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/fg/ - Fangames

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Not entirely sure where else to post this but-

I played Yume Nikki for the first time maybe two weeks ago. I love it quite abit.
For the last week or so I've been putting a considerable amount of thought into making a Fangame of sorts, based on my own mind, experiences, dreams and other oddities of my own. Of course, my past, thoughts, etc will be slightly bizarreified to fit the YN theme.
I also put in some real effort to make some sprites for it. Although I'm a programmers and I've worked on many games, this is the first time I've actually went out of my comfort zone and went ahead with making my own sprites. Because YN's sprites were quite odd and some of them were 'simple', I figured I could get away with having simpleish sprites as well.
Pic related, it's unfinished and kinda bland though, as it's unfinished. Any of you can use it if you want to though, think of it as a contribution here.

In any case, I finally found this site. I then found this subforum and I feel a little discouraged.
Apparently everyone and their mothers have made a YN 'fangame'. So I'm not entirely sure if I should even bother continuing work/planning my own out. I wasn't aware YN fangames were a thing, as I'm new to the community. I was simply hoping to work on mine and having a smallish community enjoy it, although now since fangames of nearly type exist, I'm worried about living up to a expectation and that isn't as fun for me anymore.

However, in case I do decide to keep going, I wanted to ask you folks a few things:
Although there are so many fangames out there, what makes .flow and 2kki special exactly?
Keep in mind I haven't played them myself(I will though sometime) nor have I played any other fangames, so my knowledge on this is limited, hince why I'm asking.
.flow and 2kki seems to get more recongnition alongside the original Yume Nikki. An example of this is alot of fanart depict 2kki, .flow and YN together. Or, even here in Uboachan, the two have their own subforums.
So, again, what makes those two special out of the box of fangames?
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> I then found this subforum and I feel a little discouraged.

I'd say just try it out. The one important piece of advice that I can give to you is this: make it your own. Too many "fangames" simply rip off the original Yume Nikki. Just because it's a fangame doesn't mean you can't put your own spin on things. LcdDem, for example, used the same basic gameplay of Yume Nikki, but many of its worlds were unique ideas from Koronba's own dreams (save for a few like the teleport maze and monochrome desert).

It'd also be interesting to see your own idea of how the dream world works… if you even have a dream world. Just let your creativity flow.

And you know… maybe making a fangame - or any type of game for that matter - just isn't your thing. If it isn't, that's fine. But I'd say at least give it a shot first. Even if the first version flops, try a few more releases afterwards, and if you're just not happy or not having fun, then you can try something else.

Also, don't be afraid to ask other people for help. If you can't make music, try asking around and see if somebody out there would be willing to help you.

>What makes .flow and 2kki special exactly?

Because 2kki and .flow were two of the first Yume Nikki fangames to ever be released. LcdDem and Yume Nisshi were once up there with them before they disappeared off the face of the earth.

>What would you personally like/not like to see in a fangame?

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Well, I haven't played any of the fangames yet to compare my own ideas to theirs. So I can't say rather or not I'm being original.
Like I said though, I'm going to be basing this one off my own mind, rather than being completely fictional. Might seem a little 'up in myself' to say, but I feel like my experiences and thoughts would be interesting though to make a YN clone out of.
I do also have a dream world of my own. Although I can't directly control my dreams (IE: Lucid Dreaming), I can remember them quite well. Since they largely reflect my own thoughts, I can easily implement them.

Anyway, as for music, like I said, I'm mostly a programmer. I have a wife who does the art for most of my projects. I have no experience with music, either.
I am hoping to do most of the art and music myself this time, though.
Yume Nikki's music, for the most part, was just a bunch of simple beats in the background. I do feel like I have a ear for what sounds good and fits, so I'm hoping I can try making little clips of sounds and see if they sound good together.
As for art, I will probably ask for advice on rather or not something I make is okay, but other than that, I'm hoping to just do this project mostly on my own.


I might use a few Huge Looping maps. Because if used right, they can help make a area feel like it was pulled from a bizarre world. Large, vast and empty. Of course, I'd put more in than just that. There is more to dreams than just emptiness. But it might work with a few areas.
Useless effects can be used to directly tie something to the main character, even if largely useless, so I'd probably have some of those. Though I'd like to make sure each effect does have a use, even if not apparent at first.
As for other things, (Maze, Area rip-offs, Nexus) I agree that they are a little annoying in some regard. I have plans for the Nexus.

