The Ultimate List of The 8 Best URL Shortener Services

  1. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  2. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  3. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  4. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  5. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  6. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  7. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  8. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.

Continuing To Strengthen The Quality Of Google AdSense

Over the last 15 years, AdSense has grown to support web publishers by connecting their audiences to advertisers, with the aim of keeping the web open and funding content creators. Earlier this month, we posted about the exciting future we have ahead of us and with this post, we'd like to tell you a little more about our upcoming quality efforts.

We're already committed to initiatives such as the Better Ads Standards and we continue to strive to create a clean and fair ad network. Continuing our work on quality in AdSense makes it more attractive to advertisers which in turn leads to better outcomes for our partners. With this in mind, we're making some changes to the way you monetize new sites with AdSense.


What's changing?
Before you can show ads on a new site, you now have to add the site to your AdSense account. Each new site will go through a verification process which checks that you own the domain or have the ability to modify its content. The process also reviews your site for compliance with the AdSense Program policies. After the checks are completed, your site will be marked as "Ready" and you can start showing ads.
We're also renaming the My Sites tab to Sites and moving it further up the menu to make it easier to find. Any existing sites you're monetizing should automatically appear in your sites list, accessed by clicking the new Sites tab. If you want to add more sites you'll need to add them to this list.

How will this impact partners?
For the vast majority of AdSense users, the only change will be the new Sites tab. However, for some of you, we may ask for help to find the correct ad code when you add a new site. If we require your help, we'll reach out through email and notify you when you sign in to AdSense. So don't forget to make sure we have the correct email address for you and that your email preferences are up to date.

Stay tuned for more exciting updates!


Posted by:
Google AdSense Product Team

The Backlog

After Brad Gallaway put together his backlog, I though it might be fun to do mine. Here they are, ranked by system then by preference. Bear in mind that theoretically I'm working on a book on 1990s video games, and would like to be able to make more time for that, so in order to not have "Every 90s game I never played" as a list, I'll only list the ones I specifically acquired and haven't played before (a general rule for the list anyway.


PSX

Syphon Filter - Yeah, I never played this, picked it for the book for $2.

PS2

Persona 4 - I started this, got 30-40% done, but got overwhelmed and let it go.
God Hand
Sly Cooper
We <3 Katamari 
Disgaea - I've started this and stopped at the same place 2-3 times, early on. Would like to push further someday.

Gamecube

Buffy The Vampire Slayer: Chaos Bleeds
Mystic Heroes
Metroid Prime 2 - I've had this for years, but every time I start, I want to play Metroid Prime 1 then I do and get my Metroid fix. One day.
Zelda: Ocarina Of Time

Nintendo DS

Radiant Historia - started this, maybe 25% through. I enjoy it but it hasn't grabbed me and demanded I keep playing.
Castlevania: Portrait Of Ruin - started this, enjoy the central out-of-the-castle conceit, but never pushed myself to go back. You know, if I had a job where I left the house, I'd play more DS games.
Phoenix Wright: Ace Attorney - Dubious, but it has so many fans I want to do it.
Dragon Quest IV/VI - picked these up for cheap, played a notable amount of IV, haven't started VI.
Lost Magic - Had this one on my list for so long I kind of forgot why.

Wii

Monster Hunter Tri
No More Heroes 2
Little King's Story - Started this, very much liked it, but was driven away by Nutcracker music (sister's recital aversion therapy)
MadWorld 
Metroid Prime 3
Zelda: Twilight Princess - I did play most of this on the Gamecube when it was released, but it probably deserves a Wii play.
Super Smash Bros Brawl - Obviously it's best multi-player, but it's terrible with the Wiimote. So I need to get a Classic controller or two and have some friends over.
NHL 2K10 - I read this was one of the best games for use of the motion controls, but the controls didn't really click with me, and I think I have a bum shoulder.

PS3

God Of War III - Slowly working my way through this one, and it's top of the list of New PS3 game since it's borrowed.
Brutal Legend - I mean, Double Fine.
Valkyria Chronicles
Demon's Souls
3D Dot Game Heroes
Heavy Rain - I have this (borrowed), I started it, and I can't read it on my non-HD TV.
Resistance 2
Killzone 2
Brothers In Arms/Motorstorm - These were hand-me-downs, but I'll probably give them at least a quick try before trading them.

