mushroom sketch inspired by citizen sleeper and the greenway.
speedpaint below the cut (flash warning near the end)
$LAYYYTER
"I'm Dorothy Gale from Kansas"

Product Placement
we're not kids anymore.
Misplaced Lens Cap
Acquired Stardust

Janaina Medeiros
Three Goblin Art

Andulka

izzy's playlists!
hello vonnie
ojovivo
noise dept.
RMH
cherry valley forever

if i look back, i am lost
Not today Justin
🪼

titsay
wallacepolsom

seen from Türkiye
seen from United States

seen from Australia
seen from United States

seen from Malaysia
seen from Malaysia
seen from United States

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seen from Canada
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@indorilmiara
mushroom sketch inspired by citizen sleeper and the greenway.
speedpaint below the cut (flash warning near the end)
it happens every time sleeper tries to access the Sidereal’s cloud network
i miss this game
Sabine in their clinic for day 5 of Citizen Sleeper January 💛💉
first attempt at drawing lem and mina from citizen sleeper!
Citizen Sleeper and The Bronze Age Collapse
NOTE: This will contain spoilers for Citizen Sleeper and Citizen Sleeper 2: Starward Vector. If you haven't played thse two (excellent) games, parts of this will not make sense to you.
New announcement from Fellow Traveler about Gareth Damian Martin's next game!!
Today, we’re incredibly excited to reveal Signet City, the next game from Gareth Damian Martin, creator of the Citizen Sleeper franchise and In Other Waters.
Signet City is a first-person fungalpunk RPG about a coastal city in decline, in a world where the biological computer outgrew the silicon chip. You are a parasite, born in the brackish waters of the city's bay, with the ability to inhabit human minds. Guide your hosts, and the city itself, in its final season. From the stained wallpaper of the squats to the towering monuments that dot its skyline, grow through and into this strange city, changing it forever.
From the very beginning, Signet City grabbed us because it feels unlike anything else in the narrative RPG space right now. It carries the same emotional and thematic DNA that made Citizen Sleeper resonate with so many players, but mutates it into something industrial and rooted in post-punk culture, weird fiction, biological horror, and the failing systems that shape modern cities today.
One of the things we love most about the game is how fully committed it is to its identity. Fungal systems shape the philosophy, politics, visual language, and social structure of the world itself. Signet City offers a distinct vision of a richly-built world, one adjacent to our own, that both mirrors and distorts the familiar struggles of labour, power and ecological crisis.
The move into first-person perspective creates a very different kind of intimacy and tension, while the stark monochrome art direction and post-punk inspirations give the game an immediately distinct visual identity. Every frame is hand-authored and deeply human in the way Gareth’s work consistently is.
There will be much more to share in the future and, trust us, there's plenty more growing beneath the surface.
Welcome to Signet City.
I'M SO FRIGGING EXCITED!!!!!
GARETH DAMIAN MARTIN IS ONE OF THE GREATEST GAME DESIGNERS OF ALL TIME!!
THEIR GAMES ARE PHENOMENAL! AS!! FUCK!!!
WE GET TO ROLEPLAY AS A MIND-CONTROL FUNGUS!!!
[shoutout to Derin's "Inner Life"]
It's actually a bit surprising to me that we haven't seen contemporary meta brainfuck indie games do more than they have with 1990s point and click adventure games' penchant for developer-intended softlocks. That feels like something you could very easily spin as Saying Something.
Honestly, having grown up with this bullshit is probably a big part of the reason I'm fascinated with player-hostile game design. Giving a puzzle three different solutions with fully voiced and animated reactions to each, except two of those solutions render the game unwinnable in ways that won't become apparent until hours later is a level of "fuck you" that most modern games with pretensions of player-hostility can only dream of!
@lunchm34t replied:
what adventure games softlock you like that?
I'm usually loathe to suggest TV Tropes as a resource, but given that only a person who's entirely unacquainted with the genre would be asking that question, a primer is probably warranted. Check out the Unwinnable By Design article and read the preamble for context on the types of softlocks we're discussing, then hit either the "Sierra" or "Infocom" links (yes, those two publishers each have their own dedicated sections!), pop open the "Cruel" tab, and get ready to read some stuff that makes you mad.
There really is only one correct way to play some of these games huh.
A critical piece of context that a lot of modern gamers completely miss is that Douglas Adams' adventure games are works of parody not only in terms of their narratives, but also in the sense that they're rather vicious parodies of adventure games as a genre. Each of their absurdly obtuse puzzles is lampooning some puzzle design trope or set of tropes that was legitimately commonplace at the time they were made, and many of the really nasty bits are crafted specifically to piss off experienced adventure game fans who otherwise wouldn't get caught out by that sort of thing. They're outliers in the genre only in the sense that they're putting forth extra effort to be annoying about it – most games of the type pull the exact same shit entirely without remark!
(Honestly, the player-hostility of Hitchhiker's Guide to the Galaxy tends to be tremendously overstated owing to a combination of effective marketing and the fact that it's the only adventure game from that era that any significant number of current-gen gamers have ever actually played. In terms of sheer fuckery it's considerably friendlier than stuff like, say, Codename: ICEMAN.)
were these like, rented out blockbuster-style and the devs got a cut out of said rent, or
It helps to understand that point and click adventure games are one of the first genres the Git Gud crowd really fixated on, and a lot of these early design trends revolved around catering to that crowd. It only got reframed as a genre for filthy casuals in the wake of a demographic shift in the mid 1990s that saw the genre's player base skewing strongly female; it's practically the only example of a video game genre's reputation flipping directly from "hardcore" to "casual", and one of the most striking illustrations of the fact that which kinds of games are considered "real" games is more about identity politics than mechanics.
I love the uesp wiki
Every other site's algorithm: Here is an endless stream of content we have decided you might like. If you slip and forget to bookmark something, you will likely never encounter it again.
Tumblr's algorithm: Here is one post we have decided you WILL like. We are going to keep bringing it up, forever.
The Royal Protector
Been replaying the dishonored series and i felt like drawing Corvo. Tried something different with the backgrounds and the colors for this one.
incredible sounds happening here
This is what we call An Argument
An Argument/Game
For no reason here is a library story
There will be millions of actions like this over the coming years. An important thing to remember is that for them to work (anywhere, not just libraries) is people absolutely can’t announce that this is what they are doing.
Not seeing constant acts of resistance doesn’t mean it isn’t happening all around you all the time. Some very effective methods require silence and secrecy.
Something to keep in mind.
@official-library-posts
official library post
Happy Pride Month!!! 🌈💕🌼✨
curiouser and curiouser