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My best and the best advice is, take your time to see the clues on what really suck, there is no science really, prepare some tea, and download a good ammount of random fangames, you will notice very fast that the mistakes are always the same, which were listed many times (Mado Recolors, YN-Clone, huge empty maps, itsuki)

If you want an example of a good fangame that worked well, take Miserere by Owl, it has a storyline, its different, and its good, if you want to do something good have your own style, dont copy.

>Apparently everyone and their mothers have made a YN 'fangame'.

My mom's fangame suck


>Although there are so many fangames out there, what makes .flow and 2kki special exactly?

Along with .flow and 2kki being the first few fangames to be released, they also offered an improvement on Yume Nikki's style of gameplay and storytellying in subtle but impressive ways.

.flow introduced a theme and hint at Sabitsuki's story via medical imagery like hospitals and ekg visuals and sound effects, along with a lot of hints at physical loss and sickness like bodily mutilation, effects that removed or changed parts of her body, etc.

Yume 2kki was the opposite, by expanding the exploration possibilities and surreal nature of dreams by including tons of different and unique areas and effects, along with a hub for customizing the save screen, looking at fanart made by the creators, etc.

The most successful fangames nowadays either completely change how a Yume Nikki styled game can be told (The Other Line, Fleshchild, etc) or build upon the theming .flow established with impressive artistic skills (Ultra Violet, Answered Prayers, Dream Graffiti, etc). However, it feels like the Western side of the YN fangame community is starting to embrace liberties taken with Nikki's style, while the Eastern community still tends to prefer 'carbon copy' styles.

>What would you personally like to see in a fangame? Or what would you 'not' like to see?

Most of us here on uboachan can't stand carbon copies. Use Yume Nikki as inspiration, not as a model to follow. YN had its fair share of problems in its structure such as the problems Psi listed above. Don't be afraid to get creative.

Personally, I don't mind if there's "useless effects" because I play these games to collect that shit anyway. Have a good mix of cosmetic effects, and ones that influence the dream world. Cosmetic effect example: a pretty dress, a top hat. Useful effect example: a key that unlocks new areas, a teleporter that returns the player to the most convenient location to begin exploring again. And all people enjoy effects that can do animations (like cat Madotsuki's meowing)
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i can't speak for all yn fangames, but i've been planning one for a while and it'll be years before i can make it and release. it's so vastly different from the yn formula that i doubt many would recognize it as a fangame even. i see yn as just an inspiration though; this game idea has evolved from so many sources that it's really just "my thing" and hopefully others can enjoy it when i eventually finish. i recommend that whatever you do, just make sure it's "your thing". look to other fan games for ideas and inspiration, but also look outside of the yn community.

and as others have said, .flow and 2kki are big because they innovated and because they were early on the scene. although it feels less cohesive as a whole, i somewhat adore 2kki more than yn. i still need to play .flow though, been putting that off since i'm squeemish.

anyway, good luck in your endeavors! if nothing else, have fun with the project!

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Finally. Now check new version.


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Bug: you can hop up and up from the side of this area, your sprite falls, and you can move around while "invisible"


another bug (see 1st pic) You can continuously jump up until you reach the ceiling. >>9397 (second pic) Still says it's not complete… am i doing something wrong


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this is >>9399
I swear im not intentionally doing this


You need to pick up something in the floor, if you have problems with it (it's a hard part) there's some gameplay, if you can't I'll explain you the steps.
Wtf, it's supposed that shouldn't happen, I'm going to check it.

Thank you for searching the buggs!

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Quite unusual question, I know, but what is the absolutely shittiest fangame ever created? Looking at a certain youtube channel, it seems that there are quite a lot of candidates out there, in equal quantities from both the East and the West.

But what's the one you would recommend for someone looking for the worst experience?
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I nominate Dreambook


Phoenix dream was pretty bad in my opinion


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worst one i've played is .exe

doesn't look like it's the worst, judging by the previous posts in this thread, but it's pretty bad


Post a download for Nyan Nikki Sugar Diary m8

Link pls


File: 1400794659603.png (3.19 KB, 320x240, title2.png)


Hello ubu!

Asleep is my new yume nikki fangame.

Aside of T+T, I follow the traditional method. It doesn’t have dialogue, it have some bugs that are on purpose, others not.

the plot is the read me text but oh well


Ametsuki decides to suicide.

And without regret it she killed all of those who made her got into that point.

