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All You Need To Know About Immersion Cooling Systems For Bitcoin Mining
If you’re a cryptocurrency miner or enthusiast, you’ve likely heard of immersion cooling systems. But what exactly is an immersion cooling system? How does it work? And how will it benefit your mining operations? Let’s take a look at the basics of immersion cooling and everything you need to know about this powerful solution.
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swagging-back-to · 2 months
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the most unrealistic part of steven universe is that the zoomans speak and understand modernized english.
#ok so pink diamond was 'shattered' around 5000 years ago and rose/pink had the idea to save humans around 6000 years ago.#so that's a huge timeframe for the zoo to be made#let's simplify it down to 5500 years ago#around this time humans had barely even formed the wheel let alone a writing system.#it was literally the end of the stone age#going off this then the most likely languages the zoomans would actually speak would be greek egyptian sumerian hebrew sanskrit tamil#chinese arabic and aramaic.#notice how not a single one of them is even a romance language let alone a germanic romance language?#the zoomans would not speak english. PERIOD.#I can get behind even homeworld gems speaking English bc their bodies already adapt to the gravity of a planet automatically. maybe they#also automatically adapt to the main language of whatever lifeform is near them at that time#however.#english did not exist when pink was colonizing the planet or when she made the zoo. the *building blocks* for english did not even exist ye#so no#there is no explanation that actually makes sense even IF you give it the benefit of the doubt#it is not believably unrealistic either.#it's just plain unrealistic#bro imagine how cool it would be if they showed up and the zoomans spoke a combination of different ancient languages mixed WITH gemlish?#ik it's asking a lot but#:(((( i hate when aspects of fantasy/scifi are just so out of the realm of possible that it takes you right out of the immersion.#steven universe
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sysig · 2 years
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Finally finished this old chestnut, thanks 15.ai <3
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techdriveplay · 3 months
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Upgrading Your Gaming Rig with the Latest Computer Parts
In the rapidly evolving world of PC gaming, staying ahead of the curve is essential for an immersive and competitive experience. Upgrading your gaming rig with the latest computer parts not only boosts your system’s performance but also ensures that you’re getting the most out of your gaming sessions. This comprehensive guide will walk you through the key components to consider when upgrading…
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electronalytics · 9 months
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bisrsrch · 1 year
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Data centers consume a lot of electricity and generate heat. Excess heat and humidity can damage appliances and equipment, triggering them to malfunction and stop functioning.
Data center cooling system is utilized by various end-use industries such as IT and telecom, healthcare, banking, financial services, and insurance (BFSI), and retail. Telecom companies have made numerous investments in emerging technologies over the years to expand network capacity, lower costs, enhance versatility, added new requirements for data centers.
Request for the Sample Report at: https://bisresearch.com/requestsample?id=1413&type=download
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icyminer · 2 years
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The Profitability Guide of Antminer S19 ASIC in 2022
Bitcoin's cryptographic protocol is built based on SHA-256 (Secure Hash Algorithm), a function developed by the US National Security Agency. The Bitcoin blockchain ensures the transparency and integrity of transactions through its DLT (Distributed Ledger Technology) and the underpinned SHA-256 hashes. Since there is no central entity to confirm auditing the consensus, Bitcoin achieves its network through Proof of Work. Valid blocks are created and chained one by one, the block creators or validators, and commonly referred to as Bitcoin miners.
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Miners compete with each other to create a new block with the incentive to receive block rewards - the Bitcoin digital currency. In 2022, each Bitcoin reward is 6.25BTC. To operate Bitcoin mining, we need HPC (High-Performance Computing) machines. It is also referred to as ASIC (Application Specific Integrated Circuit) machine for the Bitcoin context. Due to the rise of the total Bitcoin blockchain hashing power, you can no longer mine Bitcoin with CPU, GPU. The ASIC machine has a single-purpose build-in system (Hardware + Software) for solving the Bitcoin mining puzzle. Think of a brutal force attempting to guess a puzzle. In other words, the faster you can endeavor different answers, the higher possibility you can find the solution.
