#virtual development
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wishlings · 10 months ago
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Night-time is peaceful in the Wishlings world 🌠
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pawborough · 5 months ago
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January Check In
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Hello, all!
Happy update day, catfolk! We apologize for the late update, but we wanted to share the Beta dates with you in this update. We took extra time to ensure the dates were accurate without risking something not being ready in time or causing burnout for our team. We’ve done quite a bit of internal assessment on the pros and cons of letting ~2,000+ people into the game. 
Our most pressing thought was how to reconcile needing to continue working on key features while getting valuable feedback and play data on all that we already have. There was a lot to consider, in reputation, timeline, and team morale. We did not want to give the wrong impression that we felt anywhere close to a done game, but we have a lot of high fidelity mechanics and playability to share which need high population testing regardless. We’ve finally settled on rolling our sleeves up and opening to testers. At the start, we’ll provide a comprehensive breakdown of everything we’re planning to add over the months of the test, and continue our monthly check-ins on our progress. We’re ready to grind, and we hope you are too! And in many ways, it will be much nicer to get the comprehensive mass testing whenever we have something new to roll out!
We hope you will all agree that this update was worth the wait, as we have exciting news to share with you today, along with our most exciting news yet! :)
Accessory Progress
We are proud to announce that we have 47 unique accessories, altogether with 564 color variations. 
We have just about reached the edge of our odyssey in the first production run of accessories. After 8 months of practice and training for our fledgling team, we’ve improved immensely at our pipeline. What has previously taken us months now takes a matter of weeks. We have one more backer accessory to develop, and any additions in the near future will be small, simplistic items in comparison to our full sets, but I’m very proud of the team for how far we’ve come, and the marvel of quality they produce in good time.
This month’s new progress includes:
Frog Friends
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Illustration by Remmie, sponsored by Hag
Protogear Recolors
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Recolors by Emma
New decor
We’ve also been busy with decors. 
Argh, matey! 
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Macaws by Jersopod, cannon, barrel and newspaper stack by Giulia and Remmie
In addition, style compliant sketches of the original rose decor!
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Sketches by Remmie
Archetypes
We’re here to introduce a very exciting mechanic that has been in the works since our initial overhaul. It’s one of my personal favorite concepts, and the primary motivation behind how we’ve structured the cat design system.
Introducing… cat archetypes!
Archetypes are a specific combination of traits which, when fulfilled, mark the cat’s profile with a badge and reward the user as an achievement fulfillment. (If the cat’s traits are changed, the badge will be removed. Cats may fulfill multiple Archetypes simultaneously.)
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For example, this badge means the cat fulfills the Ruby archetype, a badge which requires the cat to have the color Ruby in all slots.
Examples of the Ruby archetype include:
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To give examples of the specificity, other Archetypes include for example “Leopard,” which must have the following to comply:
A Yellow range Leopard overcoat
Light Greyscale or Light Yellow undercoat
Yellow or Greyscale Claws
None for the second accent
Here are some Leopards!
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Owning these cats will give the user rewards, sometimes completely custom to the Archetype. 
What we hope to achieve with this system is a greater incentive to think creatively within the restrictions of our cat builder, and to reward our players for intentioned play in collecting, breeding, and designing a variety of cats. After all, it is the core of the game!
And with each new addition of colors or patterns, we’ll release an onslaught of new Archetypes! We plan to introduce a healthy amount of them, some easy to get, and some harder depending on genetic obtainability and the obtainment method.
This system is already up and running on our servers, and is in its infancy. We’ll get a lot of data from testing it out!
Originally, this system was on the backburner while we focused on bigger picture mechanics, but we’ve fast tracked it so we can bolster and better encourage casual play while the Guild system is still in its preliminary beta state. 
Pelt System
Perhaps the feature we are most excited to see in use and tested is the Pelt System, which we briefly introduced in the 2024 November Check In. There is a frankly insane amount of functionality behind this feature, which includes autonomous user decision and interaction every step of the way. 
First, we were able to implement dynamic layering. This means that Unclipped (top layer) pelts can actually sport layers which are placed behind the cat automatically. Valuable uses for this feature include the inside of sleeves, backs of hoods, and items which you would otherwise always want to go behind anything it’s stacked above.
Users can view their pelts already submitted, see their submission progress, choose to submit more to the pelt, choose to print their pelt themselves, choose to list pelts for buyers to print on demand, and view their pelts on any cat.
