Hello, and welcome to snows return a tabletop role playing podcast. If you've ever considered running a game set in Nordic horror, or up in the stars above, in the wasteland or a post apocalyptic Earth, or fancy facing down a franchises iconic creatures than free iligan, or freely publishing, can really put you through the loop, grab your heavy metal inspired weapon and prepare for an encounter. Beyond the red lines, Marines fall in and move out as I speak with Thomas hirnstamm, co founder and CEO of freely publishing. Thomas, welcome to the show.
Tomas Harenstam:Thank you very much. That was quite an introduction. Thank you.
Snyders Return:I was just a credit to your work and the work that religon does. Before we get into friulian are leading into I should say, Would you like to tell us a little bit more about yourself and how you got into tabletop role playing games, please? Yeah, sure.
Tomas Harenstam:I think I have a background. I mean, there was a big wave. And it was like the called the Golden Age of RPGs. In Sweden, it was a big thing in the 80s. And I was sort of right in that generation back then. We, there were a number of Swedish games that existed at the time that were really widespread there were, I would almost say in every home almost. I mean, it was really a big thing for kids, teenagers in the mid 80s. So I got into that just got the first one from my dad, it was a post apocalyptic game called mutant which we, you know, ended up many years later making our own version of but that was the original version that came out. It came out in 1984. I got it in 85. When I turned 11, from my dad who had no idea what role playing games were, and neither did I. But I figured it out with my brother, my older brother. And yeah, they kind of never, never looked back. So that's how it started.
Snyders Return:All right, so what has been your moving from back to Golden Ages, as you said and mutant? Again, as you've mentioned, it will touch on again a bit later. Where else did your top role playing games or path take you as it led you into creating co founding? I should say freely? Yeah,
Tomas Harenstam:yeah. No, it's been a long. I mean, it's been many years and a long, long road. So I mean, I think having played those early Swedish games, for a while, I fairly quickly discovered the world of international games, English games, American Games, and I played a lot of, I played Warhammer and cyberpunk, and all of the stuff that was, you know, all the rage in the late 80s, early 90s, that at that time, just and almost as long as I've been playing RPGs, I've been designing them as well, I think I wrote my first one. You know, as it as it was, it was not, you know, when I was like, 12, it was about the Norwegian resistance in during the Second World War. So I was really interested in that era. And I wrote an RPG based on that. And it's been like that for the whole time. I think that's very, pretty common for role players that it's a very creative hobby. A lot of people who play role playing games also write scenarios or role playing games. And I certainly did. It's then this the actually the game mutant has kind of stuck with me, and it has a has a specific role throughout the years, also turning this hobby of mine into eventually a career of a kind. There wasn't another version of mutant that came out from another company in the early 2000s, like 2002. Before then a couple of years before then, like late 90s, early 2000s. I had like a break, not intentional, but just the way life was at the time, we had a bit of a hiatus from role playing games just didn't have a group it was life happened, you know, studies work. So but that game, a new version of mutant from another Swedish publisher came out and that kind of drew me back in because that game had a special place and in my heart, so that drew me back in I started getting a group together and got back into it. Then I started doing some freelance writing for that company for mutant and some of their other stuff. So got drawn into that. We have a couple of freelancers got together. We mainly did in the beginning freelance writing for a game called Coriolis that we also published Currently, that was originally the first version by them, they were called Yan ring and the iron ring that was the publisher back then. And the faction in coriolus is called free league or free league. And that's where we took our name as a freelancer studio. And well, what happened a couple of years later is that the young ring and iron ring went out of business, they shopped around, and they hand basically handed over their, whatever projects they had going on to us. And that was really the birth of freely as a company, because at that time, we realised we needed to move this from just a bunch of people writing games to to actually creating a company and becoming an actual publisher. And this was in 2011. So that's how it started. And now it kind of just all all grew from from there.
Snyders Return:Yeah, and you've had some tremendous successes with your releases, not only as you, as you mentioned, you've released those iron ring games coriolus and mutant and but you've, you've had some amazing award winning published games from from yourselves. Would you like to tell us a little bit more about those, please?
