#bestiary52 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bestiary52, aggregated by home.social.
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Last week: a creature that hesitates before aggression.
This week: a creature that hesitates before retreat.
Same architecture, but inverted. The Fraddam Seer is what the Coral Priestess becomes when the signal corrupts.
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Last week: a creature that hesitates before aggression.
This week: a creature that hesitates before retreat.
Same architecture, but inverted. The Fraddam Seer is what the Coral Priestess becomes when the signal corrupts.
-
Last week: a creature that hesitates before aggression.
This week: a creature that hesitates before retreat.
Same architecture, but inverted. The Fraddam Seer is what the Coral Priestess becomes when the signal corrupts.
-
Last week: a creature that hesitates before aggression.
This week: a creature that hesitates before retreat.
Same architecture, but inverted. The Fraddam Seer is what the Coral Priestess becomes when the signal corrupts.
-
Last week: a creature that hesitates before aggression.
This week: a creature that hesitates before retreat.
Same architecture, but inverted. The Fraddam Seer is what the Coral Priestess becomes when the signal corrupts.
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New week, new creature! This one is a contrast to last week's, so some similarities.
Depth Survey 004: She didn't lose her connection to the ocean. She lost her ability to read it correctly.
The Fraddam Seer isn't broken. She's certain. That's what makes her dangerous.
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New week, new creature! This one is a contrast to last week's, so some similarities.
Depth Survey 004: She didn't lose her connection to the ocean. She lost her ability to read it correctly.
The Fraddam Seer isn't broken. She's certain. That's what makes her dangerous.
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New week, new creature! This one is a contrast to last week's, so some similarities.
Depth Survey 004: She didn't lose her connection to the ocean. She lost her ability to read it correctly.
The Fraddam Seer isn't broken. She's certain. That's what makes her dangerous.
-
New week, new creature! This one is a contrast to last week's, so some similarities.
Depth Survey 004: She didn't lose her connection to the ocean. She lost her ability to read it correctly.
The Fraddam Seer isn't broken. She's certain. That's what makes her dangerous.
-
New week, new creature! This one is a contrast to last week's, so some similarities.
Depth Survey 004: She didn't lose her connection to the ocean. She lost her ability to read it correctly.
The Fraddam Seer isn't broken. She's certain. That's what makes her dangerous.
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The wound detail - Depth Survey 002:
She doesn't bleed.
She wounds saltwater - bioluminescent, saline, alive.
It alters the environment. It draws things.
It also marks where you've been.
Wounding her isn't free. The reef keeps score. -
The wound detail - Depth Survey 002:
She doesn't bleed.
She wounds saltwater - bioluminescent, saline, alive.
It alters the environment. It draws things.
It also marks where you've been.
Wounding her isn't free. The reef keeps score. -
The wound detail - Depth Survey 002:
She doesn't bleed.
She wounds saltwater - bioluminescent, saline, alive.
It alters the environment. It draws things.
It also marks where you've been.
Wounding her isn't free. The reef keeps score. -
The wound detail - Depth Survey 002:
She doesn't bleed.
She wounds saltwater - bioluminescent, saline, alive.
It alters the environment. It draws things.
It also marks where you've been.
Wounding her isn't free. The reef keeps score. -
The wound detail - Depth Survey 002:
She doesn't bleed.
She wounds saltwater - bioluminescent, saline, alive.
It alters the environment. It draws things.
It also marks where you've been.
Wounding her isn't free. The reef keeps score. -
Design angle - Designing an encounter this week that doesn't have to happen. The Priestess isn't waiting to fight you. She's been reading the reef's memory of your approach since before you arrived.
The design question: what does pressure feel like when it never raises its voice?
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Design angle - Designing an encounter this week that doesn't have to happen. The Priestess isn't waiting to fight you. She's been reading the reef's memory of your approach since before you arrived.
The design question: what does pressure feel like when it never raises its voice?