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There is also a draft system which allows users to store information they aren’t ready to submit yet. 
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Users can list pelts as a print-on-demand resource, and are able to control how many copies they will allow to be printed. 
All prints will require a tax which will be dependent on the coverage %, calculated based on the amount of pixels that cover the canvas. This means that small pelts, like a hat or a monocle, will take only a small tax!
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AND we have a rudimentary tagging system going as we experiment with this feature! Big news! Once we iron out the kinks, we’ll be able to roll out user filtering and tagging of other content, such as cats or forum posts.
And drumroll please…
As teased at the beginning of this update, we are overjoyed to announce the Closed Beta dates!  Early access launches on February 3rd, with the regular Closed Beta starting on February 6th!
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During the Closed Beta, you’ll have the chance to experience many new and polished gameplay features, exciting customization options, and the now refined economy! We encourage all testers to not only find any potential bugs and ui improvements, but also to provide feedback and suggestions on all of our game features and our economy!
All 253 Early Beta, 1940 Beta and Kickstarter codes have been generated, and we will begin sending them out shortly over the next day.
In the coming week, we’ll put out writings on our expectations early on and the features roadmap that we’re currently staring at. We can’t wait to see you all in Kotemara soon!
To summarize: We shared decors, Protogear recoloring, Frog Friends, pelt system showcase, archetypes and closed Beta dates.
What to expect next month: Further asset and development updates. Check-ins for how closed Beta will be going.
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lavender-whisper · 2 months ago
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THE MONTH OF MAY༉‧₊˚.
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intentions:
using my bicycle to get to my internship (25km daily summed up)
waking up at 6:00am every day
working on my creative project (a parallel world that helps gamify my life) more in depth
reading at least two books (the process, chess story)
rebuilding my relationship with creativity; getting back into drawing and writing, without the pressure of efficiency or perfection.
keeping a diary, creating serene atmospheres and keeping my environment clean
focussing on just getting a positive momentum started
getting back into dancing and learning dances
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may, a tender month of sunlight, awakened nature and the occasional heatwave. april has been a month of internal work and reflection for me; reflecting on what i really want and the purpose of even wanting something. i thought more about self-improvement and how it made the things, i wanted to do initially, because i enjoyed them, into something i forced myself to do/that i had to do or otherwise id be a failure. i want may to be a month where i seek more alignment within myself, focus on the process instead of the end goal, find ease and let go of all the external pressure that, at the first glance, looks to be helpful, but is actually counterproductive.
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orangepterodactyl · 9 months ago
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oki doki
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rescreatu · 8 months ago
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Today we’re sharing our plans for the new map system that will be in the next version of Rescreatu. Let’s have a look around!
Traverse the planets far and wide!
Maps will become the centralized place for Rescreatu citizens to explore the universe. You can go to every location directly within this new map system. (There will be easy ways to access certain places or pages via a site menu as well.)
⚡❗ Heads up: This information is in the early stages of development! The images you see here are mock-up sketches showcasing the overall concept of our exciting new map system. They’re designed to give you a sneak peek at how it’ll work, but keep in mind that some details might change before the official release. Just a friendly reminder: We’ll begin creating this map system after we’ve laid the groundwork for our shiny new website. We’re sharing this with you now because we value your input. Your feedback will help us make sure the concept is rock-solid when the time comes to bring it to life!
The solar system map
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Visit each planet quickly through the solar system map view. Currently there are 4 main planets you can visit and 1 inaccessible planet in the Rescreatu solar system. And who knows what else is out there!
Planet maps
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Each planet map is projected in an isometric view, such as this concept art above of Relcore’s new map. You may notice some familiar locations and some new ones. 😉
More places to discover
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This new map system will allow Rescreatans to chart the planets more than ever before. There are so many unknown discoveries that await! Have you ever asked yourself what’s on the “other side” of these planets we all know so well? 👀
Interactive user interface
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The planet maps will have an app-like interactive map experience where you’re able to easily zoom, show/hide labels, and click on specific locations. Above is a mobile demonstration showing this.
Locations
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Each location has an icon that can be clicked to see where it leads, and every location will vary on what you can do there. This could be a specific activity or shop that you can visit to bring you to a new page, or you can have your creatu explore a location to see what items or eggs they can find.
