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1. Greek mythology: any of a group of sea nymphs (often portrayed as half human and half bird, and to a lesser extent, half human and half fish that lured mariners to destruction by their singing.

2. a woman regarded as seductive and beautiful, especially a dangerous woman; temptress.

3. a woman who sings with enchanting sweetness.

4. a) a device in which compressed air or steam is driven against a rotating perforated disk to create a loud, often wailing sound as a signal or warning. b) an electronic device producing a similar sound as a signal or warning.

5. any of several salamanders of the family Sirenidae, such as the mud eel, having an eellike body, permanent external gills, small forelegs, and no hind limbs.

Etymology: from Old French sereine, from Latin sīrēn, from Greek seirēn.

[Victor Nizovtsev]





This is potentially life saving information everyone should know.

No you guys this post helped me find my cat. He was missing for almost a month and I’ve had him for over 12 years. After seeing this I put his favorite blanket he always slept on outside hoping he would smell mine or his scent and he was back the next fucking day asleep on it.

When my cat got out, we called and called for him, and then, later that night, I remembered similar advice to this, and so put his little scratching pad, which he adores, on the front porch. Not even half an hour later, I heard a thump, opened the door, and there was his big butt, meowing at me.

Important and vital



You play as Amna and Saif, a mother and son. Your loved one has fallen deathly ill and the only chance of a cure lies deep within a mysterious forest. Only together can you overcome the trials of the landscape and the great beasts of the forest to find the cure in time.

The core of Together is interdependence. Everything requires two players, working together.  Designing co-op from the ground up we are able to explore and do things that would otherwise be impossible.

We believe that games are an art form and wish to bring the experience to new audiences. We have kept the controls simple and the core game friendly. 

During the beta phase we will do everything we can to make the game playable for those with specific needs.Colors used in game mechanics were planned with the color blind in mind. Controls are kept simple to be accessible to as many people as possible. The game can be played with one hand.
Together will release initially on PC. Additional platforms may become available as stretch goals. You will both be able to play using the same keyboard. Controllers and mouse will be supported as well.

Together: Amna & Saif Kickstarter (ends June 30)

This is a collaborative project between munroevan and I. We’ve worked very hard on it and would love you to support us on kickstarter so we can take this game much further. Additionally, if you  have any feedback for what you see please message me! We are trying to make this game as inclusive as possible and your feedback is vital. Thanks!

"Colors used in game mechanics were planned with the color blind in mind. Controls are kept simple to be accessible to as many people as possible. The game can be played with one hand."




ADHD is about having broken filters on your perception.

Normal people have a sort of mental secretary that takes the 99% of irrelevant crap that crosses their mind, and simply deletes it before they become consciously aware of it. As such, their mental workspace is like a huge clean whiteboard, ready to hold and organize useful information.

ADHD people… have no such luxury. Every single thing that comes in the front door gets written directly on the whiteboard in bold, underlined red letters, no matter what it is, and no matter what has to be erased in order for it to fit.

As such, if we’re in the middle of some particularly important mental task, and our eye should happen to light upon… a doorknob, for instance, it’s like someone burst into the room, clad in pink feathers and heralded by trumpets, screaming HEY LOOK EVERYONE, IT’S A DOORKNOB! LOOK AT IT! LOOK! IT OPENS THE DOOR IF YOU TURN IT! ISN’T THAT NEAT? I WONDER HOW THAT ACTUALLY WORKS DO YOU SUPPOSE THERE’S A CAM OR WHAT? MAYBE ITS SOME KIND OF SPRING WINCH AFFAIR ALTHOUGH THAT SEEMS KIND OF UNWORKABLE.

It’s like living in a soft rain of post-it notes.

This happens every single waking moment, and we have to manually examine each thought, check for relevance, and try desperately to remember what the thing was we were thinking before it came along, if not. Most often we forget, and if we aren’t caught up in the intricacies of doorknob engineering, we cast wildly about for context, trying to guess what the hell we were up to from the clues available.

On the other hand, we’re extremely good at working out the context of random remarks, as we’re effectively doing that all the time anyway.

