paradoxical.

the pen is mightier than the sword, but a sword is pretty good too.

three of clubs

clubs: writing from someone close to me
three: promises, secrets
1 on the die: this bit of your love does not become history

[intercepted before it could escape the veil, clutched in thin fingers and then lost.]

(content warnings for depictions of very young children being very ill and near-death.)

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queen of diamonds

diamonds: writing between myself and someone else
queen: special occasions
2 on the die: this writing is public


Steady As It Goes,

It is high solstice day. I have no illusions that I may see you today, but it is the first high solstice day since we last saw each other. Moreover, it is the first solstice day where all our suns are in solstice since the world ended, and so I am using my thirty hours of constant daylight wisely.

It has been a long time, my friend. I am sure you do not miss me, but I find absence makes the heart grow fonder. I hope you are well.

In this town they still sing for the sun’s rise. Joyful tunes, they are, and the dance steps moreso. I find myself with two left feet but dragged into a dance more often than not. (Forgive an old lady their shaky hand, I am interrupted often by the young folk seeking I join them, and I have never been able to resist the joy you can only find in the smiles of the young.) You would be surprised how few of these people know the steps to their own dances, but what they lack in technique they make up for in enthusiasm.

There was a celebration much like this for the day of my people’s liberation. Complete with the dancing and the rejoicing under a day of sun. I do wonder if you and I might have crossed paths at one such celebration, so very long ago, but there would be no way to tell now. It is likely, given how similar our beacons are in nature; but even that is a gross oversimplification, and besides: there is no changing the past. If there were, perhaps much now would be different. I can only wonder

Forgive me, again. I was drawn away for another dance, and have forgotten how that sentence was meant to end. For now I think I will set down this pen and figure out how to get this message to you once the sun has set again. 

If It Comes, It Will Come.

Yours in sun and shadow,
sable

i warned you about stairs (it’s going to be a long day, beta)

The short answer to “why write a game about Homestuck” is “because I wanted to write a game with classpects and strife specibi and I enjoy inflicting pain on my friends by reminding them of Homestuck’s continued existence”.

Here’s the long answer: whether I like it or not, Homestuck was a really important influence on my life and my work as an artist. I found Homestuck during a very weird time in my life and read it on my school’s computers and at friends’ houses during the start of my junior year of high school. The chaos of the storyline, the double mobius reacharound of the timeline, and the memorable character design stuck with me for some reason. Being a part of Homestuck fandom, as tangentially as I was, was easily the most toxic time in my internet life (and I was a Superwholock for several years). But I also developed as a visual artist in ways I could never have anticipated before. I learned how to draw people— and I enjoyed it!

Ex-Homestucks often joke they’ll never be free of the webcomic and that is true. It’s been however many years. I sat through the bloodiest event in web original history to ever be retconned. I hit the finale and the final snapchats and I have closed that chapter on my life. And yet I wrote a game and published it on 4/13 because I live to make my friends groan at me.

What I really wanted to do was to make a game about fighting back against a prescribed tragic ending; about finding light and joy when it seems all hope is lost; and bonds of friendship that transcend the boundaries between worlds (or the walls of your house). I wasn’t planning on releasing the game mid-pandemic, where players would not be able to join up with each other and play in person for quite some time, but sometimes the world works in ways you don’t expect.

When I play games that involve combat and other actions to be left to random chance, I often hear someone explain a really really great move that makes everyone scream and I wish it could automatically succeed. I have almost never seen a GM allow that, and that’s what gave me the idea for the auto-success mechanic in the game. I want players to go as batshit as possible with their actions to get emotional responses from their fellow players. If you can make someone laugh or cheer with your move, if you land a particularly horrible pun, I want there to be an influence on the narrative.

This also applies to the auto-rez mechanic I wrote. Anyone who’s played any sort of game with me knows that I fully believe that character death is, quite frankly, overused as a cop-out punishment for bad rolls. There are very few instances where I think that a character’s death is the right narrative choice— I can’t think of any examples off the top of my head, which is how you know how little I care for the trope. That doesn’t change the fact that sometimes, shit happens. And when you’re dealing with characters or people you care about dying, potentially never to be seen again… Games get high stress. Sometimes you cry about it.

If someone is going to miss you— genuinely miss you— to the point where their actual player gets upset about it, first of all please take care of your friend if you can. Bleed sucks. Second of all if you’re not using your character’s death as the culmination of an important arc for them (which is absolutely a choice that I respect when it’s intentional— I may not like it but I can respect it) or some other reason, take a move from Interstitial’s book and have your character come back when the danger has passed, totally fine! Hey, maybe you have god-like powers now!

The last point I want to make here (because these statements are becoming essays and I may have to figure out how to distill them down if I want them to be true “artist statements”) is building off of Delver while also shedding much of the mechanics of Delver proper. I’m an ardent admirer of Natalie the Knife’s work, and I think Delver and its truly-gmless version Worm Spring are some of the greatest dungeon crawlers to be made. Building it’s going to be a long day off of Delver was a decision I made early in development, back when it was a project I was still collabing on with Ben (shoutouts to Ben and Natalie for helping me with the classpect keywords) and I honestly don’t remember anymore what the original notion was. As development continued I wanted to keep the rotating phases of the game (shifting between waking and dreaming worlds) intact while also not prescribing to the players how they should go about building to the next planet, or talking to denizens, or even dreaming.

This game, much like sburb, really works best when it feels and functions like Calvinball. All I do is provide the guidelines, the worlds, and the contexts; it’s up to you to decide what to do with that infinite font of creativity.