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Design angle - Designing an encounter this week that doesn't have to happen. The Priestess isn't waiting to fight you. She's been reading the reef's memory of your approach since before you arrived.
The design question: what does pressure feel like when it never raises its voice?
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Design angle - Designing an encounter this week that doesn't have to happen. The Priestess isn't waiting to fight you. She's been reading the reef's memory of your approach since before you arrived.
The design question: what does pressure feel like when it never raises its voice?
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Design angle - Designing an encounter this week that doesn't have to happen. The Priestess isn't waiting to fight you. She's been reading the reef's memory of your approach since before you arrived.
The design question: what does pressure feel like when it never raises its voice?
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The Tide States - Behavioral Log C-1: Still water means she's watching. Rising water means she's testing. By the time the current turns against you, the conversation has been going on for a while. You just weren't listening.
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The Tide States - Behavioral Log C-1: Still water means she's watching. Rising water means she's testing. By the time the current turns against you, the conversation has been going on for a while. You just weren't listening.
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The Tide States - Behavioral Log C-1: Still water means she's watching. Rising water means she's testing. By the time the current turns against you, the conversation has been going on for a while. You just weren't listening.
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The Tide States - Behavioral Log C-1: Still water means she's watching. Rising water means she's testing. By the time the current turns against you, the conversation has been going on for a while. You just weren't listening.
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The Tide States - Behavioral Log C-1: Still water means she's watching. Rising water means she's testing. By the time the current turns against you, the conversation has been going on for a while. You just weren't listening.
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Depth Survey 001:
She doesn't live in the ocean. She is an extension of it.The reef remembers everything that enters it. So does she.
The Coral Priestess doesn't wait for you to make a move. She's already read three of them.
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Depth Survey 001:
She doesn't live in the ocean. She is an extension of it.The reef remembers everything that enters it. So does she.
The Coral Priestess doesn't wait for you to make a move. She's already read three of them.
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Depth Survey 001:
She doesn't live in the ocean. She is an extension of it.The reef remembers everything that enters it. So does she.
The Coral Priestess doesn't wait for you to make a move. She's already read three of them.
-
Depth Survey 001:
She doesn't live in the ocean. She is an extension of it.The reef remembers everything that enters it. So does she.
The Coral Priestess doesn't wait for you to make a move. She's already read three of them.
-
Depth Survey 001:
She doesn't live in the ocean. She is an extension of it.The reef remembers everything that enters it. So does she.
The Coral Priestess doesn't wait for you to make a move. She's already read three of them.
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Atmospheric Anomaly Log Sigma-7:
The Presence effect isn't fear. It's the specific discomfort of being evaluated by something that doesn't need to speak to reach a conclusion.Encouragement doesn't work in its range. Neither does morale.
Some weights you just have to carry alone.
#Bestiary52 #PsychologicalDread #SensoryDesign #GameDesign #IndieCreator
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Atmospheric Anomaly Log Sigma-7:
The Presence effect isn't fear. It's the specific discomfort of being evaluated by something that doesn't need to speak to reach a conclusion.Encouragement doesn't work in its range. Neither does morale.
Some weights you just have to carry alone.
#Bestiary52 #PsychologicalDread #SensoryDesign #GameDesign #IndieCreator
-
Atmospheric Anomaly Log Sigma-7:
The Presence effect isn't fear. It's the specific discomfort of being evaluated by something that doesn't need to speak to reach a conclusion.Encouragement doesn't work in its range. Neither does morale.
Some weights you just have to carry alone.
#Bestiary52 #PsychologicalDread #SensoryDesign #GameDesign #IndieCreator
-
Atmospheric Anomaly Log Sigma-7:
The Presence effect isn't fear. It's the specific discomfort of being evaluated by something that doesn't need to speak to reach a conclusion.Encouragement doesn't work in its range. Neither does morale.
Some weights you just have to carry alone.
