
18 | Lead Programmer for @Severity_RBX | Spaceflight, EVs, Meterology, Gamedev
Waco Texas
Joined October 2021
- Tweets289
- Following232
- Followers506
- Likes1.1K
Finytes retweeted
Is it worth it? No, its neccessary.
Not sure if this is documented but safety scores with tesla insurance are not working at all on FSD v14 Lite 2026.20.6.11 @teslascope
Finytes retweeted
Replying to @finytes
Adding my own two cents as another former Community Manager in Twisted.
The Twisted Situation is bleak.
No matter how many ideas are put through, proposals, new strategies, new plans, new release dates, NOTHING EVER HAPPENS. The utmost critical reason why I left Twisted
1/#
Hey everyone. For those who don't know me, until a couple weeks ago I was the Community Manager for Twisted, a role I held for almost 4 years. I stepped down from development in February of 2026 alongside Severity’s announcement, and remained as a Community Manager until recently. That isn’t the point of this post, but I think it’s important to factor that in as you read this.
The purpose of this is to shed some light on what's been going on behind the scenes and the problems that have been faced. Most importantly though, I don’t want to just give another vague explanation. You’ve gotten plenty of those, some even from myself. I just want to give anybody who sees this some deserved transparency into Twisted and where it may be headed. I also want to preface this by saying please do not harass anybody over this. That is not my intention, and it helps nothing.
The first update I worked on, 1.20, was originally targeting March 31, 2023, and ended up releasing August 21, 2023, after internal delays during development. I was brought on board near the end of development to handle final polishing and release. This was also my first time seeing behind the scenes, and I could clearly see a bottleneck on the programming side of things, and that internal deadlines had been consistently slipping for quite a while before I arrived.
1.21 proved that things were not getting better. Originally targeted sometime in October 2023, it would end up releasing about 7 months later, on May 4, 2024. To get it out at all, several features were cut including damage cleanup, additional gamepasses, and different storm modes. The initial release was unstable and required several patches over the following weeks. My work on this update included performance fixes, memory fixes, and a complete UI rework, and with it I transitioned into somewhat of an unofficial “intern programmer” role.
After 1.21, a plan was drawn up for 1.22, and for once it was ambitious and exciting. We planned a brand new 50x50 baseplate map, a brand new chassis based on the open-source A-Chassis, an upgraded garage and customization system, new particle-based tornadoes, additional storm modes, and several gamepass overhauls.
By mid-2025, more than a year since the last major update, it was quickly becoming clear things were not progressing at the rate they needed to be. Although the vehicles had been mostly completed, the particle tornadoes had been completely abandoned, storm modes and additional gamepasses had not even been started on, and the map was much more ambitious than previously anticipated. On June 7, 2025, an announcement was made stating that 1.22 would be released in a couple weeks, but instead with a refresh of the existing map. However, as many of you know, this simply did not happen.
1.21.1 and 1.21.2 had shipped in the meantime, adding storm changes, rocket probes, and adding the vehicles that had been previously planned for 1.22 and sat finished for months.
Until this point, things had kept moving, but there's a limit to how long people will build assets for an update that has no clear path to actually releasing. Eventually work on the map and assets stalled too. With no one driving the work forward, timelines began to slip and poor communication meant the community was left in the dark.
There was some resurgence near the end of 2025, however it was plagued with the same usual problems. The Christmas Update, which was intended to be a 5 day event counting down to Christmas, ended up releasing 2 days late, causing the first 3 days to be bundled into one, and the event itself was less detailed than planned.
By late 2025, most of the dev team had run out of patience, and it was ultimately decided the only way to fix anything would be to start from scratch. And thus, Severity was born.
1.22 did eventually come out, nine months after it had been announced as being a couple of weeks away. It still lacked some of the features originally planned almost two years prior, including damage cleanup and storm modes.
A game that has no real competition can go years without shipping updates and stay at the top. In four years, nothing about how this game is developed changed. Deadlines are missed, features are cut, announcements are not met. That was how it was before 1.22, and I don’t see anything that tells me it’s changed.
Finytes retweeted
Here’s a peek into the hodograph generative system @finytes has completed so far! All of these scenarios are completely randomly generated in-game! Now that these are complete, things like extracting indices, assigning risks and making it procedural can be worked on.
Finytes retweeted
Calling all storm chasers!
We're sourcing real storm chasing rigs for our vehicle lineup in Severity, and we want yours in-game!
Reply with your chasing vehicle's year, make and model + some photos (360 preferred but anything works). The best chasing rigs will be added in-game!
Additionally, if you know someone with a storm chasing vehicle that deserves to be in-game, make sure to tag them so they don't miss out.
Finytes retweeted
Direct intercept in the TIV-2 near Braman OK - Higher quality video soon.
@_RyanShepard @jlkillen03 @evanjames_wx
Finytes retweeted
Here’s a peak at the environment panel within the game mimicking a real life sounding with features such as a skew-t, hodograph, derived values, and SPC outlooks!
The plan is for this system to be dynamic, so events can last and evolve several days at a time and you can look ahead through the "model" view to see what's upcoming! But of course the models won't be perfectly accurate, and may uptrend or downtrend as it gets closer.
It's important to remember that the math required for this is extremely complex, but we are committed to making it available on alpha release!
And finally, please note the values here are *purely for visuals* They will almost certainly not line up with the skew t or hodograph, which are also not generated yet and are placeholders for the UI design.
booster 18 transfer tube
Installing the redesigned fuel transfer tube into the first next generation Super Heavy booster.
Roughly the same size as the first stage of a Falcon 9 rocket, the new transfer tube is responsible for channeling cryogenic fuel from Super Heavy's main tank to its 33 Raptor engines and will enable faster, more reliable flip maneuvers and the ability for simultaneous engine startup

























