There's a word we want to bring back into gaming. It used to mean everything, sitting in front of a screen at 4 AM, night after night, as kids.
Editor.
We played these games our whole lives, and what were we actually doing at 4 AM? Watching text, sliders, small dots moving across a screen, and simulating everything else in our heads: what's happening to the characters, who's rising, who's about to break through. The game gave us the skeleton, imagination gave it flesh. Making our own stories was everything.
And these games used to ship with an editor: a tool for editing the data your game runs on, the keys to the world, handed over in the box. Nights spent inside them, changing names, changing outcomes, building custom databases from nothing, making the game ours. And then sharing it, putting a custom database out there and getting feedback that someone enjoyed a world we'd built. That was the first taste of making something for other people, before any studio, before any engine: a kid with an editor and a custom database, learning how it feels when strangers enjoy the thing you made.
So here's the commitment: every game we make, whenever we possibly can, ships with an editor. For the fans, the modders, the people who'll care about our games the way we cared about the ones we played. Not a raw tool thrown over the wall either; we'll try to make it genuinely pleasant to build your own databases. And we want to go further than data: we'll try to make the rules themselves editable, so you're not limited to renaming things in our world. You can build a totally different one, and take any of our games as far as your imagination wants to go. The simulation is ours. The world it simulates should be yours if you want it.
We already know there's a community out there that will do things with these tools we never imagined, that will improve on our games immensely, and we genuinely cannot wait for it. Fix something we missed. Make a database more realistic than ours. Push a system further than we dared. That's not a threat to a studio like ours, that's the dream. The games we loved most were the ones their communities refused to leave alone.
So when our games arrive and you open that editor for the first time: somewhere, we're the happiest people in the world, because we remember exactly what that moment feels like from the other side. Go make it your own.