We rely heavily on routine, and 90% of the time get by on autopilot. You can’t get distracted from a sufficiently ingrained habit, no matter what useless crap is going on inside your head… unless someone goes and actually disrupts your routine. I’ve actually been distracted out of taking my lunch to work, on several occasions, by my wife reminding me to take my lunch to work. What the? Who? Oh, yeah, will do. Where was I? um… briefcase! Got it. Now keys.. okay, see you honey!

Also, there’s a diminishing-returns thing going on when trying to concentrate on what you might call a non-interactive task. Entering a big block of numbers into a spreadsheet, for instance. Keeping focused on the task takes exponentially more effort each minute, for less and less result. If you’ve ever held a brick out at arm’s length for an extended period, you’ll know the feeling. That’s why the internet, for instance, is like crack to us - it’s a non-stop influx of constantly-new things, so we can flick from one to the next after only seconds. Its better/worse than pistachios.

The exception to this is a thing we get called hyper focus. Occasionally, when something just clicks with us, we can get ridiculously deeply drawn into it, and NOTHING can distract us. We’ve locked our metaphorical office door, and we’re not coming out for anything short of a tornado.

Medication takes the edge off. It reduces the input, it tones down the fluster, it makes it easier to ignore trivial stuff, and it increases the maximum focus-time. Imagine steadicam for your skull. It also happens to make my vision go a little weird and loomy occasionally, and can reduce appetite a bit.

Hope this helps and please do share this so that more people can learn what its really like to have ADHD.

Tickd mobile by factnotfiction (via book—wyrm)

(Source: merganize)

Alright, listen up people.



You see this person here? You see this amazing person right here?

This is Kim Swift, people.

You might be asking yourself, who’s Kim Swift? Well, let’s go into a little history:

In 2005, Swift made a game for a student project at her college by the name of Narbacular Drop. You’ve probably never heard of it, but I’m pretty sure almost all of you have heard of the game that it eventually became:


Yup. Gabe Newell was so impressed by the level design and game mechanics of Narbacular Drop that he immediately hired Swift to work at Valve, where she became the leader of the Portal development team and the level designer, and went on to win both the “Innovation” and “Game of the Year” awards at GDC 2007 along with Eric Walpaw. She worked on both games in the Left 4 Dead series, as well.

Oh, and she’s also one of the main people responsible for the design of GLaDOS. Mother. Fucking. GlaDOS.


How amazing is that?

So, why am I telling you all of this? Simple. I’ve seen tons and tons of Portal and GLaDOS appreciation posts on here, most of which with thousands of notes. And I figured you’d all wanna know about one of the awesome ladies that made them happen.


Plus, Kim Swift is honestly one of my inspirations as someone getting into software engineering and possibly wants to develop games at some point. And I think she could serve as an inspiration to anyone.

This has been a Kim Swift Appreciation Post™.






This will always remain my favorite vintage lesbian art… Do I even have to break it down for you?

I just thought it was a mermaid trapped under ice

If it were just a mermaid trapped under ice, there would be no reason all the skaters above the ice are wearing skirts and are presumably women. also look at that mermaid’s smile she knows what’s up.

the caption says “Are Parisian women becoming more thrifty? Seeing a lot of different types of panties this year!”

presumably half those girls are commando or wearing thongs. this is totally lesbian pinup ads.


This Commercial About Teaching Girls Science Has No Right Making Us Feel These Feelings

Verizon’s new #InspireHerMind campaign wants to point out the importance of teaching young girls about STEM. To do that, they put out this commercial about how deeply ingrained gender expectations influence the way we raise our children, which in turn influences what they become interested in when they grow up–and not necessarily for the better. Geez, Verizon, heartbreaking much?

While I’m not sure that I’m all that happy with the big sad ~reveal~ of the commercial (lipgloss doesn’t always have to be the villain, guys!), the message is definitely worth examining. As it says at the end of the video, 66% of fourth grade girls say they like science and math, but only 18% of college-aged women end up majoring in STEM programs. One commercial might not be able to bridge that gap, but the more we talk about it, hopefully the more we’ll be able to overcome it as a community.

The Verizon #InspireHerMind site has some suggestions for ways to get your kids into science and math, if you’re so inclined. Which, you know, you should be. Science is awesome.

(via Katie Schenkel on Twitter)

The Mary Sue

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