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#dundee — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #dundee, aggregated by home.social.

  1. Games as Survival: GTMO 441 – TONIGHT

    This evening, Thursday 28 May 2026, Dundee’s Biome Collective will host a public sharing of an extraordinary, Creative Scotland-funded residency project: GTMO 441: Games, Detention, Power.

    Taking place both in person at Abertay University and streamed live online from 5:30pm, the event offers a first look at experimental playable media shaped by the lived experience of Mansoor Adayfi, who was detained without charge at Guantánamo Bay for 14 years.

    A Study in Resistance and Psychological Escape

    This project is a collaboration between Biome Collective, and researchers from Abertay and Mississippi State Universities. Over the course of a week-long residency workshop, the international team has been exploring how we might respond to life inside Guantánamo using experiential storytelling, game design, and playable media.

    The creative focus here is profoundly unique. The team is not trying to build a superficial simulation of confinement. Instead, they are experimenting with ways to reflect how games – both traditional, improvised, and digital – became active tools of survival, resistance, and psychological escape under conditions of extreme confinement.

    For 14 years, under conditions designed to strip away agency, play became a mechanism for reclaiming humanity. To study how those improvisational acts of play can be translated into interactive digital experiences is some of the most artistically innovative, ethically grounded, and emotionally resonant work to emerge from the Scottish cluster.

    Strategic Analysis: The True Power of the Medium

    At SGN, I have spent years challenging the insular nature of the ‘industry’. When we confine our thinking to the retail shelf, we miss the true power of our craft. GTMO 441 is a vital reminder of the games sector’s capacity to collaborate with historians, human rights advocates, and international scholars to keep urgent stories alive. This is the More Than Games philosophy in its most profound, human-centric form.

    As Guantánamo continues to hold detainees amidst renewed proposals to expand operations there, this project insists that these narratives remain active and unfinished. By bringing together game designers like Biome’s Malath Abbas and Tom deMajo with memoir co-writer Antonio Aiello, researcher Jenna Altomonte, artist Joseph DeLappe, and scholar Darshana Jayemanne, Biome Collective is proving that Dundee is a hub for brave, boundary-pushing digital art that refuses to play it safe.

    Join the Conversation Tonight

    I strongly encourage everyone interested in the power of interactive storytelling to join this this evening’s event. It will feature a presentation from Mansoor Adayfi himself, followed by presentations from the project team, a panel discussion, and a live Q&A.

    This is a rare opportunity to witness the raw, early-stage development of a project that could redefine how we view the ethical boundaries of game design. Whether you can make it to the room in Dundee or choose to tune in from home, your presence supports the kind of vital, independent creativity that makes our national ecosystem so special.

    Event Details:

    • Date: Thursday 28 May 2026 (Tonight)
    • Time: 5:30pm (Experimental games to play), 6:00pm (Presentations, panel, and Q&A), wrapping up by 7:30pm
    • IRL Venue: Room 1502, Abertay University, Dundee (Venue details: Abertay Room 1502)
    • Online Stream: Join live from 5:30pm via Microsoft Teams (Stream link: GTMO 441 Teams Meeting)

    Learn more about the creators: Biome Collective

    #appliedGames #art #biomeCollective #Detention #dundee #games #GTMO441 #Guantanamo
  2. Games as Survival: GTMO 441 – TONIGHT

    This evening, Thursday 28 May 2026, Dundee’s Biome Collective will host a public sharing of an extraordinary, Creative Scotland-funded residency project: GTMO 441: Games, Detention, Power.

    Taking place both in person at Abertay University and streamed live online from 5:30pm, the event offers a first look at experimental playable media shaped by the lived experience of Mansoor Adayfi, who was detained without charge at Guantánamo Bay for 14 years.

    A Study in Resistance and Psychological Escape

    This project is a collaboration between Biome Collective, and researchers from Abertay and Mississippi State Universities. Over the course of a week-long residency workshop, the international team has been exploring how we might respond to life inside Guantánamo using experiential storytelling, game design, and playable media.

    The creative focus here is profoundly unique. The team is not trying to build a superficial simulation of confinement. Instead, they are experimenting with ways to reflect how games – both traditional, improvised, and digital – became active tools of survival, resistance, and psychological escape under conditions of extreme confinement.

    For 14 years, under conditions designed to strip away agency, play became a mechanism for reclaiming humanity. To study how those improvisational acts of play can be translated into interactive digital experiences is some of the most artistically innovative, ethically grounded, and emotionally resonant work to emerge from the Scottish cluster.