Tomas Harenstam:Yes, I mean, the first one we did, the first game we did in English, and released internationally was mutant here, zero. And that was our version of that old mutant game that the original version from the 80s. And then Yan ring had their version in the in the 2000s. And we had our version of Year Zero in 2014. So that was like the biggest The first thing we did internationally. And that actually got a kind of completely, I didn't, wasn't quite where I learned it after the fact that it won an Emmy Award for the rule set, which was kind of nice, because I've always been interested in rules. And that's kind of my, what I was focusing on. I mean, that was always been like my area and game design that fascinated me more than setting I love setting as well. But for me, rules have been kind of my area of focus that I where I enjoy tinkering with. So that was, there was a complete surprise that being winning that award from up zero. And after that we did, we worked on a new version of Coriolis, which we had also taken over. And then and that was released in 2017. And that same year, we release Tales from the loop. And that was a completely different story. We had published art books, based on Simon Stalin hard work. And his work is, as just, you know, resonated with a lot of people all over the world, really, even though it has a very Scandinavian Look, I guess. But it's also just resonates with that kind of 80s feel that kind of retro style sci fi thing. And we had published his art books. But for us, it was since we're also an RPG publisher, we felt that we need to make this into a role playing game. So we've worked on that in parallel, really, with gorillas, and both those games were released in 2017. And both won some awards, but especially Tales from the loop that won a bunch of awards. And at the end, is that here? So that was, I think, a big moment for that, I think, put free League, maybe on the map for for a lot of people who I think and maybe hadn't noticed us before, but they did with tests for the loop.
Snyders Return:Yeah, definitely your profile was was boosted up and seemed to put you on a new trajectory. Maybe that trajectory was always there. But it certainly had a lot more eyes upon it. And from from those points you've released, so it's quite a varied selection of titles. Things like more more recent, we'll touch on the more recent releases in a moment, because there's things like Vaseline and a few others. So what's it been like, sort of delving into these different sub genres of the tabletop role playing experience? Yeah, what's
Tomas Harenstam:been trying to look at it? I mean, I think we're been from the very start to a group of people or a company. I mean, we're just still the same group of friends, we've expanded a little bit, we actually incorporated, that other publisher that I mentioned, Yan ring and iron ring, we actually day we started again, and they released a game called symbaloo, the fantasy game. And so they got back into the game. And then we actually joined forces with them from now free league and young ring, and just, we were one of the same now. So we teamed up with them. So in that sense, we, we have grown, but otherwise, we're just the same, same people. I think we've always been interested in doing new things, trying out new games, new genres, and not just doing one thing. I mean, I think that's both a strength and maybe sometimes a weakness that we get really excited about new projects, which of course, you need to, you know, forget the projects and the games that you already have out there. You have to keep keep those, keep those supported as well. And I think that's that's that challenged that Here's You know, sometimes struggling with that we get really excited about the, you know, the next thing so but yeah so we've been doing that and we were doing a mix of balance of our own IP so to speak I mean our own brands our own games that are fully around from the ground up and and other games that are licenced games actually museum karela started out as licenced games also mutineer, zero still is but Korea is we have bought back. So that's fully ours now again. And also we did a game called forbidden lands a fantasy game that was right and kind of tribute to, like retro, it's not an OSR style game. In at its core, it's not an retro clone of Dungeons and Dragons. It doesn't have that, but it has a retro fantasy feel and style. And that was kind of our tribute to fantasy gaming of, of the 80s I guess, with that art style, and also this kind of style of play. So we did, we released that game in and that was our fully our own. Also, that was done in 2018 that came out. And then we've been working with some licences. And of course, the big one is alien, that we and that was, you know, a big, big project for us. And I think if Tales from the loop put us on the map, I think alien did it to an even greater degree in it. And that has been a you know, really fantastic project to work on. We released that about a year ago, less than a year ago in December of 2019. So we did that. And as you mentioned, they have the Nordic horror game called vision is more of a gothic horror feel. It's not space horror as as alien, but they're both horror games but very different from each other. It's based on Nordic folklore, that kind of horror, it's as I guess, a Call of Cthulhu kind of vibe, even though it's set in the 19th century. So and the creatures are not cosmic cosmic creatures from you know, other dimensions but rather from from Nordic folklore. So it has a different feel. And now we're also doing a reboot, I guess of Twilight 2000, which is, of course, also licenced project. So, yeah, I guess you could say we're moving from between genres quite a bit.