PC

The Old Republic - Like anything's getting played as long as this is #1....
Fallout: New Vegas
Bulletstorm/Portal 2 - I want to feel like my 2011 Best Games list is more complete. Own these. Haven't played. Should.
Bioshock 2
Bastion - Okay, I've played this, but is it New Game+ time? It should be, right?
Atom Zombie Smasher - This is kind of getting played alongside The Old Republic, so it's not quite a "backlog".
Skyrim - Yeah, I'll go back. Maybe let some mods and DLC show up?
Cave Story+
Braid
Limbo
The Witcher
S.T.A.L.K.E.R.
Dragon Age: Awakening
Just Cause 2
Assassin's Creed
Torchlight 
Alpha Protocol
Amnesia
Recettear - Played long enough to get a good feel for the mechanics but not so good I didn't fail. Would like to go back and win.
King's Bounty/Crossworlds - I would like to finish one or both of these
SpaceChem  - Played a while, need to play more.
Metro 2033
Binding Of Isaac 
Shogun 2: Total War - NEVER ENOUGH
Eversion
Rock Of Ages
VVVVV
Diner Dash
Beyond Good & Evil
Mirror's Edge - Probably would be higher, but I have it on disc and don't have a CD-ROM drive at the moment.
Baldur's Gate II - I played this long enough to get a good idea that there was something impressive, but got stuck and said I'd come back to it. 
E.Y.E. Divine Cybermancy
Frozen Synapse - Was not impressed when I started playing, but the Steam gift contest will push me into at least another try.
World Of Goo
Battle For Wesnoth
F.E.A.R.
Vampire The Masquerade Bloodlines
Tomb Raider/Myst - These two are probably close on the "Most Important Game I've Never Played" pedestal
Prince Of Persia 2008
Mount & Blade Warband
Majesty 2
Titan Quest
Time Gentlemen, Please!/Ben There, Dan That
Splinter Cell
Ghost Recon
Might & Magic Heroes VI - I liked this a lot and I want to get back and finish more of the campaigns but oh man.
Terraria - Gave this a quick start, but was immediately pissed off by the lack of tutorial or manual. I guess it's hip to make your fans put videos up on YouTube instead of teaching your players how to play. Doubt I'll go back, honestly. Or play MineCraft. But I probably should.
Solar 2
Thief: The Dark Project/Thief: Deadly Shadows
Quake I/II/III
Orcs Must Die 
Overlord I/II
Oddworld: Abe's Exoddus/Oddysee
NightSky
Monday Night Combat - I played this a bit and really liked it but there are so many team-based shooters around I'm not sure I'll ever go back.
Medieval Total War II/Kingdoms - I have so much love for the Total War but they're such an investment.
Max Payne I/II
Inside A Star-Filled Sky
Grand Theft Auto V
Gemini Rue
Oblivion
Dead Space 2
Delve Deeper
Cthulu Saves The World/Breath Of Death VII
Broken Sword
Avadon: The Black Fortress
A.R.E.S.
1...2...3...KICK IT!








  

A Partial Idealism

The truth about metaphysics and epistemology is often more nuanced than typical philosophical systems dare to suggest.  The core of basic idealism--the idea that matter cannot exist without being perceived--is entirely unverifiable, with the type of idealism that holds matter to be an illusion being demonstrably false [1].  Despite these facts, however, there are specific elements of idealistic philosophy that, if framed correctly, do correspond to reality.

For example, the relationship between matter and mind involves a subjectivity that can only be a function of an individual consciousness.  A thing such as physical pain can only exist as a subjective experience within a mind: pain does not exist simply because an environment that causes objective harm to living beings exists.  The same is true of something like physical pleasure.  Without consciousness, neither pain nor pleasure can exist, because they are purely mental states, even though they can be caused by external, material stimuli.  Does this mean that the matter that provokes mental responses like pain and pleasure itself depends on the immediate perception of a mind?