    Strategic Analysis: The True Power of the Medium

    At SGN, I have spent years challenging the insular nature of the ‘industry’. When we confine our thinking to the retail shelf, we miss the true power of our craft. GTMO 441 is a vital reminder of the games sector’s capacity to collaborate with historians, human rights advocates, and international scholars to keep urgent stories alive. This is the More Than Games philosophy in its most profound, human-centric form.

    As Guantánamo continues to hold detainees amidst renewed proposals to expand operations there, this project insists that these narratives remain active and unfinished. By bringing together game designers like Biome’s Malath Abbas and Tom deMajo with memoir co-writer Antonio Aiello, researcher Jenna Altomonte, artist Joseph DeLappe, and scholar Darshana Jayemanne, Biome Collective is proving that Dundee is a hub for brave, boundary-pushing digital art that refuses to play it safe.

    Join the Conversation Tonight

    I strongly encourage everyone interested in the power of interactive storytelling to join this this evening’s event. It will feature a presentation from Mansoor Adayfi himself, followed by presentations from the project team, a panel discussion, and a live Q&A.

    This is a rare opportunity to witness the raw, early-stage development of a project that could redefine how we view the ethical boundaries of game design. Whether you can make it to the room in Dundee or choose to tune in from home, your presence supports the kind of vital, independent creativity that makes our national ecosystem so special.

    Event Details:

    • Date: Thursday 28 May 2026 (Tonight)
    • Time: 5:30pm (Experimental games to play), 6:00pm (Presentations, panel, and Q&A), wrapping up by 7:30pm
    • IRL Venue: Room 1502, Abertay University, Dundee (Venue details: Abertay Room 1502)
    • Online Stream: Join live from 5:30pm via Microsoft Teams (Stream link: GTMO 441 Teams Meeting)

    Learn more about the creators: Biome Collective

    #appliedGames #art #biomeCollective #Detention #dundee #games #GTMO441 #Guantanamo
  3. Games as Survival: GTMO 441 – TONIGHT

    This evening, Thursday 28 May 2026, Dundee’s Biome Collective will host a public sharing of an extraordinary, Creative Scotland-funded residency project: GTMO 441: Games, Detention, Power.

    Taking place both in person at Abertay University and streamed live online from 5:30pm, the event offers a first look at experimental playable media shaped by the lived experience of Mansoor Adayfi, who was detained without charge at Guantánamo Bay for 14 years.

    A Study in Resistance and Psychological Escape

    This project is a collaboration between Biome Collective, and researchers from Abertay and Mississippi State Universities. Over the course of a week-long residency workshop, the international team has been exploring how we might respond to life inside Guantánamo using experiential storytelling, game design, and playable media.

    The creative focus here is profoundly unique. The team is not trying to build a superficial simulation of confinement. Instead, they are experimenting with ways to reflect how games – both traditional, improvised, and digital – became active tools of survival, resistance, and psychological escape under conditions of extreme confinement.

    For 14 years, under conditions designed to strip away agency, play became a mechanism for reclaiming humanity. To study how those improvisational acts of play can be translated into interactive digital experiences is some of the most artistically innovative, ethically grounded, and emotionally resonant work to emerge from the Scottish cluster.

    Strategic Analysis: The True Power of the Medium

    At SGN, I have spent years challenging the insular nature of the ‘industry’. When we confine our thinking to the retail shelf, we miss the true power of our craft. GTMO 441 is a vital reminder of the games sector’s capacity to collaborate with historians, human rights advocates, and international scholars to keep urgent stories alive. This is the More Than Games philosophy in its most profound, human-centric form.

    As Guantánamo continues to hold detainees amidst renewed proposals to expand operations there, this project insists that these narratives remain active and unfinished. By bringing together game designers like Biome’s Malath Abbas and Tom deMajo with memoir co-writer Antonio Aiello, researcher Jenna Altomonte, artist Joseph DeLappe, and scholar Darshana Jayemanne, Biome Collective is proving that Dundee is a hub for brave, boundary-pushing digital art that refuses to play it safe.

    Join the Conversation Tonight

    I strongly encourage everyone interested in the power of interactive storytelling to join this this evening’s event. It will feature a presentation from Mansoor Adayfi himself, followed by presentations from the project team, a panel discussion, and a live Q&A.