#Bestiary52 #PsychologicalDread #SensoryDesign #GameDesign #IndieCreator
-
Atmospheric Anomaly Log Sigma-7:
The Presence effect isn't fear. It's the specific discomfort of being evaluated by something that doesn't need to speak to reach a conclusion.Encouragement doesn't work in its range. Neither does morale.
Some weights you just have to carry alone.
#Bestiary52 #PsychologicalDread #SensoryDesign #GameDesign #IndieCreator
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Auditory Manifestation Study R-9:
Interface Codex users near unbound Shelf-Stalkers report a faint harmonic distortion. Not loud. Not obvious.
Just wrong enough to notice if you're paying attention.
Most people aren't paying attention.#SurvivalHorror #Bestiary52 #IndieRPG #GameDesign #WorldBuilding
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Auditory Manifestation Study R-9:
Interface Codex users near unbound Shelf-Stalkers report a faint harmonic distortion. Not loud. Not obvious.
Just wrong enough to notice if you're paying attention.
Most people aren't paying attention.#SurvivalHorror #Bestiary52 #IndieRPG #GameDesign #WorldBuilding
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Auditory Manifestation Study R-9:
Interface Codex users near unbound Shelf-Stalkers report a faint harmonic distortion. Not loud. Not obvious.
Just wrong enough to notice if you're paying attention.
Most people aren't paying attention.#SurvivalHorror #Bestiary52 #IndieRPG #GameDesign #WorldBuilding
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Auditory Manifestation Study R-9:
Interface Codex users near unbound Shelf-Stalkers report a faint harmonic distortion. Not loud. Not obvious.
Just wrong enough to notice if you're paying attention.
Most people aren't paying attention.#SurvivalHorror #Bestiary52 #IndieRPG #GameDesign #WorldBuilding
-
Auditory Manifestation Study R-9:
Interface Codex users near unbound Shelf-Stalkers report a faint harmonic distortion. Not loud. Not obvious.
Just wrong enough to notice if you're paying attention.
Most people aren't paying attention.#SurvivalHorror #Bestiary52 #IndieRPG #GameDesign #WorldBuilding
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Designing a villain whose trust phase has to be genuine. The horror doesn't work if the warmth wasn't real first. He fixed your gear. He remembered your name. The catalog was always there. You just hadn't found it yet.
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Designing a villain whose trust phase has to be genuine. The horror doesn't work if the warmth wasn't real first. He fixed your gear. He remembered your name. The catalog was always there. You just hadn't found it yet.
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Designing a villain whose trust phase has to be genuine. The horror doesn't work if the warmth wasn't real first. He fixed your gear. He remembered your name. The catalog was always there. You just hadn't found it yet.
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Designing a villain whose trust phase has to be genuine. The horror doesn't work if the warmth wasn't real first. He fixed your gear. He remembered your name. The catalog was always there. You just hadn't found it yet.
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Designing a villain whose trust phase has to be genuine. The horror doesn't work if the warmth wasn't real first. He fixed your gear. He remembered your name. The catalog was always there. You just hadn't found it yet.
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The Oogle Tree is real. Cold light. Music playing at the wrong speed. Figures in the branches that are too still. He was already there when they arrived. He didn't attack. He offered to show them around. They had to decide whether to stay.
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The Oogle Tree is real. Cold light. Music playing at the wrong speed. Figures in the branches that are too still. He was already there when they arrived. He didn't attack. He offered to show them around. They had to decide whether to stay.
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The Oogle Tree is real. Cold light. Music playing at the wrong speed. Figures in the branches that are too still. He was already there when they arrived. He didn't attack. He offered to show them around. They had to decide whether to stay.
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The Oogle Tree is real. Cold light. Music playing at the wrong speed. Figures in the branches that are too still. He was already there when they arrived. He didn't attack. He offered to show them around. They had to decide whether to stay.
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The Oogle Tree is real. Cold light. Music playing at the wrong speed. Figures in the branches that are too still. He was already there when they arrived. He didn't attack. He offered to show them around. They had to decide whether to stay.