This does not follow.  One form of idealism posits that, since humans can only perceive a very small area of nature at a given time, the whole of nature is sustained only by the direct perception of God.  Such a claim cannot escape the same epistemological errors that render humans unable to know if nature ceases to exist when they do not perceive it.  It must be clarified that, though matter might not require perception for it to exist, matter is strictly contingent on the metaphysical existence of the uncaused cause (God).

The relationship between God and creation is quite different from a human and his or her lesser creations.  If a person fashions a new material object from existing matter and then dies upon completing the project, the new object can continue to exist.  Apart from God's existence, though, there is nothing to keep things which depend on God, including all matter, in a continued state of existence.  This means that nature is ultimately mind-dependent, albeit dependent on the mind of God (though I cannot even prove that I myself am not the uncaused cause).  Nevertheless, it still does not follow that God must perceive the whole of creation at once in order for it to persist.

Furthermore, not everything depends on God's existence for its own being.  It is not possible for everything to be mind-dependent.  The laws of logic and the very space that holds matter cannot be constructs of the divine mind for the same reason they cannot be constructs of the human mind: they exist by intrinsic necessity [2].  God is not the supreme metaphysical existent; reason itself is.  This is one of the most metaphysically and theologically significant truths about God that historical and contemporary Christians have, at large, completely ignored or denied.  God is the reference point for all values, but logical truths are a completely different matter.

In light of each of these truths, some forms of idealism can only be false, while the veracity of others is uncertain.  Modern thinkers who appeal to quantum physics in order to argue for matter being dependent upon perception only believe their premises on mere faith.  How could one perceive whether or not matter exists when it is not perceived?  Such a thing is impossible!  The word for someone who thinks that they can know that which cannot be proven is "delusional."  Unfortunately, delusion of various sorts has been the norm for the entirety recorded human history.


[1].  https://thechristianrationalist.blogspot.com/2018/08/matter-is-not-illusion.html

[2].  See here:
  A.  https://thechristianrationalist.blogspot.com/2018/11/the-ramifications-of-axioms.html
  B.  https://thechristianrationalist.blogspot.com/2018/09/a-refutation-of-naturalism-part-2.html

Fight Night Champion: Best Combo For Easy KO's





Fight Night Champion Strategy and Combo: 


best-combo-for-fight-night-champion-ko


For my tips  to work you first need a foundation which is put into place when building your fighter. Size is overrated. I beat maxed out fighters with tiny guys just to prove a point. Actually a maxed out fighter will get tired faster anyways. I keep my fighters between 6′-3″ and 6′-5″ with a weight between 225-235 pounds. I also keep my reach between 77-82 inches which gives you all around power with straights and uppercuts. After this comes the important part. You want to stay away from
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Writing Indie Games Is Like Being A Musician. In The Bad Way.

"Our game is called Mystik Spiral. It is an indie interactive aggression about the evils of conformist corporate culture. Coming on Steam for Windows and Mac and as an XBox One console exclusive."

Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.)

Quick version of indie gaming history: In 2010 or so, due to a combination of factors (AAA creative stagnation, better development tools, better online stores to sell on), indie games caught on in a big way and made a ton of money. For a short time, getting the Golden Ticket and landing a game on Steam was guaranteed big cash. This was the "Indie Bubble" phase.

People who wanted to write a video game (i.e. everyone) saw this and went, "Hey, I wanna get rich following my dreams too!" There was a big pile-on. MANY indie games became available, more than anyone actually wanted. This was the "Indie Glut" phase.

At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. (At least until the Earth gets hit by a large solar flare and we get to start over.)

You can't deal with this business without grasping its fundamental reality. So it's worth wallowing in this topic one more time. A proper understanding of reality will help us process a lot of otherwise perplexing issues (like Apple or Steam charging devs to have games on their store, or the ever-present "discoverability problem).

To see where we are, let's talk about a long-standing rite of passage for young creative types: Starting a band.

I think this would be really funny if I knew anything at all about music. Can someone translate it into a Guitar Hero chart for me? I think it means I have to learn how to play the orange notes.

The Story of Being a Musician

For decades, many young, enthusiastic, creative people have worked through their dreams, energy, and youthful ambition by forming bands.

Why not? It's takes a fair amount of technical and artistic aptitude to learn an instrument, write songs, get gigs, press a CD, etc., so it's a good sponge to soak up excess ambition and energy. But it's not a prohibitive amount of energy, so just about anyone can start a band.

