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Joined 8 months ago
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Cake day: March 9th, 2026

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  • They appear to be talking about a currency that can be earned in game or purchased, with the in game rate coming out to 50¢/hour when played suboptimally and $2 an hour played more optimally.

    Sounds like Warframe to me. Fun game. By far the most gameplay I’ve gotten out of any individual game. The monetization (as of a few years ago when I stopped playing) was very reasonable. Stuff that mattered which cost the premium currency was cheap, making it very accessible to players earning the currency in game.









  • It’s especially important to understand that in the early days of computing you only had a single system font or a tiny font pack of less than 10. Microsoft used a tiny pack that had Arial as their sans-serif, Times New Roman as their serif, Courier New as their monospace, and two symbol fonts. Of the three real fonts, two were incredibly computery, leaving Times New Roman as the friendliest font available.

    Microsoft then set out to make a family-friendly cartoon-themed OS and set the entire OS in TNR. One of their designers took issue with it and designed Comic Sans to be a viable OS font that felt friendly and suited comic art. He was a bit late in starting, so it shipped with TNR and immediately failed, but Comic Sans ended up shipping with some versions of 95, then became a default font in Internet Explorer and Win98. As a result, it was the only friendly font on the average computer for ages.








  • It’s interesting comparing this to two games inspired by rumors about this game, Superliminal and Viewfinder.

    Superliminal takes the idea of capturing an object as it appears and then moving it somewhere else, using matched perspective to manipulate scale. It’s directly similar to F-Stop, but without the awkwardness of the camera and with much more mechanical depth since puzzle depth is more than just ‘move object remotely’.

    Viewfinder takes the interface, the camera snapping photos, but expands what is captured to the environment as well. It feels a lot more like this in how it plays since objects stay their normal size and you are moving them about, but capturing the environment opens more puzzle options and consequences.

    Both are great puzzle games. Both have some jank that Valve probably wouldn’t find acceptable but, more importantly, both explore ideas Valve likely never would have thought of. They aren’t evolutions of what we see here; they’re evolutions of interpretations of rumors.