IT'S NOT MY FAULT IM PEVERTED ABOUT CAMERAS!!!! THE REAR ELEMENT IS SO FAR IN THAT THIS IS THE ONLY WAY TO CLEAN IT
THIS LENS IS NEARLY THREE TIMES MY AGE. CANON IS MAKING ME FINGER AN OLDER WOMAN AND THAGS BEAUTIFUL
@siveine
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@esoteric-merit
IT'S NOT MY FAULT IM PEVERTED ABOUT CAMERAS!!!! THE REAR ELEMENT IS SO FAR IN THAT THIS IS THE ONLY WAY TO CLEAN IT
THIS LENS IS NEARLY THREE TIMES MY AGE. CANON IS MAKING ME FINGER AN OLDER WOMAN AND THAGS BEAUTIFUL
@siveine

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A real page on the White House website
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There are to my knowledge a few dungeon crawler CRPGs out there that make "the party got wiped on level Fuck but instead of there being a Game Over the player is now encouraged to make a new party that can then recover the corpses of the previous party for resurrection" a part of the gameplay. Same can apply for characters getting petrified and idk I guess in a theoretical example I just came up with a character could end up in Orc Jail (that's jail run by orcs, not jail for orcs) and be in need of breaking out.
And that's neat, but to me it also begs the question of: short of the game not allowing for loading back to a previous state and only having one save slot per run, what incentive is there for the player to pursue this? From a player's point of view "just reload the save and don't die this time" will always be preferable to this, especially since many dungeon crawler CRPGs assume an "everything is the dungeon" type of approach where you also kind of have to tackle the dungeon sequentially level by level. This is not like losing a single mission in XCOM where you can still probably recover and the campaign isn't entirely lost due to one loss: this is the equivalent of having to start with a fresh party who are probably squishy and will have to grind at least to some extent to be able to survive whatever it is that the previous party already had to survive to make it to level Fuck in the first place.
Anyway I don't design dungeon crawler CRPGs but I think there's some potential here for gameplay that embraces the fact that the player is unlikely to complete the dungeon on their first run and that makes this part of the gameplay. I am imagining something with roguelite elements where reaching certain objectives in the dungeon unlocks persistent upgrades for that save file that the player can make use of even when they need to replace party members. Honestly, maybe I should be designing shit like this.
This is an interesting thing to think about. So and idea I got would be to have some kind of system similar to Wildermyth's relationship system, which in short works like this. Characters can have three types of relationship: Friends, Rivals, or Lovers, which confer certain bonuses in battle. Characters who are friends get a bonus to blocking when standing next to each other, characters who are lovers will get a bonus to damage against any enemy that attacks the other character, and when a character who has a rival performs a stunt (Wildermyth's equivalent of a critical) the other will get an increased stunt chance until they perform one too; with the exact magnitude of these bonuses depending on the strength of the relationship.
So in a CRPG with a similar system, a way to incentivize the player to go through this process instead of just reloading a save could be to have each recovery event strengthen or even develop new character relationships. So for example two characters become rivals or lovers after having spent time in Orc Jail together, or a character from the old party becomes friends with a character from the new party after being recovered and resurrected, stuff like that. That way it would feel like you're getting a long-term mechanical bonus AND a little nugget of emergent narrative out of playing through these events instead of just reloading.
could be fun too if this is the only way to get new characters. sure, you can clear the whole game with your starting party (and that's a cool enough flex that people will do it), but every time you TPK and recover you now have a new set of characters to mix and match with. maybe completing certain objectives or reaching certain depths unlocks new character options, but you don't get them until a new batch of heroes venture in. negotiating peace with the giant psychic spiders on floor 3 is cool, but then it becomes awesome when your party gets taken over by a puppet wizard on floor 7 and the rescue party has a giant spider in it and gets to start their delve from Spiderberg
worth mentioning the way you actually did it in older CRPGs wasn't usually "start a new band of adventurers from LVL 0 and work up to rescue your old party", but instead "I had to rotate out members for specific reasons, and so I can cobble together a second party".
