Over the course of 2025 and 2026, Fields of Mistria transitioned from using GameMaker Studio 2 to using our own custom Rust game engine, called maybe. We released our first public beta in early June. On August 5th, Fields of Mistria released to the general public on Steam, sporting its new engine. We ported to improve performance, increase modability, and to handle engine-side bugs which we could not fix ourselves, including segfaults in GameMaker Studio 2's C++ runtime.
This talk is a post-mortem of what went right, what went wrong, and what we should have done before it was released. Expect discussions on graphics, windowing and sound libraries, managing C dependencies on Linux and Windows, crash handlers, feedback mechanisms for users, and, finally, whether we succeeded in our three goals. Spoilers: we have never had a segfault.