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can he sit on your dash for a minute?? he'll be very polite :]
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its POISON!!! youve brought me an ELIXIR you DONKEY!!!!! i ask for a medium well wellington and you bring me a WITCHES BREW!!!!!!
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When I was 9 I wrote "bra" in Scribblenauts and then put it on my character and played for a bit with it on and then the shame hit so I deleted my save and cried and prayed to Jesus apologizing for putting a bra on my Scribblenauts character
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lestat somehow ends up having beef with taylor swift because she released the 15th version of her new album the same day the vampire lestat album came out and made it go number two on the charts. his fans are mad and they say she’s not a ‘girl’s girl’ because they think lestat is secretly using she/her pronouns. this causes MAD discourse on twitter because people say lestans (official name of his fandom) are co-opting struggles of real trans/genderqueer artists and that lestat is clearly just a cis white man who thinks his aesthetic is cool and hip with the times but he’s actually super cringe. lestat has killed his pr team so he tweets himself in response to the drama and says that mademoiselle swiftié is a perfectly fine musician but she’s basically a baby compared to his long relationship with music. swifties ratio him on twitter calling him ‘an old queen’ and ‘world’s worst father’ (this is because they read international bestseller interview with the vampire). lestat has an emotional breakdown and cries for three days and he eats his makeup artist for making him look old. his producers are desperate and they ask daniel molloy to fix him because daniel is the unofficial vampire therapist now. vampire daniel’s idea of fixing lestat is to go on a blood bender with him. somehow this works because in between victims daniel tells lestat to stop being a little bitch and grow the fuck up. here lestat understands for the first time why daniel and louis are friends and asks daniel to telepathically call louis for him because he needs him. daniel tells him to eat shit. as they return to lestat’s shack (yes he still lives there when he’s not touring) they find out that swifties have doxxed him and showed up to the shack to ravage it. lestat starts crying again while daniel falls over himself laughing and records everything and posts it on tiktok. armand likes the video 0.3 seconds after it’s posted. throughout all of this louis is on a beach somewhere enjoying a quiet night, he telepathically asks daniel how lestat’s doing and daniel tells him to not even worry about it.
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Guy that flinches every time he has to open a can of soda and holds it really far away from himself arms outstretched face turned away barely looking visibly frightened and every time it hisses even a little bit he flinches or yelps and runs away and hides under a blanket and then slowly comes back to resume opening the soda the exact same way and his hands are shaking
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happy pride month suzerain gang
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suzerain truly has something for everyone. some people enjoy navigating through the challenging political landscape and overcoming the issues that plague your country through careful strategizing and budgeting. others delight in the thrill of devising their own plans of attack in the war mechanic, outsmarting the enemy and bringing hime the victory. and i, for one, get a kick out of being able to say the words "i'm still a very bad boy who needs to be punished".
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hey sick portrait man
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Slay the Princess Concept Art
We shared a bunch of concept art on Twitter today. Sharing it here, too, where you can find it all in one post. Post contains spoilers, so proceed with caution (or just play the game already if you haven't 😉)
Going to start with the first piece of concept art Abby drew for the game.
In the earliest stages of development, we toyed around with the concept of there being multiple "end game" forms of the Princess.
The initial outline, rather than being tied together by an overarching metanarrative, structured a full playthrough as a 5-6 chapter long, self-contained journey down a single route, determined by your decisions in chapter 1. Here's an alternative late-game form:

The idea of deviating end-game forms didn't lost for very long, though. As we explored the game's themes more deeply, it made the most sense for there to be a singular "true" form.
If your reality is shaped by subjectivity and perception, then the "truth" has to be what's left when that subjectivity is swept away. the Shifting Mound's final design feels like that initial truth for the Princess, though there's also another truth if you push back against her and press on into the final cabin.
We really liked this "void" design, and I played around with the idea of it being an intermediary to the final form. The "void" Princess would be what you saw upon encountering the final Princess without understanding your own truth, but once you had that understanding, you would see her as the Shifting Mound, as depicted in the game.
That gave way to the intermediary design of the SM being a sea of disembodied limbs, and we also took parts of both designs and incorporated them into the protagonist (particularly the wings.) You can see the eyes and feathers for this void form in the ending card of the original trailer below:
You can see extremely early concept art for the spectre (top), nightmare (top-right), stranger (left), beast (bottom) and ??? (right) as well!
The eyes became a motif in the Nightmare route (Paranoid's manifestation of the fear of being watched), but I also like to think of them as a part of The Long Quiet's truth. You are space and emptiness, but you're also that which observes those things, and it's your perceptions that give the Shifting Mound shape.
Anyways, on the note of the original original concepts for the game, the Princess was initially going to remain human for several loops before taking on more monstrous forms. Some concepts of that are below. Had to get Abby to tone down some of the more horrifically cartoonish designs because they creeped me out and I didn't want to romance them in a video game.
We had to hold our cards close to our chest in the non-metanarrative early drafts, which is part of why, even in the first demo, the cabin doesn't really change much in chapter 2. More room to subtly play with the concept of transformation over time.

