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(2 edits)

Hello Cryoganix, thank you so much for your interest in Squeaker!
The case of releasing a MacOS version is currently a story of disappointment.

The biggest issue is I will want to test Squeaker myself natively, especially after I've noticed some edge cases where Godot exports are not exactly in parity between ports. I also have need of compiling the engine myself for managing modules so having the hardware itself is crucial for that compilation.

I actually have an older Intel Mac Mini and attempted to compile custom exports for the latest version of the engine with no success. My only reward was many unexplained segmentation faults, half a week wasted and several gigs of bandwidth eaten up by countless versions of XCode being downloaded & installed. I tried cross-compiling before that which was even more difficult.

My solution then is I'd need a Mac Mini M1 for testing while having more forward compatibility. There is also the $100 USD I'd need to pay annually for the developer license. Sorry to say, that is very unlikely as I am not getting that kind of money with my programs yet. Take note Windows has by far the majority market share in the consumer desktop market yet even releasing on that I can barely justify the cost of a copy of Windows 10.

While I want to support MacOS too, Apple isn't making it worth it for indie programs like Squeaker. We will see with the release of my latest game, perhaps that will change this situation in a year's time or so. Thank you for your understanding & I hope there is sooner a day that I can bring my programs to MacOS.