In wizardry, its sensible to have more magic users than you need, so you can cast map and teleport a lot, and map out new floors and find all the secrets.
You might have run across one boss where you needed more healing, or your fighters were useless for the battle, so you power-levelled an extra member just to beat them and then cycled back in the main party.
You might've gotten a new class option at some point, but none of your current heroes qualify, so you made a new one. Or, you multi-classed/prestige classed someone, and now they can tank and also heal enough that you don't need your dedicated healer anymore.
Maybe for an entire floor, you only got new equipment for assassins, and your fighters are temporarily underpowered, so you swapped out.
Old CRPGs in general didn't design with the expectation of a singular player party, and sometimes were designed to force changes to the party through the adventure. A lot of that design ethos maintained itself long after that had become the standard assumption, too, and so you get some weird examples where it really never makes sense to swap, but the game seems to expect you to do so for no reason.
Scooby-Doo taught us that humans are the real monsters. Fischer and Griess taught us that the largest sporadic simple group is the real monster

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the among us show might genuinely be cinema i just watched a crewmate handle an actual fucking g-string
this show is rated tv-pg yet has shown multiple shots of a character flipping us off with both hands which has led me to believe every other tv-pg director is a coward
i spent the entire show joking with my boyfriend that paramount just didn’t actually monitor the show and just released it without actually caring about its contents. what do you mean that wasn’t really a joke.
So, you've been on the Internet for a bit longer than me, and it sounds like you've used your full name as your net-facing identity for a good part of it. One thing heavily instilled in me as a child is that I should watch what I post online, since employers may find it (and do still remember how awkward it was to get called into a supervisor's office and shown a series of my inadvisable Facebook posts that said supervisor did not have direct access to). But right now I'm starting to get tired of juggling pseudonyms and taking care to remember who knows which of my identities link to each other. And seeing you post about furry dicks and whatnot under your legal name seems like it's rather liberating in comparison. Which brings me to my actual question: have you experienced (or suspected you've experienced) any employment-related downsides to such openness online, particularly in IT?
Honestly, if I wasn't a published author, I probably wouldn't be posting under my real name, either. I wouldn't recommend it in general; I'm in a position of considerable privilege employment-wise because I happen to be operationally indispensable to some fairly critically placed systems, so I can basically do whatever I want online short of openly committing felonies without any consequences. Most people don't have that luxury!
As a freelance video game dev, I use my real name, (Murder Who), in most online spaces now, rather than my pseudonyms. I still upkeep many of my pseudonyms, but many others have been retired as I have no places to use them any more. So my experiences might be relevant, but I'm not interacting with the 'mainstream' job market. Since I'm often openly searching for contracts, you might think my open anarchial politics, my trans & queerness, my being Indigenous, occasional thirst-posting, my activism (including news stories), might influence clients. And if it has, it's been invisible vis-a-vis them avoiding me before we ever interact. Heck, you might think being openly very anti-AI might influence some contracts negatively, but that really hasn't. What has influenced my contracts is just being present, talkative, and helpful in game dev spaces. And then the fact that I have a single name, that can be googled to find out a tiny little bit more about me, helps people recognize & remember me. (Hence why I use my real name everywhere now). And then "the person who helped me figure out the terrain3D plugin three months ago" gets put to the top of their list when they're looking over potential programmers & shader artists. Most of my contracts are spot contracts, like, "Oh, that's like, 2 hours work. Toss me a $50 and I'll hand over a bunch of scripts I already have and customize them for your usecase". Of the spot contracts, most of them are cleaning up AI code. Either so that it's clear enough that the client can understand the code again, or so that the codebase looks professional, or because the AI is no longer capable of iterating on the code. (See what I mean about anti-AI not effecting my work?) Theoretically, game devs should be under more scrutiny than many other jobs, as the intention is to get the work out to as many people as possible, and credit the people who worked on it, and scandals or political differences have huge effects on sales & visibility, not always positively. And I mean, I've actually had people check my references in this space, ("Did this person actually work on your game?"), whereas no one's ever done that in my entire rest of my working life. I'm not going to draw any wider conclusions about that, that's just been my experiences.