    This is a rare opportunity to witness the raw, early-stage development of a project that could redefine how we view the ethical boundaries of game design. Whether you can make it to the room in Dundee or choose to tune in from home, your presence supports the kind of vital, independent creativity that makes our national ecosystem so special.

    Event Details:

    • Date: Thursday 28 May 2026 (Tonight)
    • Time: 5:30pm (Experimental games to play), 6:00pm (Presentations, panel, and Q&A), wrapping up by 7:30pm
    • IRL Venue: Room 1502, Abertay University, Dundee (Venue details: Abertay Room 1502)
    • Online Stream: Join live from 5:30pm via Microsoft Teams (Stream link: GTMO 441 Teams Meeting)

    Learn more about the creators: Biome Collective

    #appliedGames #art #biomeCollective #Detention #dundee #games #GTMO441 #Guantanamo
  4. If it's even in Glasgow #TapsAff, you can imagine that #Dundee has warm sunny spring day 😂
    taps-aff.co.uk/

    #TEarrach

  5. Another day, another drive around Google Street View, checking the route for a #NHS appointment. This time for my NHS #Covid #vaccine (#13). I may be the only under 75 patient there again! Sooner than originally booked for me. Important, given I'm due major surgery, one way or another.

    It is amusing to count roundabouts for directions. We were last there in November. Not the main #Dundee vaccination centre, quite a bit closer to our home. But still a bit of an adventure to get to successfully.

  6. Another day, another drive around Google Street View, checking the route for a #NHS appointment. This time for my NHS #Covid #vaccine (#13). I may be the only under 75 patient there again! Sooner than originally booked for me. Important, given I'm due major surgery, one way or another.

    It is amusing to count roundabouts for directions. We were last there in November. Not the main #Dundee vaccination centre, quite a bit closer to our home. But still a bit of an adventure to get to successfully.

  7. Another day, another drive around Google Street View, checking the route for a #NHS appointment. This time for my NHS #Covid #vaccine (#13). I may be the only under 75 patient there again! Sooner than originally booked for me. Important, given I'm due major surgery, one way or another.

    It is amusing to count roundabouts for directions. We were last there in November. Not the main #Dundee vaccination centre, quite a bit closer to our home. But still a bit of an adventure to get to successfully.

  8. Another day, another drive around Google Street View, checking the route for a #NHS appointment. This time for my NHS #Covid #vaccine (#13). I may be the only under 75 patient there again! Sooner than originally booked for me. Important, given I'm due major surgery, one way or another.

    It is amusing to count roundabouts for directions. We were last there in November. Not the main #Dundee vaccination centre, quite a bit closer to our home. But still a bit of an adventure to get to successfully.

  9. Another day, another drive around Google Street View, checking the route for a #NHS appointment. This time for my NHS #Covid #vaccine (#13). I may be the only under 75 patient there again! Sooner than originally booked for me. Important, given I'm due major surgery, one way or another.

    It is amusing to count roundabouts for directions. We were last there in November. Not the main #Dundee vaccination centre, quite a bit closer to our home. But still a bit of an adventure to get to successfully.

  10. Outplay Entertainment Announces First Steam Title, ‘Dark Corporate Roguelike’: The Incentive Programme

    Outplay Entertainment, Scotland’s largest independent developer and a global titan of casual mobile gaming, has officially announced its debut Steam title, The Incentive Programme.

    Known internationally for its free-to-play hits that have attracted over 250 million players worldwide across franchises including Angry Birds, Monopoly, and Gordon Ramsay, the Dundee-based studio is taking a bold new creative direction. The Incentive Programme is a surreal, narrative-driven match-3 roguelike that plunges players into a sterile, unsettling corporate environment where meeting your daily quota is quite literally a matter of survival.

    The Incentive Programme Screenshots

    A Dark Satire of the Modern Workplace

    At first glance, the game presents a familiar puzzle loop: players match gems, trigger explosive special items, and chain powerful combos to hit a rising series of performance targets. Between rounds, players can rig the odds in their favour using a massive variety of upgrades, rule-bending trinkets, chance-bending floppy disks, and single-use emergency office snacks.

    However, what begins with standard roguelike-puzzle clarity quickly unravels into something far more secretive and conspiratorial. The game is set within a sterile corporate office where every system feels intensely oppressive and every memo feels like misinformation. The world is built around dry, passive-aggressive corporate language that refers to unexplained, chaotic events happening just beyond your office walls.

