Spirit Swap makes queer softness magical
Soft Not Weak's match-3 game has a simple premise and hidden depths
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Wake up. Clock in. Work so you can eat. Eat so you can work. Hit goals. Exceed them. Cry at negative feedback. Clean the kitchen. Do the laundry. This is living. This is life. Try to have some fun? Busy week. Nothing to do. Should I have children? Who will take care of me when I’m old? Email. Email. Email. Authenticate your existence. Email. Email. Email. Friends skitter by on the peripheries of labor. Groceries are how much? Gas is how much? God — can you believe it? — I’m one of the lucky ones.
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In the games Citizen Sleeper and Citizen Sleeper 2: Starward Vector, created by Gareth Damian Martin, you play as a digital copy of a human mind placed inside of a semi-organic robot body and sold to Essen-Arp, a sprawling corporation with limitless resources. Somehow, you manage to escape.
In the original game, you wash up on a far off space station called The Eye, where the other rejects of space capitalism linger and try to survive. But there’s a problem: you’re reliant on a stabilizer that only Essen-Arp produces. You arrive already on the clock, already disintegrating.
Time is precious. Luck is precious. You’ll need both to survive.