i feel very left out of the discourse as someone who has spent the last few years making a game engine that is not designed to underly a commercial game, and also is not intended to compete with Unity in any way

i feel very left out of the discourse as someone who has spent the last few years making a game engine that is not designed to underly a commercial game, and also is not intended to compete with Unity in any way
same!
i often struggle with whether decker is even something that ought to be called a "game engine", or some other amorphous, unnamed category of software
i think it is a game engine, it's just not a game engine intended for professional game development teams to use. which is valid! just less relevant in a conversation about professional game development practices.
and also i am now thinking about how many Twine games shipped on Steam (a non-zero number)
I think that if a tool is accessible enough, and flexible enough, and it gets into enough hands, eventually somebody is going to use it to make something that transcends the medium, like Horse Master for Twine.
Making tools like Downpour and Decker is like launching a rescue plan for wonderful, fragile little ideas which may not have survived to maturity if they had to be realized with a big complicated AAA-quality game engine.