Location information
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Clicking on a location will show at a glance what each location entails before entering.
Detect new species, quests, or items
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Checking locations will also tell you if the system detects a new creatu species or quest item that can be discovered there.
Creatu spots
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Most creatu species can be found while exploring any location throughout their given planet. However, it’s been discovered recently that each creatu species has a specific location where they can be found more frequently as well.
Map visibility/progression
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New location icons will appear as you explore and do quests, and parts of the map may even be revealed by becoming uncovered.
Quests
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Your quests may often lead you to any of the four planets in search of something or someone. Available and current quests will be noted by distinct icons on the planet maps, so you know exactly where they are.
What do you think about the new map system?
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cherryrockpops · 2 months ago
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Young Grease Monkey
Nicolas B, 2023 City Nomad, Techie for Hire
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partyhorn · 1 year ago
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My college roommate is a sea slug!?
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flightrising · 9 months ago
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Today's Developer Update reviews our most recent batch of accessibility changes, quality of life updates, and previews some upcoming features (not yet released!) to pinglists.
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chevvy-ryder · 2 months ago
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———— H A P P Y B I R T H D A Y ————
—💖 P I N K Q U E E N V A N E S S A 💖—
[NC_RES]-00001631 mercs_vergara_scharfenberg_portraits_005_PA_CH_WB.file ///core:_dark_pink\\\ Vanessa belongs to @gloryride, Ryder belongs to me.
⚠️ READ: Please do not repost/reupload any of my friends art here or to any other platform, or I will be forced to do anything to get it annihilated.
A LIL HEADCANON:
Ryder, due to his royal Corpo origin was taught how to dance (especially classical stuff like German Waltz), so once Vanessa found out he's a former corporate, and Ry got used to have her around (bc we all know she can be pretty flirty and Ry liked to take a flight in the past when women got flirty around him), ofc she would love that he takes her for a dance. And so I thought this would be a nice gift for Vanessa's birthday this year to vp (you can imagine Thyjs playing piano if you want to). <3
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petscopkidverysm4rt · 4 months ago
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Sanctuary by Bladee and James Ferraro
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mythauragame · 1 year ago
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Development Update - December 2023
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Hi folks, a very Happy New Year to you!
In the spirit of new beginnings, Mythaura has entered a new chapter in its development, which we detail in our December development update. We also take time to review what was accomplished in 2023 (our first full calendar year with Mythaura!).
We've also got our color contest winners, the winning Fighter companion, and much, much more. And of course: our demo is now live! We're so excited for you to traverse the Wild Area, a procedurally generated map with monsters for your team of three Beasts to defeat.
Demo Trailer
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Message From The Developers
We're thrilled to share this pivotal update about Mythaura’s development journey, which showcases many of the core features we have planned for this game. Today marks a significant transition: we're shifting from the intricate and challenging phase of game engine development to the exciting realm of feature development.
Since beginning this project, our focus has been on scoping and then crafting robust and core components. Features such as wild areas, battle, and multiplayer systems, not to mention the complex breeding system, passive effect management, player inventory system, and the beast image engine. We've also been diligently integrating these elements with complex user interfaces and ensuring they will work on most devices (an ever ongoing battle). It's been a journey of overcoming unknowns and technical challenges, and we're proud of what we've achieved.
Now, we're entering a new chapter. Our attention turns to fleshing out the game's features, with a special focus on developing an immersive questing and dialogue system, towns & shops, skill trees & progression, and tools for content development among other needed feature development. The hardest challenges have by and large been solved at this stage and our focus can now be how to best deliver an amazing gaming experience by bringing them together. This shift doesn't mean the work is done—far from it. But it's a major milestone that brings us closer to realizing our vision for the game.
We want to express our heartfelt gratitude for your unwavering support and enthusiasm, and look forward to a jam packed 2024.
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Year In Review
This year has been marked by numerous milestones. Below is a recap of our key accomplishments, excluding the latest updates which have been a major focus of our efforts for the past several months.
1. Introduction of 'Supers': Enhanced breeding complexity by introducing 'Supers' as a new mechanic, making well-structured breeding projects more valuable. We started with the debut of our first Super: Tegu.
2. Special Additions: Welcomed the special Panda to our list of Specials.
3. Expressions for Beasts: Implemented expressions for beasts, a significant and ongoing undertaking that gives life to your beasts as they interact with NPCs.