Bitmain Antminer S19 series is one of the top ASIC lines in the market for Bitcoin mining. It comes with different models, for example:
Antminer S19J (90TH)
Antminer S19J Pro (100Th)
Antminer S19J Pro (104Th)
Antminer S19J Pro (110Th)
Each model comes with a different specification for mining. (and each batch from the manufacturer may be slightly different as well)
We will pick Antminer S19J Pro (100Th) as an example to work through its profitability guide below.
S19 lines are considered the best industry-leading level Bitcoin mining rigs (can also work for other SHA-256 based cryptocurrencies).
Model: Antminer S19J Pro
Hash Rate: 100TH
Power Consumption: 2950 watts
Network: Ethernet
Noise Level: 75db
Weight: 15KG
Size: 195 x 290 x 370mm
Chip: 5nm
Operating Temperate: 5-35 Celsius
Operating Humidity: 5 - 95%
We will focus on critical indicators in computing power, power consumption, and efficiency. These 3 are the key factors to picture your mining operation profitability.
Hash rate: this is the workhorse of the machines. 100TH means the ASIC conducts 100 trillion hash per second. So for each second, the ASIC machine performs 100 x 1,000,000,000,000 attempts to guess the puzzle. That's incredible speed. This metric is the production rate of your machine.
Power Consumption: 2950 watts indicate the ASIC consumes 2950 watts of electricity per hour. Since you want the machine to keep running 24/7. It will consume 2950 x 24 = 70800 watt (70.8 kWh) per day.
Efficiency: ASIC measures its efficiency for its unit power consumption against per TH/S. In this case, 2950 / 100 = 29.5J/TH. Joule per TH. A unit of energy is required by computing a trillion hash per second. Some distributor references it as 29.5W.
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Antminer S19 Pro is known for its supremacy of its high hash rate power while maintaining relatively low power consumption. As a result, it is a super-efficient Bitcoin mining workhorse.
Let's go through a simplified example better to understand the profitability calculation for your mining operation.
You run this S19J Pro 100TH ASIC machine locally in your garage or basement. Your local electricity rate is $0.12 / kWh cost.
The electricity cost for running this ASIC per day: 2950 / 1000 x 24 x 0.12 = $8.50
Electricity Per month is: 2950 / 1000 x 730 x 0.12 = $258.42 per month. (Note that, there is 730 hours average per month. 24 hours x 365 days / 12 months = 730)
Estimated Bitcoin mined per hour for 100TH/s within current network difficulty 0.00001908 BTC per hour or 0.00045798 BTC per day. Roughly about 0.0139284 BTC per month.
You can check how much BTC you can mine with your contributed hash rate: https://www.coinwarz.com/mining/bitcoin/calculator
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felikatze · 5 months
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
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(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
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You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
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Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
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I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
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Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
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At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
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To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
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Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
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But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
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A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
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Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
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As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
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In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
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It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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macguffinandco · 11 months
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Hi - we're on Tumblr now!
I'm sorry, who are you?
We're @sashasienna​ and @jonnywaistcoat​, and we make tabletop RPGs as MacGuffin & Co.!
Tabletop what-nows?
Immersive storytelling games where you and your friends can dive into weird worlds, play fascinating characters and have harrowing adventures!
What, like Dungeons & Dragons?
*sigh* Yeah. Like Dungeons & Dragons
Ok, so what have you made?
Well, we've got a collection of system neutral micro-settings called Odd Jobs - it's eleven small and fascinating worlds to play games in, each with a campaign you can play through in a month. They're not designed for any particular system, so you can play them with whatever game you like!
Oh, and it won the 2022 UK Games Expo award for Best Adventure and was nominated for Ennie Product of the Year. Just sayin'.
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We've just released a tarot-themed magical river game called Upriver, Downriver with our dear friend Ella Watts, in which you play the crew of a ship sailing the Great River, either travelling upriver to the mythical Source with it's magic and revelation; or downriver towards the unending Sea with it's freedom and horizon.
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We have KER-SPLAT! - a high-chaos, full nonsense cartoon RPG we wrote with Ross Barlow, where the players can't die and the GM can't stop them in a hilarious cascade of silly jokes. Also, not to brag, but this is the funniest RPG rulebook you'll ever read.
