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Goblins... our second Content Update is OUT NOW for Goblin Cleanup! 🔥 New Levels: Forge & Volcano 🎅 Goblin Christmas Outfits 🆕 Japanese Localisation 💾 Mid-Level Saving ➕ More Additions & Bug Fixes Play today on Steam! 🧹🫧

13,885 просмотров • 7 месяцев назад •via X (Twitter)

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🔥 $KATA FAM! THIS IS HUGE!🔥🥳 The moment we’ve all been waiting for is finally here… Katana Inu Battle Royale is about to go LIVE. 🚀 PLAYABLE FULL GAME - 20th January! Our Battle Royale mode becomes playable for the first time. That is what the developers said. So hopefully, no delays! 😍 This will be a live test phase, and right after that, we’ll bring the game online for everyone to download and play right away! This isn’t just an update 👉 This is a massive milestone for $KATA ⚔️ WHAT HAPPENS AFTER THE TEST? Once the Battle Royale test is complete, we move fast. Now? 👉 WE’RE ALMOST READY.🔥 4 years of building, grinding, and perfecting 😍 We’ll start integrating our already developed Web3 infrastructure directly into the game, including: 🧠 Web3 Multichain Wallet in our Game 🎮 Player Progression UI UX 🖼️ NFT Purchasing in our Game $KATA burn activation, news coming soon! 🔥 And much more! 🚀 Most of this is already built... now it’s about clean structure, smooth integration, and solid testing! After that… 💰 PLAY-TO-EARN GOES LIVE FOR TESTING - TOGETHER WITH THE COMMUNITY 💎 $KATA TOKEN - WE’RE COOKING 👀🔥 With the game finally ready, unlocks real power: - Web3 gaming launchers - Gaming guilds onboarding - Play-to-Earn & Burn activation - In-game NFT skins & weapons - Play live with our Partners/collabs & more! Let's make $KATA great again! 🗺️ ROADMAP & MILESTONES (STRAIGHT TO THE POINT) The game will be ready now! We will just add more polishing to check every corner! Goal: Make the game GOOD and READY for everyone!😍 Here’s the current estimated roadmap we’re aiming to a better place that deserves! 🔥 JANUARY – FULL POWER MODE - General polishing across the entire game - Activate some new videos - Game/Server testing with all Modes - Server stress tests - Preparing for public access - Steam wishlist push & Epic Games - Improving animations, VFX, and sound FX - Integrating player progression into UI / UX - Pushing $KATA into the spotlight! 🔥 ⚡ FEBRUARY – SCALE & POLISH🚀 - Streamers start testing & mass gameplay sessions - Further polish across gameplay and visuals - Final player progression UI/UX integration - AI bots are fully ready inside the game - Bring the $KATA token more visibility into the Web3 community and Game Launchers with p2e. - Launch our first in-game NFT mint, fully integrated and playable directly inside the game ✍️Deliver on all our promises to holders! Allowing NFTs, including 3D characters and weapons, to finally come to life and be used in actual gameplay Focus on: - Visibility on $KATA & our Game - Real gameplay feedback - Steam wishlists & Getting Players for web3 🚀 MARCH – BOOST GAME READY - Final polishing complete - Public-ready version - Roll out $KATA utility and bring it to a much wider audience - Preparing for Steam / Epic Games launch - Streamers & communities fully activated🚀 Please wishlist Katana Inu on Steam: 📣 MARKETING & PLAYER GROWTH - Collaborations with streamers - $KATA into the focus for more holders - Coverage across multiple social platforms - Playing on different web3 game launchers to bring more players into Katana Inu! What comes next? After mid-March, we’ll share new updates and unveil the plan for the next 3 months! The reason for the delay was simple: Battle Royale is complex - and we refused to rush it. 🔥 DROP YOUR HYPE IN THE COMMENTS, FAM This is just the beginning of Katana Inu’s real journey. We’re giving our best for you, $KATA Fam! ❤️ LET’S BUILD. LET’S PLAY. LET’S WIN. ⚔️🐺🔥