The thing I dislike about alt histories where real life monarchs have been made both gay and unproblematic is that it seems to imply that gay monarchs have not existed in history but if they did they would be cool. Which isn’t true. They have existed and they were just as bad as straight people. And I think it is disrespectful to real queer history to pretend that queer people have never been absolute bastards
That’s the same guy what the actual fuck.
Whoa what the fuck.
Reblogging to save a brother. Jfc.D:
stay safe
REPORT THIS PIECE OF SHIT AND GET HIS MEDICAL LICENSE REVOCED!
when they think we’re mutilating ourselves to the point that they pose as SRS doctors and literally mutilate us for their agenda. cis ppl don’t forget this
topsurgery.net is a site with lots of before + after pics categorised by surgeon. I encourage everyone with other resources on srs surgeons and their results to share them here, for mtf/mtx surgeries too please
If I had a nickel for every series of genre-defining RPGs that debuted in the mid 1990s and has spent the last decade-plus endlessly iterating on remakes, remasters, and/or spinoffs of the fifth entry in the series, I'd have two etc.

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You cannot be following me if you got a hogwarts house in your bio. Get a fucking grip.
Rugged individualism for thee, cushy collectivism for me.
I've been writing for a long time, and when it comes to prose, I still feel like I'm trying to imitate writers I admire as opposed to writing in my own voice. At what point did you feel like that stopped being the case for you? And do you have any practical advice towards reaching that point, or is it just a matter of "do it until it works"?
Also, please tell your cat that she's splendid.
Never. All art is theft. The key is to study why a particular author used a particular tone, or technique, or presentation, and consider if that would apply to your own work. People love Terry Pratchett's dry wit, but it wouldn't necessarily be appropriate for a story about a Toni Morrison's Pecola Breedlove. Originality is an illusion created when skill passes through taste.
Originality is the part that gets in, unintended, while you're trying to steal something and can't figure out why it doesn't look like what you're trying to steal.
Sometimes a vision appears to you in class and you have to draw it

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OurDungeonGal is forty? I would've guessed you were a good decade younger
I do think I manage to project a certain sense of youthful joie de vivre through my posts but I do also think transition has helped shave off a good ten years off of me by just giving me something to look forward to in my future. I am also remarkably well-preserved in the flesh, with both my friends from work and roller derby figuring I'm either in my twenties or at most in my thirties. It's always refreshing to hear, both from people who have actually seen my face and from people whose only exposure to me is through my posts. :)
Women will say normal phrases like "I am also remarkably well-preserved in the flesh" and their friends will tease them by saying that it makes them sound "like you're some kind of immortal lich or mummy"
Women will also say perfectly normal phrases like "I do think I manage to project a certain sense of youthful joie de vivre" and the braying hounds of Tumblr will tease her for "sounding like a pretentious 19th century gothic poet" and I'm begging you please be nicies to me
listen we all know a trans girl with mummy issues
A daily game that challenges our understanding of human cultures. Ten objects. 5,000 years of human history. Guess where and when each artif
An interesting game where you are presented with 10 artifacts from the MET. You have to place where the artifact is from and what time period it is from. Each artifact scores up to 10,000 points, and you lose points the further away your guess is and how far off in time you are. You can only play once a day. Thanks to @baebeylik for showing this to me.
Today I scored really well. Yesterday ... not so much.
Anthropeum.com · Jun 8 2026 🟩🟦🟦🟩🟩🟩🟥🟦🟦🟩 79,001 · top 3% of players today!
oh this is extremely fun. i did NOT do all that well but i can see myself getting good. i will be doing this regularly.
Anthropeum.com · Jun 8 2026 🟩🟦🟦🟨🟨🟦🟥🟩🟩🟦 68,088 · top 12% of players today!
Jun 9 2026
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57,787 · top 73% of players today!