Usually, this band is a reaction against corporate pop culture. "Screw your plastic, AAA, mass-produced, soulless Katy Perry crap! We're going to create real art." This is an entirely worthwhile goal, even if it fails 99.999% of the time.

Of course, most bands die. After all, most bands are terrible. Even if they aren't, people grow older. They lose their energy. Their dreams die. Life intervenes. They get jobs as insurance adjusters or whatever. Their demo CDs get stuck in the attic, forgotten, and then they have kids. Who start their own bands.

Not everyone gives up, though. A tiny handful of bands, through a combination of skill, connections, and luck, become actual successes and make careers out of it. Other musicians make a living as freelancers or working in a business environment (studio musicians, corporate gigs, etc). Others, the damned souls, trapped between a lack of talent and an inability to quit, live long (looooong) lives as failed musicians.

Most quit (or do art as a hobby). This is ok. The world needs plumbers far more than it needs musicians.

But the hard inexorable math of the thing is this: There are far more people who want to make a living as a musician (actor, writer, dancer) then there are paying jobs they can occupy.

There comes a time when you have to face this. Disney movies and La La Land lied to you. There is a point where refusing to give up makes you stop being an admirable young spitfire and start being a cautionary tale.

Anyway, this is the basic cycle of the thing. For the last few decades, younger people with a certain amount of talent, energy, and time could soak all that into starting a band. A few prospered. The rest went on to other things.

The current location on Steam of the New Releases chart. (Artist's conception.)

You Probably Figured Out Where This Is Going

Getting together with some friends and writing a game is the new Starting a Band. I'm not saying this is going to happen. It already has.

Plenty has been written about the flood of games appearing on Steam. As I write this, 125 in the last week alone. More games than anyone wants, that's for sure. That's why Steam has made it very difficult to see all new releases. Let's be honest. Almost nobody cares to drink from this firehose.

Don't believe me? Check it out yourself!

It is very instructive to look at these new releases, which is why the site What's On Steam, which just shows all new releases, is useful. Take a look. New titles appear FAST. Most of them will bomb, and their creators will vanish from the public view forever.

Here's a fun trick. Write down the most recent 10 Steam games released. Wait a month. Check their sales on SteamSpy. (Bear in mind you need a few sales to appear on SteamSpy at all.) You will see very few games that get any traction. Each of their creators is just another kid who started a band (and there's nothing wrong with that).

There's no need anymore to predict the endgame for the video game glut. It's happened. We're living it. Bands haven't gone away. There's still a billion of them. People making lots of video games won't go away. There'll always be a billion of them, offering their hot take of the procedurally generated Roguelike 2-D platformer (now in VR!!!!!).

This is why "Indiepocalypse" is such a useless term. Other fields have exactly the same situation, but nobody talks about the Musicianpocalypse or the Actorpocalypse or the Writerpocalypse. It's just part of life.

This is the new normal. So, if you are one of the doomed souls who is determined to make a living in this business, you must figure out how to deal with it.

Fun business tip! When you start seeing articles like this, you've already missed the boat.

Curation Won't Make a Difference

Here's what gets me about the situation. Often, when people talk about the flood of games on Steam, they act like it's mostly trash and Steam should just curate most of it away.

I wrote a whole article's worth of stuff in this section, but this post is already stupid long, so I chopped it out to post on its own. I'll bullet point it for you:

1. Steam doesn't want to curate. They hate it.
2. Even if they did curate, at least half of the stuff would remain, because it's good enough. It'd still be a flood.
3. A fee to get on Steam won't change anything any more than the fee to get on iTunes did. In other words, not at all.
4. Steam and iTunes don't have a discoverability problem. They and their customers are doing great. Developers are the ones who have the problem. Nyeah.

College Degrees In Game Development

Colleges are, for all practical purposes, businesses. They charge a fee and provide a product (your degree). Like good, practical businessmen, when they saw video games get hot, they jumped forward and generously offered to give you, in return for over $100K USD of post-tax money, a piece of paper that claims you know how to make them.

I've written about college video game degrees before. I don't have much more to add to that, except to say you shouldn't get one without being realistic about your chances.