    Rather than delivering a traditional linear story, The Incentive Programme relies on environmental and optional discovery. Players must piece together the unsettling reality of their employer by examining discarded documents, intercepting strange transmissions, monitoring flickering terminal screens, and unlocking entirely new sectors of the corporate complex.

    Strategic Analysis: The Premium Diversification

    This is a significant move for the Dundee studio. The mobile gaming market in 2026 remains highly consolidated and increasingly expensive from a user acquisition (UA) perspective, with monetisation and lifetime value (LTV) presenting ongoing challenges for even the biggest publishers. For an established developer like Outplay – founded in 2010 and built on a foundation of high-scale mobile distribution – branching out into the premium PC space via Steam represents a new, mature diversification strategy.

    It demonstrates a studio with over 15 years of operational experience, recognising that the tools, engineering talent, and creative design systems used to build world-class mobile experiences can be refocussed to target entirely new platforms. By entering the premium Steam marketplace with a highly stylised, systems-heavy roguelike, Outplay is proving that the boundaries between mobile development and traditional PC publishing are more permeable than ever.

    What to Expect from the Full Release

    The studio has confirmed that The Incentive Programme will launch with a deep set of systems designed to encourage replayability and theory-crafting, including:

    • Over 250 Items: Rule-breaking trinkets and upgrades to help players rig the odds and build game-breaking synergies.
    • Ten Unique Bosses: Designed to thoroughly test and punish careless player builds.
    • Multiple Starting Loadouts: Featuring distinct modifiers to drastically alter the strategy of each run.
    • Emergent Narrative Discovery: A story told through ambient events, terminal logs, and environmental clues.
    • Unlockable Progression: New office spaces and systems to expand the scope of future runs.

    A New Chapter for Outplay

    We look forward to following the development of The Incentive Programme and supporting its release. We encourage the entire Scottish community to wishlist this milestone Dundee project.

    Learn more and wishlist the game on Steam: The Incentive Programme on Steam

    Find out more about the studio: Outplay Entertainment

    #comingSoon #dundee #games #outplay #scotland #TheIncentiveProgramme
  11. Outplay Entertainment Announces First Steam Title, ‘Dark Corporate Roguelike’: The Incentive Programme

    Outplay Entertainment, Scotland’s largest independent developer and a global titan of casual mobile gaming, has officially announced its debut Steam title, The Incentive Programme.

    Known internationally for its free-to-play hits that have attracted over 250 million players worldwide across franchises including Angry Birds, Monopoly, and Gordon Ramsay, the Dundee-based studio is taking a bold new creative direction. The Incentive Programme is a surreal, narrative-driven match-3 roguelike that plunges players into a sterile, unsettling corporate environment where meeting your daily quota is quite literally a matter of survival.

    The Incentive Programme Screenshots

    A Dark Satire of the Modern Workplace

    At first glance, the game presents a familiar puzzle loop: players match gems, trigger explosive special items, and chain powerful combos to hit a rising series of performance targets. Between rounds, players can rig the odds in their favour using a massive variety of upgrades, rule-bending trinkets, chance-bending floppy disks, and single-use emergency office snacks.

    However, what begins with standard roguelike-puzzle clarity quickly unravels into something far more secretive and conspiratorial. The game is set within a sterile corporate office where every system feels intensely oppressive and every memo feels like misinformation. The world is built around dry, passive-aggressive corporate language that refers to unexplained, chaotic events happening just beyond your office walls.

    Rather than delivering a traditional linear story, The Incentive Programme relies on environmental and optional discovery. Players must piece together the unsettling reality of their employer by examining discarded documents, intercepting strange transmissions, monitoring flickering terminal screens, and unlocking entirely new sectors of the corporate complex.

    Strategic Analysis: The Premium Diversification

    This is a significant move for the Dundee studio. The mobile gaming market in 2026 remains highly consolidated and increasingly expensive from a user acquisition (UA) perspective, with monetisation and lifetime value (LTV) presenting ongoing challenges for even the biggest publishers. For an established developer like Outplay – founded in 2010 and built on a foundation of high-scale mobile distribution – branching out into the premium PC space via Steam represents a new, mature diversification strategy.

    It demonstrates a studio with over 15 years of operational experience, recognising that the tools, engineering talent, and creative design systems used to build world-class mobile experiences can be refocussed to target entirely new platforms. By entering the premium Steam marketplace with a highly stylised, systems-heavy roguelike, Outplay is proving that the boundaries between mobile development and traditional PC publishing are more permeable than ever.