Snyders Return:Would you mind asking? Because it's one of the projects, I've not done a little bit more research into the tournament? 2000? Would you mind expanding on that? Just a little bit, please?
Tomas Harenstam:Oh, yeah. I mean, it's, it's started out as a bit of a, I mean, like, it often does with us, it starts out with somebody, you know, being passionate about something, we're not very calculated. With that sense. It's much more passion driven, what projects we start, and 22,000 is a game that for me personally, and also a few others, that really, we it's, it's one of those games back also from from the 80s that I enjoyed more reading than actually playing back at the time, because the the first edition, and well also the second, all previous editions have been pretty chunky, you know, crunchy games, that took quite a bit of a investment to get into. I mean, it's a post apocalyptic game, it's just like me zeros, I think there's something connection there, even though 22,000 was back then the near future setting setting. I mean, it came out during the Cold War in 84. So it depicted a world that year 2000, during, you know, world war three, between the Warsaw Pact and NATO. So it was very much a post apocalyptic near future setting at of that time, so it had that it resonated with with me and had that also very much of a sandbox field, that kind of just that we enjoy so much in our other games also, like a bit less than usual, definitely have that very much player driven sandbox, open world setting, and it's definitely there in fall of 2000, as well. So it started out just as we started playing first edition 22,000, a couple of years ago, and then that kind of ballooned into a set of house rules, and then into investigating whether this licence is actually, you know, somebody's doing this, or could we do this and then we found out that we could, and so it kind of just grew from, from a couple of sessions of gaming that just, you know, turned into a project and now we're, you know, releasing a new version of the game. It's,
Snyders Return:it's amazing where that creative spark can come from. Yeah. So that's, that's what's sort of beyond this a little bit in the timeframe. But over time, time of recording, you've got one, three, you have more major projects, but I'll mention these three you've got forgive any pronounciation issues, more Hawk right. You've got the Aliens, Colonial Marines release the destroyer of worlds and you've got Is it the Kickstarter for Labyrinth? Make sure I get the name of that right as well. Yes. Yes, that's right. So would you mind talking us through a little bit of each of those projects? And? And sort of taking it through it from from a game design perspective, from your perspective?
Tomas Harenstam:Yeah, absolutely. I mean, some of those, let's start in the opposite order. You mentioned at the end there, the labyrinth. And that is, such as we still still also publish art books and the labyrinth is it's an art book, also by Simon Stalin, who did Tales from the loop things from the flood the electric state, and now this is his fourth book. So we've been publishing his books from the very beginning, we have been turning them into RPGs like the first two tears will loop and things from the flood, we have turned into RPG. So you know, you never know if that will happen with the electric stage and the labyrinth as well, I guess we'll see. But for now, it's, it's an art book. So we're doing a Kickstarter for the labyrinth right now. That's, it's up and running, doing well. So that's, and it's continues for another couple of weeks. So it's, might be worth checking out. But like you said, we also have other projects going on. Mark Borg is a game. It's a really cool game, different style. I should not take too much credit for that one, though, because that's one of the games that is not designed by us internally at free League, it's actually we're more of a traditional for that particular project were more of a publisher in the traditional sense. And normally, we only publish games that we design ourselves, sometimes we use freelancers, but still, you know, control, we do the main, we still are managing the project and doing the concept and everything. And then we can bring in freelancers for art and text and so on In some cases, but we do a lot of the work ourselves. In most projects. morgase is very much an outlier in that sense, because that was a game that was fully designed by by other people. The two guys called you on Nora and Pella, Nelson and they're doing they have done this game and then they just wanted to publish it with us. So and it's fantastic little game. It's very much unlike anything else, I think in the RPG space. And we were just delighted to publish this with him.