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We also have smaller games, such as Zero Void - a no-prep one-shot zine game, where you play a bunch of desperate space criminals trying to escape a space station before the law arrives.
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Is there any way to keep up with what you do?
Well, following our Tumblr is a great start. We also have a monthly mailing list you can sign up to from our website that will keep you updated on what we do.
We also have a Patreon.
What was that? You're mumbling!
Yeah, like all creators trying to eke out a living, we have a Patreon. If you sign up you get behind -the-scenes updates, small or prototype games, RPG resources, new micro-settings and our monthly TTRPG Gamesmasterclass, where we use our 35(!) combined years of GMing experience to help you run the best games ever.
But what if I want to see your faces?
Then I have great news! We stream boardgames and RPGs every Sunday at twitch.tv/macguffinandco! Jonny also streams videogames every Friday at twitch.tv/jonnywaistcoat, and Sasha steams their Jane Austen Bookclub every Monday at twitch.tv/sashasienna
Sounds cool - where can I find out more?
macguffinandcompany.com, baby!
Wait, so why are you on Tumblr?
Because social media is a nightmare hellscape and it's weirdly the chillest one left. We are on other social sites as well - you can follow us on Twitter, Instagram and Facebook - but this is our favourite.
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The Advantages of Box Technology's Data Center Solutions
As the world increasingly moves online, the importance of having a reliable, secure data center infrastructure only grows. Here at Box Technology, we pride ourselves on being one of the leading suppliers of data center solutions. Our data center infrastructure is mainly used for server cooling in the process of work. It adopts a self-developed immersion cooling system to improve the cooling and heat dissipation of the server in a more effective way. In this infographic, we'll be taking a closer look at some of the advantages of our data center solutions. View more information here - https://www.boxtechy.com/products/
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raptorpowersystems · 2 years
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Immersion Cooling Systems - Immersion Cooling Tank
Get the big density immersion systems on the planet from our partner Edge Data Solutions. For more details, call us at 1-(800) 258-0129 today.
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sanctus-ingenium · 1 year
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Another one of these since i haven't done it in a while! Sketch -> finished illustration
Thoughts & process below the cut :>
Out of Bounds: i deleted the sketch of this off my ipad because i didn't like it, and for months it only existed as a screenshot on discord. finally in january of this year i was like Wait Actually and decided to keep working on it. I didn't achieve the look I was going for (kind of foggy and vague. It came out too sharp and high contrast) but it was fun to throw the kitchen sink at it for an afternoon and then call it done finally. I don't remember which horse this was originally supposed to be, I think Macha?
I reused the pose, you'll find the same one in my Pascal sketchbook from the section on gait studies. That's the cool thing about doing 30 sketches at once, you can finish them up any time you like for a different drawing
The Fool ft Islin: the original concept for this is from [takes a moment to decipher the american date system on discord] January 2022
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It wasn't dynamic enough, but I've had this on the backburner for sooo long. I think I completed like 4 cards in between this sketch and the final version lol. But, for a bit of background, this is from my series of major arcana based in Inver, and in particular the events of the 1860s-era book series, Moth Viper Foal (a demo of the first book, Said The Black Horse, is available for free/pwyw in my shop). This scene is a companion to Said The Black Horse, depicting the aftermath of the traumatic fight that caused Islin to storm off. He had been working at the mill as a semiprofessional back alley surgeon when he received an offer to join the church and work as a trained surgeon in their hospital. But when he brought the good news back to his friends it was met with utter rejection, driving him to basically run away to join the church. while gay and trans. thus the card.
he didn't actually bring a bag with him when he ran out but for the sake of the card i drew him with one
Gryfon and Pantera: This is how 99% of holy beast drawings start out, even the super stylised ones. I struggle a lot to draw them in procreate so they start in sai and then i transfer them over. The story of this is already explained in the caption of the original post so I'll just talk about the process which was... honestly torturous. I actually don't like too much textures and effects on things (wild, I know) and this one and Out of Bounds are ones where I kind of preferred it pre-texturising.