4. Elements System: Introduced the Elements system, assigning each beast a pair of inherent elements. An element page was added that delves into the lore of each element.
5. Beast Sizes: Standardized beast sizes, assigning each beast a unique size within its species' range.
6. Beast Classes: Initial build of beast classes, providing each beast with a class-based playstyle and initial items.
7: Radiant Companions: Unveiled Radiant companions, rare alternate colorations for companions that are bound to be highly sought-after.
8: Deep Dive into Seasons: Explored the planned feature 'Seasons', designed to reward ongoing gameplay.
9: The Weekend Traveler: Designed the Kobold NPC known as the Weekend Traveler, who deals in ultra-rare goods, along with the Kobold non-player species.
10. New Colors on the Wheel: Established a sustainable method to introduce new colors to our color palette, allowing us to add 16 new colors this year (including the 3 contest winners).
11. Ephemeral Inks: Introduced Ephemeral Inks, a way to alter the colors of a beast.
12. Color Wheel Page: Created a dedicated page listing colors and corresponding inks.
13. PvP Battle Demo: Rolled out a demo showcasing our multiplayer technology in PvP battles.
14. Mutations Feature: Added Mutations as a rare breeding-only feature, beginning with our first Mutation: Piebald.
15. Items By You: Crafted 11 sponsored companions (excluding recolors), 5 sponsored apparel pieces, and 2 sponsored items.
16. New Game Engine: Designed a render pipeline that can create the 2.5D effects used in Wild Areas during exploration. Including, but not limited to, dynamic shadows, volumetric fog, real-time lighting, collision detection, special & particle effects, and gravity simulation, all accelerated by your GPU.
17. Granular Settings: Created a UI to manage game settings, graphics settings, audio settings, etc as well as added gamepad support with keybind remapping to Wild Areas.
18. Procedural Map Generation: Developed technology to procedurally generate bespoke Wild Areas.
19. Ongoing Production: Work on ongoing behind-the-scenes features such as worldbuilding, map design, systems design, and the exploration features we showcased on this update!
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UI Update
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You may notice the UI has received an update. This redesign focuses on being accessible for players using controllers, which is something we are working towards supporting on all screens and not just the Wild Area demo. The about page has also been updated. All the links to informational pages you would have found in the left-side menu of the previous design can be found on the about page with the exception of the /species page, whose contents has been moved to the about page.
We have also added an install button to the homepage that will display for users who have browsers which support Progressive Web Apps. This will add Mythaura to your taskbar/home screen for easy full-screen access.
Mobile and tablet users may enable gyroscope to interact with the parallax graphics if they would like.
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Feature Spotlight: Wild Area
Wild Areas are a key pillar of Mythaura’s gameplay, and will be where you can expect to spend a lot of your time.
At A Glance
Procedurally Generated Levels
Traverse through uniquely generated levels with your trio of beasts. Control your adventure with WASD for movement and Space for jumps and shift for sprint. This can be remapped in the settings.
Each Wild Area boasts a series of floors. Your goal? Reach the top (or bottom)!
Your Safe Havens: Checkpoint Floors
Leave the Wild Area without any penalties
Choose to start from any previously reached checkpoint.
Encounter formidable bosses or minibosses at many of these checkpoints.
Prepare for the Journey: The Adventure Bag
Your Adventure Bag is your lifeline. Pack it with essential items for survival and success.
Provision Wisely: Stock up and get ready to face the unknown.
Limited inventory space for both what you bring with you and what you find along the way.
Keep Your Energy Up
Your team's energy is key. Keep it replenished with food from your Adventure Bag or found on your journey.
Running out of energy or facing defeat? You’ll black out, dropping your Adventure Bag's contents. But don't worry, you can retrieve them by returning to your last stand.
Encounter the Unexpected
From unlocking treasure chests with lockpicks to aiding NPCs, each exploration offers unique surprises.
Day and Night Dynamics: Encounter different enemies and events. A full day/night cycle completes every 12 real hours.
Wild Areas have natural water bodies, perfect for a fishing escapade.
Escalating Challenges
Increase difficulty with each New Game+ cycle and encounter new enemies and challenging secret bosses.
Multiplayer Co-Op
Up to 3 players can group up to take on a Wild Area together.
Take on enemies as a group with co-op battles.