Snyders Return:Right Right, it certainly caught caught the eye The art style and the sort of the somatic sense behind it. Definitely sort of picking up a large number of fans. So what one thing I haven't mentioned before we move on to destroyer of worlds and the alien. Yes, RPG is where people can find free league and you know, sort of social media and sort of website and things like that. Would you mind sort of just running us off a few contacts or a few links for people to
Tomas Harenstam:Yeah, we have the website freely publishing.com in one word, freely publishing.com so you can find everything there of course and Facebook also I think you find us by searching for freely you might have to search for the Swedish name for your league and that's fri a Li g a n Facebook wouldn't let us change it so we're kind of stuck with with the Swedish name on Facebook but I guess it'll have to do so. That's we're definitely there and Twitter same thing you can find it there as well. But yeah, you mentioned we should also like the alien things we've only recently now in September eighth was a month ago released destroyer of worlds, which is that first really word it's the second cinematic scenario for the game but it's the first one since the release because the chariot of the gods was the first one it came out alongside the the main game back in December and now and destroyer of worlds is is sort of a sequel in a sense to that written by the same guy His name is Drew gasca he did he does a lot of the setting work for alien Is that true alien experts I I do the game design the rules and and managing the project. That's my role in alien. Andrew does the setting work? So it's really him and I were butting heads about most things in that game. And yeah, so that destroyed worlds. It's a game where you play Colonial Marines. Basically the people you see in the aliens movie, the second movie, and it's really a sort of an action space action movie in space type thing. Where and it's it's pretty brutal as it should be in an alien I think compared to the first scenario trips with the goats, it's it's that one is more of a space horror, this is more of a space action, I guess. But so it's it's, it's we've released it as a box set. It's something that I've been wanting to do for a long time I used to play the James Bond RPG also back in the 80s, buy victory games and then love those books, scenario sets where you got like maps and handouts and things, like in a in a full package. So we did that for destroyer world. So you get like, not just like a book, but it's like has lots of handouts and cards and, and pre generated characters and everything in that box set. So yeah, that's been doing pretty well. We're also working on a Colonial Marines campaign book, because you can also play alien, the alien RPG in campaign mode, cinematic mode is really a one shot thing, you play pre generated characters, they probably will not all survive. So it's not written for you don't expect them to move on to the next scenario. So they're really each cinematic comes with a set of characters that you're meant to use, you're not meant to keep playing those characters, I guess you can, but it's not how it's designed, because we don't expect that we want to make it out. So but campaign mode is different. That's more of a traditional campaign style game much more sandbox much more free, free form players travelling where they want to or doing things and we're planning we're working hard on it on a campaign book for alien now also for for Colonial Marines. That way you can really design your own Colonial Marines campaign and it has a bigger story arc and a lot of a lot of resources and assets and art and things. So we really want to that's like the thing we've been sort of really want to focus on showcase going forward is campaign mode also, because some a lot of the focus so far on alien has been on the cinematic scenarios. So next step, we want to show the other side of it.
Snyders Return:And I have to say personally, I'm excited for that because I bought destroyer of worlds earlier today to make sure I had a decent read through and an understanding of it before we spoke today. And I bought the the alien RPG earlier in the year because I was excited by it. So having that opportunity to campaign with the if they survive campaign with the colonial marine is certainly something that excites my sci fi mind going into the game design side of things on not necessarily just this project, but this is the one I'll use an example. What's it been like? And what were the challenges of creating the rules and the the game mechanics behind this game or another one if you if you have a preference to talk about one of those?