There were a lot of reasons we moved in a different direction for the full release. The branching was unmanageably large to write, and the game felt like a slog to write.
Using an overarching narrative as a framing mechanism in the final version gave us a lot more freedom to explore wildly divergent ideas within routes while still driving the player towards the originally planned finale.
Anyways, now we've got some concept art for individual princesses. There's a lot more than this lying around somewhere, but it's all in sketchbooks, and we'll probably wait until we make an art book to show it off.
First is the tower, who really didn't change much at all. (She got a little thicker, I guess. All of the Princesses did)

Not a lot to say about her, other than the fact that we knew we wanted a set piece where she gets so big that the trees and cabin orbit around her.

The stranger went through many many redesigns over the course of development. Here, she was a "princess skin" filled with a hive of sentient bugs. The script wasn't working for me, though, so instead she became a peak behind the curtains without the necessary context to know her.
A lot of people ask how these earlier drafts of the Stranger route would have played out, and the answer is I can't tell you, because I couldn't figure out something worth writing.
The writing process for individual routes didn't really start with outlines or plot beats. Rather, the routes started from a theme and a relationship dynamic, and I organically found their outcomes by exploring actions within those themes, and then seeing if those passed Abby's editor brain.
Neither of us found actions we wanted to explore with those versions of the Stranger, at least actions that weren't a beat-by-beat retelling of chapter 1, which contained way too much variation to put on a single chapter 2 route.
If each princess examines a relationship formed by perception and first impressions, the Stranger examines one that's fundamentally unknowable. One where you've seen too much, too quickly.
An insect hive-mind pretending to be a person seemed like a good starting point, but it was too difficult to write any interactions that didn't immediately feel knowable, if still strange. So the final version of the Stranger was designed in such a way where her unknowability makes interacting with her on a human level fundamentally impossible, and you don't get to have a real conversation with her unless you satisfy extremely specific criteria.

Anyways next up is the razor's final form. We decided she needed more swords.
Hearts became an accidental motif very quickly in the development process, too. (The fact that it is only strikes to the heart that fell her in the demo was accidental, but it felt poetic so we extended it to the rest of the game.)
So on top of adding more swords, we made her heart visible. This is something we did with the fury as well, as a way of showing their emotional (and physical) vulnerability.
Here's an early version of the Adversary and what would eventually become the Eye of the Needle, back when she was still called the Fury. Originally her hair was going to be fire (as seen on the right), but it didn't feel right in its execution.
She's hit the gym since this concept art. Good for her :)
And we're going to end with the Beast, who at this point was called the Adversary. I think this was before the Witch was added? The Beast was originally designed to be a Questing Beast who lurked in the shadows, where you'd only see glimpses of her, and where each glimpse would make her appear to be a different animal. This was too difficult to execute, though we gave her a more chimera-like appearance in the final game.
This design was from when we still has the Voice of the Obsessed, and the route was going to be a more feral mirror of what eventually became the Adversary, but it felt too thematically similar while being less interesting, so we moved in the direction of making the Beast about consumption as a form of love.
Anyways, that's all we've got for you right now. Hope this was fun!
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The woods- the woods- it's the woods for you :)

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Today’s Daily Degurechaff is... Homestuck
A young girl stands in her bedroom. It just so happens that today, the 13th of April, 19XX, is her superior's birthday. Though it is not required of her, she is determined to get him a gift to win his good graces. What will this gift be?
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My Babygirl!!! <3 luv him :)
(God, this game is sooo good.)
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AHHH, HEEEELLLLL YEEESSSS!
Now we're talking. 😎
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