You might have a lifelong career in video games. Hey, anything's possible. But video games are an artistic field. Writing a successful video game is HARD (like becoming a full-time musician), and a huge portion of the field burns out of it before they hit middle age.

Want a degree in video games? Fine. But you may want to approach it like getting a college degree in, say, playing the trombone. You might be one of the ones who makes it, but you'd damned well better have a solid Plan B.

Steam tried to get me to pay full price for an indie game. My face when.

Global Competition!

The competition in the vidya gaems biz is going to get even more gruesome. Development is starting to become far more of a global activity. This will mean not only more titles to fight, but more downward price pressure.

The Law of Supply and Demand already tells us that when there is a glut of supply (games) and roughly constant demand, prices will be pushed inexorably downward. (Which explains deep discount Steam sales and Humble Bundle.) I've sadly watched indie devs plaintively asking their fellows to join them in trying to keep prices high, only to see those efforts get ground to dust by the inexorable gears of Economics 101.

(Though I would note that if your business model requires Price Fixing to survive, it may be a bit flawed.)

But prices will get even lower, because you will increasingly compete against developers in the third world. Having a hard time competing now? Wait until you're fighting someone in a country with 1/10 the cost of living of yours. Someone who can charge $1 USD a copy and still make out great.

Yeah. However pessimistic you were feeling about your game's chances before, it's even worse than that.

So What Does It Take To Succeed?

A really good game that feels fresh and new and is solid and also manages to, through going viral or really good PR work, get attention. Sometimes bands still get rich. So can you.

You just need to watch for those rare opportunities to make a game that says, "It's Like [Popular Thing], but [Some Small Change]." in a new way. "It's like Harvest Moon, but 16-bit." "It's like Minecraft, but 2-D." "It's like a JRPG, but with bullet hell shooter combat." "It's like Huniepop, but more Huniepop."

There will always be ways to get rich. All you have to do is be brilliant, spot the right opportunity at the right time, have at least a little luck, and then make an amazing product.

This is all getting depressing, so, to cheer you up, I added a picture of an adorable doggo.

My Grim Future

When the Indie Bubble happened, I made a bunch of money. More than I deserved. And then I saved it. I'd been around long enough to see both booms and busts, and I knew you had to save during the former to prepare for the latter.

But the games business for small developers (and if you are an indie developer who didn't write Minecraft, you are a small developer) is in a bust phase that won't end. So now I'm asking myself, "How am I, between new games and remastering old ones, going to stretch Spiderweb Software for 20 years and reach retirement."

It's scary. I don't know if I can do it. Our newest game, Avadon 3, didn't do that well. I think it's a really good game, and the people who bought it seem to like it. But there are new RPGs coming out on Steam every single workday, some of them are good, and you can only hold off so much competition before being overwhelmed.

Next year, I am going to write an all new game engine and series. I think it's going to be really neat and different from what I've done before, and I'm excited about it. But I'll tell you this: Its development is going to be LEAN AND MEAN.

I'm using as little custom art and music as I can. (Working title is "Unity Asset Store: The Game.") Any way I can cut costs and still maintain a constant art style and game quality, I will take it, and I won't apologize. This market doesn't allow for blowing money unnecessarily anymore, at least not for me.

If you criticize me for that, feel free. It's your right. I'll just think of the developers who, during the Indie Bubble, flush with easy Steam money, made fun of my development style TO MY FACE. Developers who are sadly no longer in business. While I keep plugging along in my humble little bottom feeder way.

My goal is to prove you can live an entire fulfilling career writing indie games. From college to old age, all the way through. I'm over halfway there. But man, the next two decades are looking like a long road.

I'm Done Writing About This

This blog has been focused on the indie business for the last few years, and I'm mostly done with that topic. I believe we are in a stable phase now, so there isn't much else to say. I think that most gamers don't actually care. They don't care about business stuff. They just want to talk about games and how awesome they are.

I write this blog to get attention for myself, because it's really hard for a small developer to get attention. From here on, I want to write outrageous funny things about games in the hope that I get a little attention and something goes viral and I pick up a handful of customers along the way.