The text on the side is the official in-universe report of the event, detailing the casualties, the valiant actions of Gryfon's knight before he died and so on. There's also spoilers in there :>
My main struggle with this art style is how it always ends up slightly TOO sharp and crisp in a way the just a blur filter never can correct. There's not a lot of immersion to break, to be fair, but I think this still does it a little. I need to get more comfortable doing the lines with larger and softer brushes, and allowing imperfections.
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whmp · 7 months
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hey, it's me! i'm still alive, somehow, though just barely. this semester has been pretty tough so far and will probably remain that way until spring. despite this, i managed to add some fun new features. : ) ALSO i promise 100000% that if you sent me an ask i WILL answer it. i will. anyway, look at all those cool things! -> a system for cuts, bruises, tattoos, wounds and other decorations your whumpee's skin is an empty canvas. whether you fill it with scars and wounds or cutesy band aids is up to you!
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the way this is set up is kind of like a bunch of stickers. so for example, if you decide to hurt the lil' guy with something sharp, he'll get a "stab wound" sticker in the spot you decided to target. over time, that sticker will change over to a "stab scar" one. it's a very flexible way to do things, but it still needs some work and a couple big changes, since it's very unfriendly to low-end computers. in terms of visuals though, it should look exactly the same as the decal-based "decorations" for your whumpee that you see above!
- a better way of getting that dude on camera the camera system is now a lot more immersive and will fit the story. the awkward developer cam that could clip into walls is no more.
you can drag around the view and zoom in and out by scrolling. as you progress, you'll get access to even more ways to invade your whumpee's privacy. : )
-> new ways to get horny in the last devlog post (around 1000 years ago) i said that you won't see any "horny accessories" in the upcoming updates. that was a complete lie, sorry! here's a preview of some cool new horns you can give to your whumpee.
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the neat part is that the horns are customizable - other than just choosing the shape, you can modify their size and color gradient. -> other stuff + story i've made plenty of changes and additions to the back end. most of it is not flashy or super significant - most of the time and energy i could dedicate to the project went right into fueling the violent, bloody conflict between me and custom shader code. i've also made some updates to how time is simulated and fixed a bunch of bugs. there is now a sound system too! i'll look for some copyright-free sfx and music before the next update. oh, and there's some lore too!
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i've been experimenting with different ways of delivering the main storyline. heavily stylized cutscene-like sequences were very fun to do! not sure if i'll stick with this style though. either way, i have the general outline of something that resembles a plot. >: ) that's it for now! again, sorry for the irregular update schedule. i've been following the "no progress for a long time, then one night you have all the energy and inspiration in the world and you zone the fuck out for an unhealthy amount of time just working on your thing then until realize that you're going to be asleep within the next 40 seconds" development strategy - hopefully, my brain will kindly allow me to switch to a more comfortable workflow. :' ) taglist below: (let me know if you want to be added OR LET ME KNOW IF I FORGOT TO ADD YOU IM SO SORRY) @whumpinthepot @andithewhumper @pigeonwhumps @monarchthefirst @scp-1296 @whumpedydump @screenys-whump-corner @whumpshaped @bloodsweatandpotato @burning-and-remembering @thealmightyconeoftruth @whimpity-whumpity @catnykit @vietbluecoeur @rainythealias @cardboardarsonist @snakebites-and-ink @lthrboy @woo-lu-woo @wingsofadragonsstuff @wecoffphm @bayvel @pics-and-fanfics @dokidokisadness @generic-whumperz @lambetjenasus @aarika-merrill @hayaneakabane @moons-cozy-corner @brittaunfiltered09 @rule-masochism @reverie1234 @oddsconvert @wh-wh-whumpified @currentlyinthesprial @cupcakes-and-pain @heavenlyden @whumpsday @likeadeadbattery @stay-on-topic1 @cyborg0109 @kawhump @astrowhump
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electronalytics · 9 months
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Single-Phase Immersion Cooling System Market
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hogwartslegacypics · 9 months
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HL2 Discussion Post
Figured it would be fun to make a little post about the sequel and say what I’m looking forward to/hope to see from it, and everyone else can reblog or comment with what they hope to see!
