I carried my phone from one room to another and it had made this post while I carried it.
So, enjoy some sardines.
seen from United States
seen from Austria
seen from United States

seen from United States
seen from Pakistan
seen from Chile
seen from United States
seen from United States
seen from China
seen from Italy
seen from Iraq
seen from United States
seen from China
seen from Bangladesh

seen from Malaysia
seen from Chile
seen from Bangladesh

seen from United States
seen from Türkiye

seen from United Kingdom
I carried my phone from one room to another and it had made this post while I carried it.
So, enjoy some sardines.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Fangst - Ta med til refrenget
04.11.2024 - Status update!
Hey!! You're being too quiet!! Whats going on over there!! Well, good question- lets get into that:
Things are going slow! There are multiple reasons for that. First, we took on a load of side work this year to keep the lights on. Second, we're moving apartments right now, with very sudden and short notice!! Third, we have two projects and half the team is absent because of sickness! Bad news for project productivity, indeed.
OOF OUCH OW animation wip for getting beat up in Fangst
Happy pride month! Walk with friends- lets show our numbers!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
join the fangst discord and join in the halibutposting
4/5/2024 - Fangst animation rework!
Hi again y'all, Hauk here! If you've been peeking at our discord channel lately, you might have noticed I've been posting a lot of animation WIP's. Thats because I'm in the process of reworking some of the oldest sprites in the project- walking and jumping!
It can take me up to a year to nail how I draw and animate a character. For our protagonist the thing that has taken the most time is definitely line stylization, proportions and leg silhouette. He's gotten bigger and bigger during development, not to mention spikier! Honestly its not that smart to design a tall character for a platformer, and there's a reason most platforming type characters have a very square hitbox. Its just easier to design challenges that way!
But i'm not changing gears now!! I wanted Fangst to have a tall handsome man as a player character, and i'm gonna stick to it!!
Here's a peek at the new walk animation. The arm holding his fishing rod is a static, separate sprite that is basically glued to the player with code for gameplay reasons.
We needed a smart way to change and add bounce to the rod without having a million variants of every sprite. Here are two iterations on how a static arm could be anchored to the player. I want him to carry himself with a confident sway, as though the whole world is his catwalk- so perhaps the full bounce of the second one is too much!
Speaking of bounce, the double jump animation! Right now he has the very placeholder double jump solution of turning into a small rotating orb sonic style, and its been a frustrating disconnect seeing as the hitbox ordinarily is quite big.
My goal for this animation is that i want him to do a sexy, elegant backflip. I started with a version with an upside down split, but after some iterations we agreed that the simpler one would be more readable and use-friendly. But an upside down split is kinda iconic... maybe we can use it elsewhere?
A platformer player will spend most of their time jumping around, so nailing a satisfying, easily readable jump is important in both animation and feel. Characterization is also important here- i want it to be obvious that our player character is athletic and elegant, and that these acrobatics cost him little effort.
However, i'm expecting a bit of a pickle implementation-wise. See, him turning into a sonic-style orb made the walljumps feel practically seamless. Will a fully animated backflip be equally friendly? The sprite will be a lot bigger. Truth is, a character turning into a ball is just really easy to design around.
Here's the current in-game sprites, featuring his old jumps, idle pose and miiildly disconnected placeholder arm with a smaller fishing rod. As you might have noticed, he's also a bit softer looking, and his boots are way smaller!
I think the newer sprites will make him have a more stylish, cool and recognizeable silhouette. It will be worth it to update these old things- after all, inbetween all this technical game design stuff, its just also really important to me that the player feels like a cool and professional monster hunting fisherman!
Thanks for keeping up with our project, we're doing our best to make Fangst a proper quality "You: A Hot Man, Kill Monster!" experience!!
-Hauk
one of my greatest fears as a game developer is putting all of this effort into making an interesting, sexy, power fantasy of a transmasc main character only for the game to never find its audience and it to be completely forgotten
success is relative but i want trans men to know him, play as him, and feel that i made him for us