    What to Expect from the Full Release

    The studio has confirmed that The Incentive Programme will launch with a deep set of systems designed to encourage replayability and theory-crafting, including:

    • Over 250 Items: Rule-breaking trinkets and upgrades to help players rig the odds and build game-breaking synergies.
    • Ten Unique Bosses: Designed to thoroughly test and punish careless player builds.
    • Multiple Starting Loadouts: Featuring distinct modifiers to drastically alter the strategy of each run.
    • Emergent Narrative Discovery: A story told through ambient events, terminal logs, and environmental clues.
    • Unlockable Progression: New office spaces and systems to expand the scope of future runs.

    A New Chapter for Outplay

    We look forward to following the development of The Incentive Programme and supporting its release. We encourage the entire Scottish community to wishlist this milestone Dundee project.

    Learn more and wishlist the game on Steam: The Incentive Programme on Steam

    Find out more about the studio: Outplay Entertainment

    #comingSoon #dundee #games #outplay #scotland #TheIncentiveProgramme
  12. Outplay Entertainment Announces First Steam Title, ‘Dark Corporate Roguelike’: The Incentive Programme

    Outplay Entertainment, Scotland’s largest independent developer and a global titan of casual mobile gaming, has officially announced its debut Steam title, The Incentive Programme.

    Known internationally for its free-to-play hits that have attracted over 250 million players worldwide across franchises including Angry Birds, Monopoly, and Gordon Ramsay, the Dundee-based studio is taking a bold new creative direction. The Incentive Programme is a surreal, narrative-driven match-3 roguelike that plunges players into a sterile, unsettling corporate environment where meeting your daily quota is quite literally a matter of survival.

    The Incentive Programme Screenshots

    A Dark Satire of the Modern Workplace

    At first glance, the game presents a familiar puzzle loop: players match gems, trigger explosive special items, and chain powerful combos to hit a rising series of performance targets. Between rounds, players can rig the odds in their favour using a massive variety of upgrades, rule-bending trinkets, chance-bending floppy disks, and single-use emergency office snacks.

    However, what begins with standard roguelike-puzzle clarity quickly unravels into something far more secretive and conspiratorial. The game is set within a sterile corporate office where every system feels intensely oppressive and every memo feels like misinformation. The world is built around dry, passive-aggressive corporate language that refers to unexplained, chaotic events happening just beyond your office walls.

    Rather than delivering a traditional linear story, The Incentive Programme relies on environmental and optional discovery. Players must piece together the unsettling reality of their employer by examining discarded documents, intercepting strange transmissions, monitoring flickering terminal screens, and unlocking entirely new sectors of the corporate complex.

    Strategic Analysis: The Premium Diversification

    This is a significant move for the Dundee studio. The mobile gaming market in 2026 remains highly consolidated and increasingly expensive from a user acquisition (UA) perspective, with monetisation and lifetime value (LTV) presenting ongoing challenges for even the biggest publishers. For an established developer like Outplay – founded in 2010 and built on a foundation of high-scale mobile distribution – branching out into the premium PC space via Steam represents a new, mature diversification strategy.

    It demonstrates a studio with over 15 years of operational experience, recognising that the tools, engineering talent, and creative design systems used to build world-class mobile experiences can be refocussed to target entirely new platforms. By entering the premium Steam marketplace with a highly stylised, systems-heavy roguelike, Outplay is proving that the boundaries between mobile development and traditional PC publishing are more permeable than ever.

    What to Expect from the Full Release

    The studio has confirmed that The Incentive Programme will launch with a deep set of systems designed to encourage replayability and theory-crafting, including:

    • Over 250 Items: Rule-breaking trinkets and upgrades to help players rig the odds and build game-breaking synergies.
    • Ten Unique Bosses: Designed to thoroughly test and punish careless player builds.
    • Multiple Starting Loadouts: Featuring distinct modifiers to drastically alter the strategy of each run.
    • Emergent Narrative Discovery: A story told through ambient events, terminal logs, and environmental clues.
    • Unlockable Progression: New office spaces and systems to expand the scope of future runs.

    A New Chapter for Outplay

    We look forward to following the development of The Incentive Programme and supporting its release. We encourage the entire Scottish community to wishlist this milestone Dundee project.