DIRECT SEQUEL!! This is the most important one to me. I want to continue with the same storyline and the same characters.
ROMANCE! I feel like they will implement this just because of how much everyone has been asking for it. Not even just romance, it would be cool to have friendship meters as well so we can see if someone is just an acquaintance all the way to a close friend.
DECISIONS THAT MATTER! I know we technically can make decisions in this game, but they don’t change anything except a few lines of dialogue. I want actual impact. I want our decisions to change what can happen, or change our friendship/relationship with the characters.
MORE CLASSES! I honestly wouldn’t mind if they had us repeat activities in classes for the same class (like if we got another potions class and again had to go through the same motions to brew a potion), because realistically speaking we would be going to the same class multiple times and doing basically the same things.
DEMENTORS! I’d love to learn the patronus charm and be able to use it on them. Maybe it could be like a POA situation where a prisoner escaped and dementors are around the grounds? I know there’s a shit ton of patronuses and it’s a lot of work to animate them, so I wouldn’t even be upset if there were only like 10 to pick from.
QUIDDITCH! This may not end up being a thing because of the other Quidditch game coming out, but I still hope it is. Even if we ourselves can’t play it, it would still be a cool little immersive activity to sit on the stands and be able to watch a Quidditch game play out. Also beater!Sebastian
DIAGON ALLEY! Going back as sixth years, we need to get our supplies so it’s a perfect way include it in the game! Imagine going with Seb, Ominis, Poppy, and Natty in the beginning of the game! Walking around and getting our supplies just like we did in the Hogsmeade quest.
CHRISTMAS AND/OR HALLOWEEN EVENTS! Imagine if we could actually celebrate those holidays in the game! Exchanging gifts with our friends (going to Hogsmeade to shop for them, and maybe we have a choice of like 10ish items and we have to pick one for each friend we think they’d like best, and they have a different reaction programmed for each gift we can give them, and it could impact how much the friendship/relationship meter goes up), and they give us a gift based on our play style or level of closeness to them?
PETS!! We know pets were supposed to be in this game so I feel like they might make the cut the second time around. Just imagine having your own cat or owl! So cute!
COMPANIONS! And I mean without needing a mod to make it happen!
RESOLUTION FOR THE SEBASTIAN STORYLINE! Ok so I feel like this one is a given assuming it’ll be a direct sequel but I still wanted to mention it. I hope we can cure Anne somehow, whether it be actually us doing it or finding something with Sebastian. Also see how Sebastian is dealing with the murder, and coping without Anne, and hopefully seeing them get along again. Anne coming back to Hogwarts too if she’s cured!
LET US SIT AND SLEEP! Especially in the Great Hall! Doesn’t need to be a frequent thing, but maybe like once a season we have a little scene with our MC sitting in there having dinner with friends in their house? NPCs need to sleep at night too!
NO MORE MERLIN TRIALS!! I never wanna do a Merlin Trial ever again. I hate the process of having to do a bunch of repetitive, tedious tasks just to unlock stuff.
MORE LOCATIONS! I don’t mean the Highlands, I mean London, the Ministry of Magic, Diagon Alley, etc. Would be cool to get to visit each of these locations at least once.
HOUSE POINTS! Give us a house points system where we can have points given or taken away from us! I guess this could kind of double as a morality system too?
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cheollipop · 1 year
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i'll be with you
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navi | taglist
pairing: park seonghwa x gn!reader
w.c.: 1.6k
tags: hurt/comfort, angst, fluff, non-sexual nudity, seonghwa is so soft *cries*
A long, dreadful day at work calls for a hot shower and sleep, perhaps a few hours of crying as well. What you don't account for, however, is the man who wouldn't let you go through that alone.
A/N: this was an old fic that I fixed up to fit seonghwa and I'm not going to lie it had me gripping my chair bc he's so soft and I'm so in love with him I could cry for days. By the end of it, I hope you can all remember that you are so so loved.
─── ⋅ ∙ ∘ ☽ ༓ ☾ ∘ ⋅ ⋅ ─── ⋅ ∙ ∘ ☽ ༓ ☾ ∘ ⋅ ⋅ ───
Leaving a trail of clothes behind you, you made your way into the bathroom, shedding yourself of the last of your garments and stepping into the shower. You watched the glass around you slowly fog up before stepping under the showerhead, fully immersing yourself under the stream of hot water and allowing your muscles to relax.