See your friends jump and move in realtime, split up to make the most of your exploration while keeping tabs on your team-mates through the text chat and the minimap.
Fledgeling’s Forest Demo
The demo features a single floor of the Fledgeling's Forest Wild Area, with unlimited energy.
Day/Night Slider: Experience any time of day at your convenience. (Note: Creatures that spawn remain the same in the demo)
Currently Disabled: Fishing, lockpicking, loot & foraging, multiplayer, and other events are not available in this demo.
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NG+ Cycle Update
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In last month's update we revealed our plans for Mythaura's New Game+ system. Originally, our plan allowed players from NG+2 and beyond to create any Tier 1-Tier 3 Beast.
We have since changed it so that at the beginning of a player's NG+2 cycle they may make a Tier 1-Tier 3 Beast with up to three Specials, but NG+3 and beyond will not feature any custom Beast creation. The player will instead have access to a pool of NG+3-exclusive items that they will receive items from.
Thank you to our Discord members for all their input, it provided us with a much better direction to move forward with!
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Winter Quarter (2024) Concepts
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It’s the first day of Winter Quarter 2024, which means we’ve got new Quarterly Rewards for Sponsors to vote on on our Ko-fi page!
Which concepts would you like to see made into official site items? Sponsors of Bronze level or higher have a vote in deciding. Please check out the Companion post and the Glamour post on Ko-fi to cast your vote for the winning concepts!
Votes must be posted by January 29, 2024 at 11:59pm PDT in order to be considered.
All Fall 2023 Rewards are now listed in our Ko-fi Shop for individual purchase for all Sponsor levels at $5 USD flat rate per unit. As a reminder, please remember that no more than 3 units of any given item can be purchased. If you purchase more than 3 units of any given item, your entire purchase will be refunded and you will need to place your order again, this time with no more than 3 units of any given item.
Fall 2023 Glamour: Ghastly Grin
Fall 2023 Companion: Saddleback Rattlecat
Fall 2023 Solid Gold Glamour: Ryu
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Custom Color Contest Winners
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Last month we revealed the names of the winning colors of our first ever Custom Color Contest--now they've made their official debut in the Beast Creator!
Congratulations again to:
Xander's "Moonstone"
Rhahatl's "Wintergrass"
Andydrarch's "Trench"
We were so impressed by all the amazing entries you all submitted. We'll definitely be running more contests like this in the future, so please stay tuned for them in future updates. Thank you all for participating!
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Fighter Class Companion Winner
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The brutish Domestic Wolverine will be the starting Companion for the Fighter Class! These brave and hardy creatures are perfectly suited to aiding new Fighters. Next month, we will vote on the next class companion: Rogue.
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Meet the Team
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We've gotten to learn so much about our supporters over the past year and a half, we thought it was time to share a little bit about ourselves as well! On our About page you can find short bios on each of the devs, including their favorite Mythaura species, color from our color wheel, and other fun and (very miscellaneous) facts.
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Safari & iOS Problems
At this time, iOS devices like iPad and iPhone are only partially supported. These are the issues that the dev team is aware of and actively working on:
On iOs, Safari forces a refresh if the memory usage spikes, forcing you back to the demo start page. This happens at different times on different devices dependent on its RAM usage.
Sometimes when starting a battle, battlers start shifted down, then snap to the correct position after interacting with a button.
The zoom in on a beast image is pixelated (Safari bug: https://bugs.webkit.org/show_bug.cgi?id=27684).
On Mac Safari, battle animations showing with a black background. iOS is fine. Solution is to disable battle animations in the settings.
You will need to be running at least iOS 15 and Safari version 15 or greater in order to use Mythaura.
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Mythaura v0.25.1
Improvements to AI Behavior: Improved target selection and behavior profiles for AI enemies.
Class Infrastructure Addition: Added new class infrastructure.
Stat Effects from Classes: Implemented functionality where classes affect stats.
Glamour CMS Process and Fixes: Updated and fixed issues related to the glamour content management system process.
Ability Usage Tracking: Implemented increments in the 'ability times used' counter, enhancing tracking of abilities' usage.
Policy Code Refactor: Conducted a significant refactor of policy-related code, improving efficiency and maintainability.
Item Actions Refactoring and Rename Feature: Refactored item actions and added a new feature to rename items, allowing users to name their companions.
Book Item Type Addition: Introduced a new item type - books, adding to the game's content.