    Learn more and wishlist the game on Steam: The Incentive Programme on Steam

    Find out more about the studio: Outplay Entertainment

    #comingSoon #dundee #games #outplay #scotland #TheIncentiveProgramme
  13. Outplay Entertainment Announces First Steam Title, ‘Dark Corporate Roguelike’: The Incentive Programme

    Outplay Entertainment, Scotland’s largest independent developer and a global titan of casual mobile gaming, has officially announced its debut Steam title, The Incentive Programme.

    Known internationally for its free-to-play hits that have attracted over 250 million players worldwide across franchises including Angry Birds, Monopoly, and Gordon Ramsay, the Dundee-based studio is taking a bold new creative direction. The Incentive Programme is a surreal, narrative-driven match-3 roguelike that plunges players into a sterile, unsettling corporate environment where meeting your daily quota is quite literally a matter of survival.

    The Incentive Programme Screenshots

    A Dark Satire of the Modern Workplace

    At first glance, the game presents a familiar puzzle loop: players match gems, trigger explosive special items, and chain powerful combos to hit a rising series of performance targets. Between rounds, players can rig the odds in their favour using a massive variety of upgrades, rule-bending trinkets, chance-bending floppy disks, and single-use emergency office snacks.

    However, what begins with standard roguelike-puzzle clarity quickly unravels into something far more secretive and conspiratorial. The game is set within a sterile corporate office where every system feels intensely oppressive and every memo feels like misinformation. The world is built around dry, passive-aggressive corporate language that refers to unexplained, chaotic events happening just beyond your office walls.

    Rather than delivering a traditional linear story, The Incentive Programme relies on environmental and optional discovery. Players must piece together the unsettling reality of their employer by examining discarded documents, intercepting strange transmissions, monitoring flickering terminal screens, and unlocking entirely new sectors of the corporate complex.

    Strategic Analysis: The Premium Diversification

    This is a significant move for the Dundee studio. The mobile gaming market in 2026 remains highly consolidated and increasingly expensive from a user acquisition (UA) perspective, with monetisation and lifetime value (LTV) presenting ongoing challenges for even the biggest publishers. For an established developer like Outplay – founded in 2010 and built on a foundation of high-scale mobile distribution – branching out into the premium PC space via Steam represents a new, mature diversification strategy.

    It demonstrates a studio with over 15 years of operational experience, recognising that the tools, engineering talent, and creative design systems used to build world-class mobile experiences can be refocussed to target entirely new platforms. By entering the premium Steam marketplace with a highly stylised, systems-heavy roguelike, Outplay is proving that the boundaries between mobile development and traditional PC publishing are more permeable than ever.

    What to Expect from the Full Release

    The studio has confirmed that The Incentive Programme will launch with a deep set of systems designed to encourage replayability and theory-crafting, including:

    • Over 250 Items: Rule-breaking trinkets and upgrades to help players rig the odds and build game-breaking synergies.
    • Ten Unique Bosses: Designed to thoroughly test and punish careless player builds.
    • Multiple Starting Loadouts: Featuring distinct modifiers to drastically alter the strategy of each run.
    • Emergent Narrative Discovery: A story told through ambient events, terminal logs, and environmental clues.
    • Unlockable Progression: New office spaces and systems to expand the scope of future runs.

    A New Chapter for Outplay

    We look forward to following the development of The Incentive Programme and supporting its release. We encourage the entire Scottish community to wishlist this milestone Dundee project.

    Learn more and wishlist the game on Steam: The Incentive Programme on Steam

    Find out more about the studio: Outplay Entertainment

    #comingSoon #dundee #games #outplay #scotland #TheIncentiveProgramme
  14. #PHILOSOPHY PLAYTIME!
    We’re back! Rolling over from the missed session, this week we play with the idea ‘why does part of us desire capitalism?’

    18.30-20.00, Wednesday 13 May at EH9|Espresso, 248/250 Perth Rd, DD1 4LL #Dundee
    £6 cash on door, complimentary (decaf) coffee
    All curious minds welcome!

  15. @scotlit And for those who are interested, a tombstone from Trondheim to a Scottish captain William Miller (from a trip to visit friends at the university)

    #Trondheim #Norway #Scotland #Dundee #Sailing

  16. Dundee Book Festival 2026
    19–21 June

    Tickets are now on sale for the 2026 Dundee Book Festival, a celebration of Scotland’s writers, storytellers, & people

    dundeebookfestival.com

    #Scottish #literature #Dundee #books #bookfestival