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Persistencia: land of beauty, incoherence, and brilliant confusion. The bus carrying the Alaska-bound adventures slipped carefully across the bounds of reality and ended up firmly in this swirling chaos.

In order to escape, the kids must unravel the inherent logic of Persistencia and make a deal with someone who is probably much, much worse than the Devil.

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Having made their mark on the tainted Mechanicus on the planet of tanks, the Brigand’s Lament sets off for a new destination.

Nestled in the system is a void-station that is ensconced with wraithbone – the Eldar star nexus has another waypoint. It must be carefully investigated.

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Russia breeds strange folk. The strangest of the Mother country’s children are the psychics.

There is an organization that makes use of these gifted children: an organization that no one talks about, and whose name is never breathed in the halls of the greatest nation on Earth.

But this organization has work to do. And it needs those children with a particular set of skills.

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Kupasci 12 held dangers and secrets, and a great many very angry ancient Eldar.  The crew of the Brigand’s Lament survived their adventure and gained access to the Star Map. Unfortunately, the Map and the tower it was held on was critically damaged in the battle.

Now, the crew must successfully negotiate with the egomaniacal Bastille and then continue their journey. The race continues, and the Brigand’s Lament is running out of time.

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Happy Halloween, all!  Sam and I played some maybe kinda scary games a little while back that were made as part of a 2-day GameJam called The AsylumJam, which focused on producing horror games themed by a realistic portrayal of mental illness.  While most of these are going up on Friday, this one was mostly text-based and the video didn’t come out well at all.  Sam’s dramatic reading of the text is spooky enough though.

AsylumJam 2013 Submissions

The Chase