Encounter and Description Fixes: Fixed issues with encounter metadata and corrected miss descriptions.
Shadow Maps Generation: Added tools that allow the system to generate shadow assets.
PHP 8.3 Compatibility Updates: Made updates to ensure compatibility with PHP 8.3.
Queue Configuration and Fixes: Improved the configuration of job queues and fixed related issues.
Fixes and Updates for Battler State: Addressed issues in practical testing and refined the battler state management.
Refactor of Current Effects: Refactored how current effects are stored and managed. Moved current effects to state and resolved turn resolution issues.
Map Generation and Space Management: Improved the map generator to add empty spaces when out of view.
Behavior Selection and Shadow Rendering Fixes: Fixed issues with behavior selection and shadow rendering in battle states.
Party Leader Management Updates: Implemented changes for setting new party leaders upon defeat.
Stat Resolution Enhancements: Updated the resolution of stats, improving the mechanics of stat calculations.
PvP and Demo Battle Fixes: Made fixes specifically for arena PvP and demo battles.
State Management and Pruning: Improved state management, including pruning data when no longer needed by the system.
Species Data Addition: Added species data to the about page.
Rest & Defend Action Health Gain: Resting no longer increases health but does recover more stamina. Defending no longer recovers stamina.
Remade Companion Page: Used the new scene component to improve usability and performance of companion page.
Adjusted Radiant Overlay: This fixes an issue Firefox users had with viewing radiant companions.
Updated Tooltips: Tooltips have been replaced with a more modern library.
Gyroscope Support: The game can use a devices gyroscope to move parallax scenes around.
Websocket Connection Updates: Ensures websockets get cleanly disconnected at the end of every battle.
Improved Hitboxes and Rendering: Objects no longer appear to "float" regardless of their size and their hitboxes have been refined.
Added Global Sound - App can now maintain music across different pages and the settings control master, sound effects, and music seperately.
Enhanced Settings - Greatly improved the number of modular settings a user can use in both graphics and gamepad.
Wild Area Game Pad Support - Wild areas now support game pag usage. Full game pad support is in progress.
Virtual Joystick - Touch screen devices can control movement with a virtual joystick.
General Cleanups and Tweaks: Conducted cleanups and minor tweaks across various parts of the system.
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Thank You!
Our first full calendar year with Mythaura has been one primarily focused on foundation-building. We're so excited to use these systems that we have built to create the content that players will engage with as they travel throughout Mythaura. Again, a heartfelt thanks to those who have supported us through all of this--we really couldn't have done it without you. We hope to deliver an experience that you'll want to revisit again and again.
As always: we'll see you around the Discord!
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wishlings · 10 months ago
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just a few of the food items your pet can eat and cook with 🍗
Keep up with our development and Join our Discord!
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pawborough · 2 months ago
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Beta Key Giveaway
Good news everyone!
We are giving away 5 PawBorough beta keys. We have several keys which were bulk purchased by us to reserve for staff, but some are leftover after our staff have been given accounts. So, we're giving them out to our community! In order to sign-up:
You must not already possess a PawBorough beta key, or an active account!
Only one entry per person.
Fill out our intake form, so we can email you the key!
To enter, please submit THIS FORM!
We'll be selecting winners drawn from a hat periodically over the next two weeks. Good luck!
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kalinara · 8 months ago
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(Fall of the House of X #3)
I never get tired of these two.
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lavender-whisper · 4 months ago
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accountability #1: 18/02/2025
hello guys! i've been feeling unproductive lately, so i want to use my blog as an accountability tool. basically, i plan my day ahead (the day before) & at the end of the day, i will reblog the post; describing how the actual day went. i think the aspect of it being public will motivate me and also this discipline will simultaneously force me to document my days. (╯▽╰ )
so here are the things i have planned:
contact a driving school for information about the course times
organise my closet
tidy my room (cleaning my monitor, mouse pad, keyboard etc.)
vacuuming & dusting
finish my reading assignment (63 pages)
dance and workout both for a minimum of 20 minutes
stretch for 10 minutes
- (optional) drawing and singing exercises
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ouroboros-hideout · 11 months ago
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DANSE MACABRE
Don't be afraid of me I'm what you need I saw you on the screens I know we're meant to be You're starrin' in my dreams
Ship: Danse Macabre 01/???
Wiosna belongs to @cybervesna
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