It had been a long day at work. Your social battery was drained. Just the thought of repeating the same routine tomorrow tipped you over the edge, your tears merging with the hot water as it descended down your body. You cried for a while, sobs ripping through your chest, masked under the sound of water pattering against the floor tiles.
You didn’t hear the jingle of keys at your front door, the soft knock on your bathroom door startling you. News articles of 'the murder victim found naked in their shower' flashed into your head. They didn't sound appealing in the slightest, so you reached for your shampoo bottle – the closest thing to a weapon you could find – but lowered your arm when you heard the familiar baritone of Seonghwa’s voice on the other side of the door, your heart calming its violent banging against your ribcage.
“Y/n? Are you okay?” he spoke. And although you had evolved into a sobbing mess over the mere thought of speaking to another human being only a few minutes ago, right now, you wanted nothing but to be engulfed in his arms.
“Yeah,” you replied, wincing at the crack in your voice. You knew he knew. You didn’t have to tell him, the trail of clothes you had left outside enough for him to figure out you had a bad day.
“Are you sure?” His voice was so soft, so warm, so Seonghwa.
You remained silent, hot tears pooling in your eyes once again.
“Are you crying?”
Well, now you were. Switching the water off, you wrapped yourself in a big towel and prepared to face the man on the other side of the door. You kept your eyes fixed on the floor by your feet as you opened the door. He was wearing your fluffy slippers despite them being too small for him, the heels of his feet sticking out the back. You almost smiled.
“Hey,” he said, his voice so tender you almost melted into the floor. You weren’t looking at his face, but you could tell he was smiling. He was always smiling when he was with you. “Bad day?” He asked after a few seconds of silence. Of course he knew.
You only nodded, walking into his open arms. He wrapped them around you, holding you against his chest. You sucked in a breath, the soft scent of baby lotion lingering behind the musk of his cologne releasing a fresh batch of dopamine into your system. You realised that this was what you needed, not sleep, but Seonghwa and his crushing embrace. He was so warm, even as the water cooled on your skin, shivers shaking your body as your teeth clattered against each other.
“I’ve got you,” he whispered, brushing his lips against your temple. With you still in his arms, he walked you to your room, waddling together through the small apartment. With your face buried in his chest, you didn’t notice that he had cleaned up the stream of clothes you had left behind, the sound of the washing machine in the laundry room going unnoticed by you.
--
Your eyes watched as the droplets of water slid down the sides of your thighs where Seonghwa had sat you down on your bed. He allowed a comfortable silence to engulf the room while he looked through your closet for something warm to wear, smiling to himself when he saw the stack of hoodies that were once his occupying a generous space in one of your drawers. He picked out his favourite along with a pair of sweatpants.
He kneeled on the ground by your feet, gently lifting each leg off the ground to slip on your underwear. He left it gathered at your knees and moved to remove the wet towel still wrapped around your body, studying your face for any signs of discomfort, hands pausing their movement as he looked at you with those wide eyes. As if he could ever make you uncomfortable. You nodded, shoulders closing in on your body when he pulled the towel off you, cold air hitting your damp skin. Seonghwa was quick to cover you up with an undershirt, followed by his hoodie.
Warmth was quick to seep into your skin, especially after he had pulled on your sweatpants. He stood up and signalled for you to do the same, and he continued to pull up your bottoms.
Seonghwa held your waist in his hands. Warm, you thought, even through the layers of clothing, you could feel the warmth of his palms. You relaxed against him. His hands moved up to the back of your neck and you felt the plush of his lips pressing against the top of your head. You sighed in content, sensing the tension you had felt all day slip away, as if it was never there to begin with. You wrapped your arms around him, holding your hands together at the small of his back, silently appreciating him for not pushing you to speak. Perhaps that was because you didn’t exactly know what to say. You appreciated that he took care of you in times like this. You appreciated everything he did for you. You appreciated him.