Good luck to everyone in this business. Unless you're directly competing with me, in which case I wish you luck in some other business.

And if you want to make a living in games and need some advice, here it is: Write a VR game. It's TOTALLY going to be the NEXT BIG THING and not a faddish washout AT ALL.

---

All of our delightful retro RPGS are out on Steam. I occasionally mutter on Twitter.

Find And Book Vacation Rentals, With Help From Google

Google Hotels includes a wider assortment of vacation rental properties worldwide.

Klondike – Fantastic Adventure!

Klondike is an exciting adventure and farming game of 2018 that fits everyone. Klondike is about a young man who never stops searching for his lost father. Your mission is to help that man find out where his father is by overcoming a variety of obstacles that the wild throws at you.

Additionally, you also discover countless treasures on your path and turn a deserted northern land into your own town where you're the mayor. The game features the great storyline, unique graphics and countless missions that will make your journey become the most fantastic adventure of your life.
Klondike – Fantastic adventure!
Klondike – Fantastic adventure!

Remember that you're not alone as you can invite your friends – who are willing to give you a hand in your tasks – to play together with friends. So, what are you waiting for? Join our Klondike community right now. Have a lot of fun with games online 2018!

Game controls: Use the mouse to play the game.

Actor / Actress (5-Minute Crafts)



OSR Vision, Activate!

So the last item on the questionnaire that Zak has been circulating asks you to share "The OSRest picture I could post on short notice."  Here are a bunch of the results gathered together, as sort of a snapshot of the OSR aesthetic.

From Holmes Basic, a mixed team of adventurers fighting a horrible monster.

From the Fiend Folio (Russ Nicholson, fuck yeah!), same basic concept as above, but with a grell.

I love the mood here.

I'm pretty sure this piece is from Down in the Dungeon.


A piece from the LotFP rulebook.  Nice!

The classic illo of the best, most ridiculous room in module B1 In Search of the Unknown.

Cleric lady from Mentzer Basic.

Before today, the only RPG item I knew called Beyond the Wall was a Pendragon supplement about the Picts.  This OSR book looks pretty interesting.

Pete Mullen does great work.


My contribution was fan art for my own campaign.  You can read that as either a concern over actual play versus retail products or sheer egomania.  The choice is yours.

The classic AD&D screen art.  Brings back a lot of memories for me.


This one is creepy as heck.  Is this Scrap Princess's work?  Looks like it.

I like how this one depicts the tininess of humanity in comparison to the sheer scale of the underworld environ.

This one I'm a little conflicted about.  On the one hand, I'm a fan of the classic texts (though the Survival Guides I can take or leave) but on the other hand, the books themselves don't amount to much with how some people doing something with them.

I really like how this piece depicts a bunch of different non-combat activities.


Actual play!  Yeah!  That's the thing!


I don't see enough people using torches as weapons.

Nice dungeon architecture with exploration of an unusual feature.  I also like her hoop earring.

One of Robert Altbauer's Crusaders vs. Cthulhu-type pieces.  Are any OSR publishers throwing this guy some work?  If not, somebody needs to get on that. 


More actual play!  Huzzah!

Classic Trampier piece showing the party finally making that big score.

This is a miniature of a chained demon whose butt is being used as a cannon.  That is what we are looking at right now.

A great illo from the UK version of Holmes Basic.

Quick campaign concept: Lord of the Rings, but Sauron is a mad half man/half pterosaur genetic engineer who likes to turn people into dinosaurs.  Also, all halflings have random mutations.

Yeah, this Tramp piece came up twice.

What I said about Robert Altbauer needing to be used by the OSR also goes for this Andrew Walter guy here.

This is from Misty Isles of Eld, which I have had on my DriveThru wishlist forever.  So I just bought it and Beyond the Wall.

So that's a pretty darn good selection of OSR visuals.  I am slightly disappointed that no Erol Otus pieces showed up in the mix.  I almost posted an Otus pic myself, but I couldn't make up my mind among several contenders.  He has so many great illustrations of adventuring parties getting wrecked by weird monsters.

Hebrew Army For Biblical Rampant

I have put together this force for Biblical Rampant 24 points. Ark is not included in points. This is representing an army of king Saul(front right unit). Boy David is front right.

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