After that she locked herself in her
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*no matter


Someone actually is making a game? Good I will try it, I wonder why people here dont do it so often nowda…


okay, is okay, like I say before, there are some bugs that aren't on purpose and some others that are suppose they are. yes.
I feel grateful about all you wrote
And also I feel lazy to reply this but yeah, here it is:

Is the first version of the game. Are you expecting a complete and perfect game? well.. it didn't; I really sorry. it wasn't on purpose.
i'm not doing a horror game, I think is an eerie game, so i don't expect anybody wait some jump scare.
i'm not doing a yume nikki copy. at least i don't see it that way.
i'm doing a "yume nikki fangame" , also i don't want to do this game in the same way as my other game.
I don't put any effect descriptions, I got my reasons, because the game is still in development, so don't ask me about it. sorry if it seem troublesome.
Yeah, I speak spanish, but it seems the damn google translator wasn't enough. I know is A knife, but i feel insecure about my english and the translate says AN. whatever.
Pressing Z/ENTER sometimes is on purpose ¯\_(ツ)_/¯

Can't you wait about the story progress? In fact, the game is not "go to bed, nexus, explore worlds, collect effects, drop them, wake up, die." It follows a story, can't you have patience? I think I must add "Play it slow, pay attention, have patience" to the game description.

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So basically, everything that is bad about the game was on purpose. I don't think that helps your case here, really.
And also I don't see anything wrong with Psi giving you feedback even though the game isn't complete.
In fact, you should be grateful someone cared enough about your game to actually write something about it. You are taking the critique really badly, you should read it again and this time maybe think about what could be improved.


boo. I don't feel like reply what i already answered.
But I fix some little things that were wrong


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 No.6[Reply][Last 50 Posts]


I'll just repost any important things that should be on here. Now on to the first post which was on the old thread:

Hey, I've been working on this fangame for about a month, I'm working on my first world and it's almost done (there's a maze in the first world so most of my time has gone to that) It's at a very early stage but I've already come up with a story for it. Though I won't tell unless you ask, and if you do I won't tell a lot because it would give things away and ruin the fun.

I already made a preview video of it here: http://www.youtube.com/watch?v=4TYS4KGJSEY

(Edit: Here's another preview video I posted with more stuff than the one above:
http://www.youtube.com/watch?v=4DgvtRG8AnA )

It has a dark ish atmosphere and has lots of random blood slotches everywhere.

I did almost all of the pixeling and music. I got most of the sound effects from freesound.org. Me and my friend also recorded the scream and laughing sounds.

Any opinions/ideas? Does anyone want to volunteer to help with the music or pixeling? (Though it's okay if nobody wants to) :)
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I love it, well done Doodle, it has an ending?


Thank you! There is no ending yet.





File: 1400601974932.png (51.46 KB, 209x207, tenmuuuuuuuu.png)


prettiest/ugliest fangames in your opinion

prettiest for me would have to be ultra violet. ugliest is probably kind heart or parade

pic unrelated
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very ugly btw


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Ever the edgy guys, aren't you?


File: 1400793585227.png (312.7 KB, 640x480, lettheshowbegin.png)

The ugliest fangame would probably have to be Yume 3kki.

Video Proof: http://www.youtube.com/watch?v=YvVozewc01c

I'm not sure if Miserere is a fangame, but I'll go with that as the prettiest, least to me.


File: 1400798842173.png (9.93 KB, 635x478, 198.PNG)

I agree with those, but then again, "pretty" is subjective. For instance, I appreciate Yume2kki's maps that are done by 20, wataru, dedp and n3 (impressive, considering that RPG 2K3 only allows up to 256 colors in a chipset), but I also appreciate Kataribesou's simplistic aesthetics and Middens (depending on who you ask, it may be a yn fangame)'s collage, as well as If's style and oudn's work on Yume Graffiti.

It is, because of this, hard to me to pick a single "pretty" fangame, though it's easier to sort out the badly made ones.
Picture related.


File: 1400880674167.png (17.37 KB, 635x480, ScaryKitty.PNG)

Yea, I agree. Before the last post post I had a hard time deciding what fangame was the prettiest to me. I think I hard a hard time deciding Misere or Dream Graffiti. dat music Might just be nostalgia though, I was new to Yume Nikki fangames when I played Misere, so I was kind of surprised at the amount of detail that went into the graphics, least compared to other fangames I played. Really like Ignites too. Gosh, there's just so many fangames!

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Hey Ubuu, what do you think of "combat" in fangames?
What is your favorite fangame weapon?
Do you enjoy the weapon/item effect in general? Has any fangame used it in a way that you really liked, in any memorable fashion?


>weapon/item effect
weapon item/effect*



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If there was a fangame in which the combat was more than "press Z on this thing to kill it, if not tun like hell", it was Kataribesou.


if there isnt much combat in fangames is because devs keep imitating eachother all the time


I tend not to think of combat being an actual component of gameplay in 95% of the fangames available. It's just another "effect"/tool use imo. The Other Line is actually the only fangame I've seen where the combat is considered a crucial component and psiwolf has spent so much time working on their own combat system.