Tomas Harenstam:Hmm, nothing alien is an interesting one. And it showcases I think a lot of how we approach game design or how I approach it, in that it still uses the same base as actually almost all of our other games, it's it's the game system, the core system that was designed originally for mutant year zero, so we call it the year zero engine. It's really just a core pretty simple core to Bayes rule system on and that's useful for for a number of reasons. It's it. Obviously, it's been tried and tested. So we know it works, instead of doing a full game system completely from scratch every time because that would increase the risk of of imbalances and bugs and things just not working the way they should. But also, of course, it's having something core that stays the same also makes it easier for players who have tried one game to try another that because they will have an understanding it basic idea of what the game will run, like how it will work. But I think that's just like the basic is where we start, the really the design work really starts is to find that key thematic element that it needs to be in the game. Because the way I see rules, they have to reinforce the theme, the themes of the game itself and that really work together with a setting. So we always look for a way in the rules to enhance those key things that we want to bring out and maybe not focus so much on everything else. We don't try to simulate every single possible situation that could possibly occur in this world. Instead, we create rules that kind of bring out the theme of the game. So and that was really something we tried to do with the At endgame and of course, it's a horror game. So the core thing that we really needed to make work and focus on is the stress and panic mechanics, and how stress and panic tension, how to build tension, and then release it in, you know, in a fit or panic or whatever. And having that that dynamic of the 10 bill, the rising tension, and then an explosion of horror or combat or panic, and then kind of having that ebb and flow. That really is what we tried to do. And we did that with the stress dies that you accumulate through stressful situations also pushing, pushing rolls. Pushing rolls is something you can do in the year zero engine. And every every version of it is basically a reroll a risk reward function where you can reroll a roll, but then you have to pay some kind of price for it. And an alien that price is the accumulation of stress days and stress days will actually help you in the beginning, you will actually roll them and they will go into your dice pool, increasing your chances of success. But if you roll ones, specifically, you risk triggering panic. So the more you have, the more you risk, triggering a panic in the worst possible situation. So it's really that kind of building tension. And, and rise to a point where you know, you will have you know, it will sooner or later it's going to explode unless you can find a way to release tension in between or something like that. But if that's what we really focused on for aliens to get that element, right, they get that feel, right, whereas the rest of the rules are they're fairly slimmed down it's fairly rules life system, it's not super complex. So we needed we really wanted to focus on on that just to really emulate the feel of the of the of the alien movies.
Snyders Return:And it really does and I love the sort of the stress and and panic mechanic that you've just described there. I'm running on just a set of D six, six sided dice, it makes the game so accessible. I think everybody's gonna serve a D six somewhere that they can sort of pull together and play with so it makes the game so accessible so quickly. Yeah, so that was that was sort of your, your game mechanics approach to the use zero engine and and how it sort of feeds into the Alien franchise, the alien RPG that you've published on is, is brilliant. I love it. I don't get enough chances to play it. But that's, unfortunately, down to personal time shuffling. Yeah. But touching on that you mentioned Twilight 2000 Are there any other tabletop role playing games out there that you you play or you look at and you think I like the way that works? Not necessarily to sort of draw into your own system, but games that you enjoy outside of, say, the alien, alien, RPG or, or any of the others that you run more often?
Tomas Harenstam:Yeah, I mean, we try to play as much RPGs as we can, I mean, it's part of what we play our own games, because we need to play test them. So we do that. But we try not only to do that, because I think it's it's very, it's really important keep being curious and interested in what's happening and what, what what else is going on in the roping space. So we try to play other other games as well, not just our own, and we definitely do from time to time. So yeah, I mean, it's it's a long list of games that that have been inspirational to me throughout the years. I mean, that's, that's all been a strong driving force for for a really long time. I mean, I was back in the late 2000s. Like the I was very much inspired by the whole indie forge movement of games, and I played a lot of those solar system and fate and apocalypse world and a lot of that. That was a really big inspiration back then. More recently, like I mentioned, we went back to played some older games, like the first edition one or 2000. And yeah, it's just because it's not just reading games, also, of course, more, there are more games out there that I want to, you know, get to know that I can actually find the time to play. So that means also, you know, quite a bit of of reading as well. So, yeah, it's because there is there's a lot of I mean, thinking there's so much There's so many cool games out there that it's that I think it's, it's a risk that you get too focused on just doing your own thing and not looking at what's actually happening. Because then you missed a lot of great games
Snyders Return:by Oscar, maybe it might be a slightly unfair question, you might not be able to answer it right now. But as from a game designers perspective, looking at all these other RPGs, you know, you have this user engine that works so well with your own games. Have you looked across the the spectrum of other games that you've sort of read up on or played until that game mechanic just from a game designers point of view? I love the way that works? Is there anything that stands out in your mind is a just a, it could be a very simple mechanic, it could be something like that, but from a game designer perspective, is there anything that you've really appreciated about? a different system?