(for more of my artist statements, follow this link)

spindleyear: the halfway point

I’m not the only one who thinks this, but I tend to be a tiny bit of a Spindlewheel purist. I love to fuck around with the formats of the cards as much as the next person, but there’s a magic to the styles of Sasha’s decks. And I’ve never been particularly skilled at putting my own spin on things.

Despite that, writing a new Spindlewheel card every day has really made me break out of my shell in a lot of ways. At the beginning of this project I tried very hard to not repeat words and concepts if at all possible, but at time of publication we’re a hundred and eighty days into the year, and I only know so many words. (That’s been another thing— the forced expansion of my vocabulary.) 

The other big thing has been to really refine my thoughts and my poetry into twelve words a side. You might notice at the top of the year I tend towards trinities on sides; three distinct ideas, offset by commas, reversed to another three distinct ideas. I like the rhythm of threes. There’s something magical about it that I don’t feel with couplets or quartets. But June has shown how I can really blossom with writing only one general idea that contains, within it, separate images. I’ve got a few favorites from prior to June, but I really think the city cards— inspired by wanting to create cities for Caro’s i’m sorry did you say street magic— are some of my best work so far.

The place where I am breaking free from the typical Spindlewheel deck is in how I categorize my cards. At the beginning of the year my cards could typically be traced back to something that happened during that day. As the pandemic turned my life into more of an endless cycle, that got harder, but you can still see relics of gameplay in the Artefacts deck. There’s about seven Doppleganger cards and a couple I’m calling Curses. Kisses are just what they sound like, and Migraines are how I get away with still writing a card when I’m caught up in so much pain. You’ll notice they’re basically gibberish— they’re in ROT ciphers. The key to which ROT cipher is which number they are. They won’t be in ROT on the cards themselves because I don’t expect anyone to try and type things in manually; it’s only on twitter they’re ciphered. (Part of this is also so I don’t have to un-ROT them every time I want to see what I wrote.) And then June, as evidenced by how most of them begin, is the Cities deck. 

Solstice and Equinox are two of my four Engines for this year. Not to give away my entire hand, or Sasha’s, but I can’t stop thinking about machine games.

I’m going to leave it here for now. I can’t say I have “big plans” for the second half of Spindleyear, because it’s still primarily a journaling tool for me and as life gears back up there may be some shifts in thought and execution over the second half of the year. But I have had some ideas, and I do still have a list of seeds for cards on days when I’m stuck. So it’ll be fun to see where it goes from here.

(By the by, though most of these cards are by nature of being journal entries unplayable, there are a few I’d like to put together into expansion decks once the year is over and I can lay them all out. We’ll see.)


(for more of my artist statements, follow this link)

artist statements: the masterpost

as much as this is a place for fiction writing this is also just a place for my writing to belong. it’s a blog, after all; just a fancy one with a fancy url that i spend way too long customizing so i can use custom fonts for posts.

so this is going to be the post that contains the artist statements i make for my games. i don’t think there’ll be a regular posting schedule for them, it’ll just be as i write them.

you can get the games at citadelofswords.itch.io, find me on twitter for updates on when new posts go up @citadelofswords, and you can subscribe to my patreon for early access to these if that’s something you’d be into.


major releases

memoria | divisions | chronicle | as above so below | it’s going to be a long day | fisticufflinks (beta) | binary stars in an endless sky | if you can’t take the heat get out of the ring

microgames

500 internal server error | ace objections | breadbarians | arson murder and (blue)jaywalking | a dance a duel

other projects

spindleyear: (july 2nd retrospective | end of year retrospective)

jack of hearts

hearts: writing between myself and my lover
jack: routine
6 on the die: you are assured of your privacy

[colors, reclaimed; candles left burning, and their meanings.]

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five of diamonds

diamonds: writing between me and someone else
five: firsts and lasts
2 on the die: this writing is public.

[words carried across the sea, to someone who would never hear them.]

(content warning for death and allusions to graphic violence)


I died today.

At least, I think I did. I cannot be altogether sure, as I have never died. This was my first time, if such a thing exists.

It was so instantaneous I cannot even begin to explain how it happened. I was separated from my travelling companions of the moment and lost in the darkness of the woods. I was unsure if I should find them first or if I should try and find my way out, but the choice was taken away from me when I heard a fearsome sound behind me— something so horrible I cannot even begin to name it. I tried to run but it was over so suddenly I do not think I made it that far at all, and I thought that was it. That it was all over.

And then I woke up, in the forest, missing much of what I had been carrying apart from my staff, in slowly ebbing pain. I sat up and everything hurt, but the wounds that should have killed me had not.

But they did. I know they did. I cannot describe what I saw during those minutes I was fallen but I know that I was so close to death I could nearly feel Her kiss. But I didn’t. I came back, in pain, and aching with the loss of that peace.

Is that what you feel now that you are dead, Mazarine?

I hope so. I am very sorry to have lost it but I believe you deserve it.

jack of clubs

clubs: writing from someone close to me
jack: routine
4 on the die: this is somewhat safe (speaking in coded phrases, touching lightly).

[an except from a letter written by a companion of the unfavored, late in their exile.]

(content warning for descriptions of grieving practices, though the writer does not know that’s what they are.)

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four of diamonds

diamonds: writing between myself and someone else
four: self-discovery, confessions
4 on the die: this is somewhat safe (speaking in coded phrases, touching lightly).

[left at the temple of sama, with their followers who have chosen vows of silence.]

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nine of spades

spades: something personal
nine: anger, fear
3 on the die: this writing is public.

[a dream unknowingly shared with countless others, who awoke with similar symptoms sable describes in their account. entry penned early in their flight across the inlands.]

(content warning here for mentions of body horror, strangulation, death or the lack thereof, and emetophobia.)

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