text and he scrolls for days finding mismatched/uncalled vars and defs).
Here is a post with this clip. He uses JetBrains if I can see correctly.

I mean, the supposed 20% performance gain isn’t due to GameMaker or IDE limitations, it’s the result of poor design choices on his part. His codebase depends on working within the engine’s constraints, which he's either scared of or incompetent enough to pretend it doesn't exist. GML allows for relatively low-level control within its sandbox, but instead he’s managing game state with a massive, immutable global array during scene transitions. That's CPU and memory overhead, especially for a game of this (small) scope. Sure it looks simple but he's managed to spaghetti code the most retarded logic into the game which is screaming to be released from memory.
Again, I think this 20% is just taken out of his ass. Also how is using arrays overhead? It's shit choice from design perspective. However array access should be the fastest possible operations it's just pointer + offset. I don't think even GML would do it differently, but I might be wrong.

Like dude use VSCode like a normal person, especially when working with a team.
Neovim es numero uno. He probably uses notepad++ because it used to be "hacker's choice" in 2000s
 
dont listen to them write more and longer hit the word count and go further byeond

I'm back on my phone and I'm sorry I had no idea it would be that big.

Neovim es numero uno.

I know I know but fuck vim motions. I need to install the VSCode extension for them to get used to them first.

Also how is using arrays overhead? It's shit choice from design perspective. However array access should be the fastest possible operations it's just pointer + offset. I don't think even GML would do it differently, but I might be wrong.

Because from what I've seen of his codebase and the array itself, every item in the array is held in-process. His explanation for this is so you can "hack the game" and change the array to see other narrative options or some shit. GML would treat it as a JSON module.

He uses JetBrains if I can see correctly.

Holy shit it was underlined in the IDE for a whole four minutes before realising that he typed the wrong name.

"Waaaaaitaminute... let me call Jake".
 
the 20% thing has been discussed a few times, having an array in memory caching values is relevant for heavy physics math that is done hundreds of times per frame. caching an array may increase performance by up to 20% by doing things like, say, caching positioning so when you need to reference that positioning your cpu has an easier time finding where the current one is to calculate the next

a storyline array saved to memory is retarded, we've talked lots about this, althought admiteldly it's been a while

i think part of maldys reasoning is that someone could hack his game and change future storyline events but that same person can just open a json file in notepad and do the same thing without your game being poorly coded

this toby fox undertale having shit code garbage he kept spewling out is a massive cope
 
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