Tomas Harenstam:Yeah, you mean someone in other games? Um, yeah, there is. There is a, really a lot that you just have to think of which one is kind of like to to, to pick here,
Snyders Return:you don't have to pick if there's a couple then feel free that I'm not going to nail you down to a single, you're not going to be held to account because you only mentioned one game system, but it's just whether you send a mechanic that caught your eye sparked your own imagination, or your professional appreciation of how that game mechanic works. Yeah,
Tomas Harenstam:I mean, this is this is pretty, pretty simple example. But there is a game called the it's not new, but it's a bit of an indie game called dread where you said, like a Jenga tower to to ASIC as a resolution mechanic, which I think was really neat. And it kind of it was definitely inspiration for alien, because it kind of does, in a sense. It's also a horror game. So it does a little bit of the same thing that it's whenever you, if you pull out pieces of this Jenga tower and one if it collapses, that means something, you know, dramatic happens in the story. And I think that's just one example of how we can find an appropriate mechanic that kind of really enhances that the theme of the game in a in a fairly, really effective way. So yeah, that's just one small small example that I that I enjoy.
Snyders Return:No, that's, that's, I'm aware of their game again, it's another one I've not had the time to play. But I've, I've I've seen that sort of mechanic in action through other players and reviews online and things like that. And it really seems very clever in its implementation in the game. Yeah. So we you spoken about your your many very projects, the stuff that you're you've been previously released, the stuff you're currently supporting, continuing to support the stuff that you've got coming out in the future, the Kickstarter for Labyrinth and things like that. But sounds like it keeps you incredibly busy. Plus the playtesting everything else? What is it you do for downtime? What is it you do to sort of give yourself a a step away from from work?
Tomas Harenstam:Yeah, it's a good question. I we do and that's semi work, I guess. But for when we just want to sort of relax we recently we've been playing quite a bit of like skirmish miniatures games, which is it's been bit of a thing in the last year, we've been playing the there was a Judge Dredd one and frostgrave. And some of the some of these others, they were fast, fast games. It's not like full Warhammer type thing that that takes, you need a lot of miniatures. And it takes a very long time. Instead of you just have a handful of miniatures each and it's very rules light and, and very cinematic. And so we've been that's been something we've been doing for fun in the last year. But of course, as that's happened with Twilight 2000 of course, we couldn't help ourselves from thinking we should do a game like this. So now we're actually planning that for Well, one or two of the game brands that we have roping RPGs for where nothing's decided we haven't you know, it's nothing we can officially announce or anything but we are looking into it to do a skirmish game on one of our one our brands, so then kind of the way it thinks we start do playing something just for fun, and then it turns into another project, you know, which is you know, I guess the curse so yeah. Doing having a that is Yeah, exactly. So, but yeah, that's one example, I guess.
Snyders Return:Yeah, like, Well, you know, I appreciate that you've you've so managed to find the time to speak to me and Cuz it sounds like between creating new games supporting your games playtesting everything it does keep you incredibly busy plus, yeah, yeah. co founder CEO you have your top level management responsibilities as well. So say I tip and take my hat off to you in all honesty.
Tomas Harenstam:Thank you.