But how could he not take care of you? Leaving you to fall sleep alone in a cold, empty bed, with tears staining your precious skin; how would he ever forgive himself? He would drop everything to hold the person he loved so dearly, you; to feel you nuzzle up in his arms after a long day.
“Thank you,” you broke the silence.
Your voice was hoarse, nose red, and the tiny sniffles you made every other second brought a smile to Seonghwa’s lips. You were so cute, standing there in his arms, in his hoodie, smelling like the shampoo you had been using since he had first met you. Everything about you felt so familiar to him. There was not a single part of you he didn’t love. Your face, your nose, your body, the perfume you always wore, the fact that you thought he found it boring when you told him about your day when – in fact – he would've been waiting for it all day, buzzing with excitement to find out what his favourite person had gotten up to in his absence. Even when you pressed your ice-cold hands against his neck when you kissed him – it made his heart melt. Even if he flinched away from you.
“Anytime,” you felt him smile against your forehead as he pressed his lips against the soft skin. “I’m always here for you, (Y/n).”
Warmth surged through your abdomen, and you pulled away from him, holding his hand in yours and gesturing towards your bed. Seonghwa watched you climb under the thick blanket before doing the same, holding his arms out for you. You instantly moved forward, melting into his chest as his strong arms enveloped your frame.
You were no longer thinking about the gruesome day you’d had, nor were you thinking about the gruesome day you were probably going to have tomorrow. Your mind could only focus on how Seonghwa’s arms were wrapped so firmly around you, how overwhelming his scent was as you buried your face into his chest, how you were basically swimming in his hoodie, how Seonghwa, and everything about Seonghwa, was so comforting. He occupied all your senses. He knew you better than you know yourself, and treated you better than you could ever treat yourself. He was slowly teaching you to love yourself, even with all your flaws, because those flaws were what made you so uniquely you.
“Today was terrible,” you spoke after what seemed like hours of silence.
“Do you want to talk about it?”
“Not really.”
“That’s okay,” he said, placing a kiss at the crown of your head.
More silence. His fingers carded through your hair all the while.
“Seonghwa?”
“Hm?”
“I’m sorry,” you muttered, voice small, feeling guilty for taking up his time, praying to every God out there that having to take care of you wouldn’t make him love you any less.  
“You didn’t do anything wrong, love. There’s no need to apologize,” Seonghwa was quick with his response. “There’s no shame in letting me take care of you once in a while.” He rubbed your back as he spoke, a simple gesture that sent waves of warmth coursing through your body.
“But-“
“Shh, relax,” he interrupted. “You’re allowed to have bad days. You’re human. And you’re not alone.” His words were so soft, so gentle, voice vibrating through his chest. Your eyes watered at the mere thought of being loved so unconditionally. You didn’t feel like you deserved it, yet it felt unfair to reject it.
He felt your lips quiver against his neck, and his arms around you tightened ever so slightly. “You can cry, my darling. I’m here.” Seonghwa nuzzled his nose against yours, peppering kisses all over your eyelids, wiping your tears with gentle swipes of his thumb, his lips moving to your cheek, then your forehead.
“I-I love you,” your voice shook, making Seonghwa chuckle, holding you so tightly you could barely breathe. You were so cute.
“Oh, (Y/n),” he breathed out, pressing his cheek to your temple. “I love you so much.”
That – unfortunately – only made you cry harder. And he laughed at you, the prick. But it didn’t take long for your own giggles to mingle with his, not when his fingers prodded at your sides with reckless abandon, tears still streaming down your face. You wanted to capture this moment to keep forever, even with the tears and snot. It was warm, it was happy, it was all you could ask for.
As your laughter died down, you rested your head next to his on the small pillow, breath melding with his as you stared into each other's eyes. No more words were exchanged, the quiet surrounding you void of any discomfort. Soon, your fatigue would tug at your eyelids, aided by the soft scratching of Seonghwa's nails against your scalp. Catching a glimpse of the tender smile gracing Seonghwa's lips, you allowed sleep to take over you, slowly carrying you into a dream revolving around the man laying at your side.
apply for my tag list here (´。• ᵕ •。`) ♡
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