Personally I don't care for combat in fangames cause more often than not it's not even useful. Sure some effects/areas may hide behind a killable npc but that's forgettable. I don't play these games to kill things pretty much.

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I've been thinking about this for a while now, and I'd like it if developers could chime in: how should transitions between different worlds be handled?

I think personally there have to be visual cues that the player can learn in order to recognise that a certain door/warp/whatever will lead to a specific area.

I think I'd actually also go further and say that transitions should make some amount of sense, so that how worlds are connected tell a story in itself.

tldr; how to do transitions between worlds, and what games do them best?


RPGmaker transitions are pretty much limited as to "tell" a story by themselves. Of course, there are some classical transitions, such as "teleport -> fade out & in" or "Dream/faint -> pixelated" and such, but, as far as you get the map changed, that is the point of the transition. Of course you could try making something with that, but the player hardly would notice, and, in case he does, it wouldn't matter too much.

As for what takes you to the other world (a.k.a. teleport objects/tiles), yes, you can try that. In fact, it would be nice to see some kind of game made that way. I just though about Alice in Wonderland; you know, you go for the rabbithole and that; how the world transitions happens in that book is a good example that could easily be applied to these games. However, it wouldn't be the main point, and, in my opinion, they would not "tell a story". 'Twould be nice nonetheless, but they aren't the central point because the player's set of mind would be focusing in something else rather than the teleport, like "Right, I got to this bloody place through a corpse, but what about it?".


I think the best example of transitions you're looking for, that give you a sense of what the location you're visiting is, is OFF's transitions between zones perhaps. Each transition gives you a sort of overhead view of the zone and its music giving you a sense of what the location is like.

I haven't played any fangames in quite some time but I do know it's actually quite common for there to at least be one transition per game that has an object of significance, when you look at it you know for a fact you're going to a certain area. .flow's apartment buildings via the tiny concrete box is the only one I can think of at the moment.

I'm with above though, players might not get meaning from it other than it being a pleasant detail.

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 No.4184[Reply][Last 50 Posts]

With a development cycle nearing two years my game project is finally nearing its completion. With a hopeful release planned for April now seemed an auspicious time to announce the game.

Titled 'Middens', the game is styled towards open ended exploration of a surreal sensibility. A formal battle system in a likeness to traditional RPGs is employed alongside a "knife effect" system making for diverse creature interactions. Some of the game denizens require a formal duel while others can be destroyed on the general map, whereas others are completely peaceful.

General Info:

Middens takes the perspective of an ambiguous drifter traversing a veritable x-zone. Roving its interminable wastes the nomad chances upon
a sentient revolver beside an ominous pile of remains.
The pistol offers its exploit in exchange for a pledge of inextricable compansionship.
Espousing to be the player's conscience the dubious weapon directs the drifter to a nearby outpost wherein the story further unfolds.

Despite its appearance as a wasteland the rift is home to many strange denizens–
some volatile and others ineffectual. Whatever their disposition the pistol represents the choice to engage them or to spare them. Offense and passivity
both have their appropriate times with rewards and consequences
being granted to both paths respectively.
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Wow, argumentum ad verecundiam, must be right then.


I think this argument was already won 100 years ago when collage became an accepted artform.


I don't think radically changing the sprites is the point.


We had a thread about this on /v/ the other day, i just wanted you all asshats to remember how fucking embarrassing this thread was



>actually caring about what a bunch of 12 years old think about us

yeah, were you afraid of youtube kid too?

File: 1396511644518.jpg (1.34 MB, 1109x1502, 0point2.jpg)


Download links on the website:

(I wanted to add this to the OP of the April Fools thread instead, but it seems in my long absence uboachan still doesn't have an edit button. Or maybe I'm being dumb.)
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No, it's still not working.
This is all that is shown


The web version is basically a hit or miss depending on browsers and operating systems. I'm not gonna support it anymore, but I'll leave it there. Keep in mind that it's an old version (without Sabi).


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he knows


File: 1397443491613.png (196 KB, 254x322, Z2iITzb.png)

So… Has he said anything about it? Likes? Dislikes? Apathy?


What I got from our conversation was that he knew about the project for a while now and was happy to know Sabi was finally in it. I think he mentioned that he liked her Heather Mason palette too. My Japanese is shit, though.

File: 1317603292416.png (5.24 KB, 320x240, 無題.png)


Okay, Bitches, Why is there no Hallucigenia thread? This fangame is AMAZING and I fail to see why its one of the most unknown ones >:I

It can be downloaded here:

Thoughts and theories are welcome, because /t/ seems to have a phobia of fangame theories.
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So.. what am I gonna do?