Snyders Return:So what is we mentioned the Kickstarter for for labyrinths and the Colonial Marines stuff What? What is next, without sort of NDA exclusives? What is next for freely publishing?
Tomas Harenstam:Yeah, expect over the next. Excellent have a couple of big things. Yeah, we have a couple of big things coming up. One of them we have already sort of announced we will make a proper announcement. But it's, it's it's been, we have announced it, it's not new. And that's we're doing the next the new edition of the One Ring role playing game. The together with Francesco patella, who is the lead designer, who was also the lead designer on the first edition that was published by cubicle seven. And it's been doing really well for the last decade. So it's a, it's a great game. And of course, is the most iconic fantasy setting imaginable. So it's, that's really like a big responsibility, but also extremely rewarding and fun to be a part of, to work on that project. So that's something we're working hard on at the moment, we'll be able to show some more where I mean art and graphic design, and it's all coming together. But and we'll have a proper announcement and show some more things fairly soon. That game is planned. If all goes according to plan, it's definitely coming out a next year. So that's that's a big thing on the on the horizon, we have another big RPG project that I unfortunately cannot say anything about just yet. But you know that probably in the next couple of months, there will be some news. And, and also trauma 2000 is something I'm working really hard on right now, because that's recently kickstarted, also planned to come up next year. So now we're really pulling all working really hard to bring that together. So that's a big release coming up. Also. And like I mentioned, the skirmish game we have, we have a board game, based on Tales from the loop. It's our second board game, we did Crusader Kings at the board game, which is based on the computer game that was released last year. And this year, we kick started a board game based on Tales from the loop. So that's also coming out next year. That's also a big big project, big release coming up.
Snyders Return:I'm certainly keep my eye out. For those who know the future releases again, at time of recording, they are months away at a time of release. They could be right on the doorstep. So I'm genuinely excited that the alien stuff which appeals to me personally, but so many other sort of projects you've got going on that tickle the fancy and excite the mind. So Thomas, would you like to give us a just a recap of where people can find not necessarily yourself? You might not want to be disturbed the day and night but freely given as a as a company and a publisher? Where can people go to find you guys online?
Tomas Harenstam:Yeah, I think we're pretty active on Facebook. So I think that's a good place to find us. If you want to get updated. You can just search for free iligan there or free leak. Our URL website, I guess is the main main place. Because there you can also find links to everything else. It's just freely publishing.com freely publishing calm in one word, then and there, you can also sign up for a newsletter so you can find be updated of everything that's going on. Yeah, I guess those are the main the main platforms where we're easy to find well, so I should mention, we have actually a fairly newly started both a YouTube channel and a twitch channel where we do a lot of actual plays, and interviews and things. So that's definitely something to look out for. It's something we've been focusing even more on in the last couple of months partly due to the pandemic. We know that a lot of people might not might have trouble playing, meeting and playing physically. So all the online stuff has been sort of an extra focus area for us in the this year. So that's worth checking out too. Well,
Snyders Return:I will make sure that as many links as I can Find her in the description below. And I implore people to sort of follow those links, go and check out the freely publishing output. So varied it is that there is something for everybody. And if there's not something for you right now, there is something coming up in the future. I almost guarantee it. Thomas. Yeah. Thank you very much for your time. I really appreciate you all. taking some time out of your busy day week, month publishing schedule to speak with me today. I'd love to have you. I'd love to have you back on the show. Either your cell phone, another member of your staff would be willing.
Tomas Harenstam:Absolutely. It's been a pleasure.
Snyders Return:It's been an absolute pleasure. So I will say thank you very much. And we will speak again soon.
Tomas Harenstam:Thank you. Bye.
Snyders Return:Thank you for listening. If you'd like to learn more about the show, then go to WWW dot Snyder's return.squarespace.com. Alternatively, you can find us over on Twitter at Return Snyder. We have a link tree link in the description of this episode. And if you want to support us, come and join us over on Patreon and we also have a Discord server. Please leave us a review because we'd love to learn how to improve the channel and provide better content out for for those who are listening until we until we speak again. Thank you