Try this: Extract both folders, move the content of the data file folder thats inside Hallucigenia1 in the folder Hallucigenia2. And just in case move Hallucigenia.exe too.

For some reason, doing it in that order fixed it for me.


I have translated Hallucigenia to English yesterday.
You can get it here: http://www.mediafire.com/download/yz8x2zqk4hnr8c7/Hallucigenia+v0.08+%28English%29.zip

I might be back with more translated games soon.

Until then, Happy Holidays and Happy Dreaming!


File: 1387709007538.png (16.4 KB, 640x480, HallucigeniaEnglish.PNG)

Whoops, forgot the screenshot… Can someone please add it to my translation announcement post?


File: 1397489907235.png (16.34 KB, 640x480, NewHalluEng.png)


Please accept my most sincere apologies for the incorrect translation of some effects, caused by me not clearing the game.

I've deleted my previously released translation and replaced it with a better one. This version is an improved and more accurate translation of Hallucigenia v0.008. It will replace the previous, a deleted by now, older version which was originally released on December 21th, 2013.

Make sure you have the updated version, which you can get here:


Happy Dreaming!

File: 1397418500899.png (3.89 KB, 254x95, HDTitle.png)


Hey fellas! Since the old thread was lost to the annals of time and I want an easy way to post updates (this seriously was the best place), I give you… the new Hell Diary thread!

I'll start by linking 0.03:
(If you already have 0.03, this might have a few minor changes)

NOTHING is needed to play this game. Just download, run, and enjoy (or hate!)

File: 1387971159371.png (11.23 KB, 640x480, SickmindEng.PNG)


I have translated Sick Mind to English yesterday.
You can get it here: http://www.mediafire.com/download/yz8x2zqk4hnr8c7/Hallucigenia+v0.08+%28English%29.zip

I couldn't find an open thread for this games, so I posted it here.

Anyway, I will be back with more translated games soon.

Until then, Happy Holidays and Happy Dreaming!
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Oh the problem was you linked us to Hallucigenia instead of Sick Mind. But 0.10, that's even better


What do you mean by "original" Hallucigenia? That's the latest one available of the official site!


Yo genius! I've already uploaded a translation of it here: http://uboachan.net/fg/res/401.html#8919



>Yo genius! I've already uploaded a translation of it here

He's not asking for it, anon was making a joke because you said you were posting "sickmind" while linking Hallucigenia instead.
And the same goes for the other 3 comments pointing this out.


Eh? Somehow I did not notice this mistake until now… But then again, I cannot edit that post.

I'm sorry about posting Hallucigenia here instead of the "new and improved" v0.01 of Sickmind. Here is the true link to my translation of Sickmind v0.01 :


Also, the links to both versions are also stored here: http://yumenikkifg.wikia.com/wiki/Sick_Mind#Download.2F_Links

I'll be back with even moar translations for you guys. Until then, Happy Dreaming! ^^

File: 1322011335226.jpg (196.74 KB, 500x429, Nagatsuki with cleaver.jpg)


This game gets almost no love


It feels like a cross between the original Yume Nikki and .flow, and has one of the only male protagonists I've seen besides Alex. AND YET NO ONE SEEMS TO KNOW ABOUT IT. I hope to remedy this.
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I've been looking everywhere for the zombie and scooter effects and i can't find any, some help please~?;n;


We've got Yume Wo, would anyone mind if I ask someone to upload UBOK as well? I know this is not place to say this but it would be great ^^


File: 1393988302819.png (8.88 KB, 640x480, YumeWo.English.PNG)

Today I have managed to finish translating Yume Wo. (夢を。) ver.0.08 to English.

You can get it here:

This game is so dark and awesome! So translating its images then editing them with pain(t) for two weeks was totally worth it. >X[

I'll be back with DreaMarbleng and possibly Yume Utsutsu.

Happy Dreaming!


Where can I download it? ;A;



you have a link right before your post you know…

File: 1393882216481.png (400.76 KB, 640x480, Screenshot1.png)


Hi. I'm first time on Uboachan with my first major game http://www.mediafire.com/download/ptgvat3f36eohu9/UnExpected.exe . This game is difficult and there's no effects. Made in RPG Maker VX.
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File: 1393915870319.png (154.87 KB, 264x252, 2.PNG)

>This game is difficult and there's no effects

>working for no reward


>first major game
>uses default rmvx tilesets
>no effects
bye felicia


Must… download… this


Still better than Someday


File: 1395631742889.png (1.16 MB, 1280x1280, 1375929311438.png)


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