Katana Inu

12,756 просмотров • 6 месяцев назад

Introducing RaidSharksBot V3 – A New Era of Raiding Begins! 🦈🔥 The wait is over! RaidSharksBot V3 is here, bringing a wave of powerful new features, enhanced gamification, and a smoother, more competitive raiding experience. Whether you're a seasoned raider or just getting started, this update will take your journey to the next level. 🌟 What’s New in V3? 1️⃣ Fresh New UI – Sleek, Organized & User-Friendly We’ve completely revamped the mini app UI, making it cleaner, more structured, and easier to navigate. Whether you’re checking the leaderboard, tracking your progress, or jumping into raids, the new design ensures a seamless experience. 2️⃣ User Levels – Progress & Recognition Raiders can now level up based on their participation and earned points! 🎯 Here’s how it works: ✅ The more you engage in raids, the higher your global level. ✅ Your level will be visible in the leaderboard, showcasing your dedication. ✅ Join a new group as a high-level raider? The bot will automatically notify the chat that an experienced raider has arrived! This system adds more gamification and keeps raiders motivated to keep grinding and level up. 3️⃣ User Ranks – Compete & Show Off! Taking competition to the next level, we’re introducing global ranks for raiders. 🎖️ Now, you can: 🏆 Climb the RaidSharks ecosystem ranks and earn a prestigious spot among top raiders. 🌎 Get featured on our website, allowing projects to identify and reach out to elite raiders. 🔥 Enjoy exclusive bragging rights and recognition for your hard work. 4️⃣ User Profiles – Track & Display Your Achievements With just one click, you can now view detailed user profiles within the leaderboard. This includes: 📊 Stats & Performance Overview – See how well a raider has performed. 💎 Top 3 Projects – Highlighting the projects they’ve raided the most. This feature makes it easier for projects and fellow raiders to recognize top talent and connect with experienced raiders. 5️⃣ Integrations – Expanding the RaidSharks Ecosystem We’re building a stronger network with partnered projects! With V3, you’ll find: 🔗 A dedicated list of partnered projects that benefit from our integrations. 🚀 Cross-integrations that add value and expand opportunities for everyone involved. 6️⃣ Performance Enhancements – Smoother, Faster, Stronger We’ve made a series of performance improvements to ensure that RaidSharksBot runs faster and more efficiently. Expect: ⚡ Faster response times for raids and leaderboard updates. 🔄 Better stability even during high activity. 📈 A smoother overall experience, making raiding more enjoyable than ever. 🌊 Why This Update Matters RaidSharksBot V3 isn’t just an upgrade—it’s a game-changer. By adding levels, ranks, user profiles, and integrations, we’re creating a fully gamified ecosystem that rewards commitment and builds a stronger, more competitive community. 🎯 For Raiders → More ways to track progress, gain recognition, and compete. 📢 For Projects → Easier access to top raiders and better engagement tools. 🔗 For the Community → A stronger, more connected raiding experience. 🐋 Ready to Dive In? RaidSharksBot V3 is live now! Start raiding, level up, and claim your spot at the top. The future of raiding is here – are you in? Let’s raid! 🚀🦈🔥

RaidSharks

45,339 просмотров • 1 год назад

The second edition of the Swordplay #SuperCoach Classic & Draft season guide is coming! Pre-order your copy today at the link below! The Swordplay 2026 #SuperCoach Preseason Guide is available for pre-order until Saturday February 21st 2026, when the guide will be released! If you pre-order, we will be providing the entire team by team preview to you with early access, from February 15th 2026, after which you will get access to the full guide on release date. For just $20, this 300 page+ season guide looks into each AFL team in detail, supplemented with discussions on popular players, as well as predictions for the top scorers on each line. Strategy wise, the Swordplay team along with an all star cast of content creators delves into how to pick the best starting team, ramifications of the new rules, tips for picking the best Captain weekly, breakout candidates and mid-price mayhem and a fixture analysis. At the end of this season guide, you will find a list of SuperCoach lingo which we as content creators use weekly, suitable for all levels of SuperCoach experience, new or seasoned. We also tap into the knowledge of 2024 SuperCoach winner Akashi (Joven May), the SCodFather (The SCodfather) as well as other creators you are most likely to be familiar with from Fantasy Take TV📺, The Coaches Panel, The Centre Bounce, Pig Mentality, Footy Mailbag, SuperCoach Edge, Steven Smith - SDS SuperCoach, Swiz26 and more! Developed by SuperCoach experts, this guide is suited for each level of SuperCoach player, whether this is your first season, a returning player looking for a personal best rank, or an experienced player looking for a top 1k finish. Here is a video outlining the guide, including a special offer for anyone wanting to advertise a business/venture within our Season Guide! You don't want to miss out! Use our promo code “SWORDPLAY” for 10% off your pre-order copy! Janath Fernando Rossco SuperCoach with DR Spillsy

Third Man Up

12,452 просмотров • 6 месяцев назад

We're bringing in some fun changes to Dremica this Sunday. Come try it out and see the progress. We can't have a Web3 game without degeneracy. Lokito's gambling antics have inspired a new way to play the game. On Sunday you'll be able to try your luck with your in game gold by spinning Big Boy's Wheel in an attempt to help you top the leaderboards. Also since we've added so much to the game it's time to look at the gameplay loop and its economy. Here's the changes I've proposed and my thoughts. Economic Simplicity We need your in game achievements to feel impactful. Dremica is designed as an MMO to give players freedom of how they play the game. Whether its killing monsters, leveling up tradeskills or playing with their gold. The common denominator for everything is XP (player levels). Even gold can be used to buy XP tomes from the shop to level up your skills. Now I propose we distribute our prize pool to players based on their levels. It's future-proof and allows us to add more features without breaking the core gameplay loops. All players will receive rewards from the SAMA prize pool based on their level obtained. Currently the Carnage prize pool is 100,000 SAMA so EVERY player will get a share of it based on what level they reach during the session. Your level / Total levels from all players * Prize pool = Your rewards. Also to keep that competitive spirit we'll be adding additional prizes for the top 10 on the leaderboard. When the Dremica BETA starts it allows us to simply add in a potential new tokenomic model and also allows PVP to plug into the system with ease. TLDR: More levels = more rewards. Why add in RNG-based mechanics (with the wheel?) Seeing the same people hit top 3 of the leaderboard each week isn't exactly exciting for new players. We can't have a stagnant monotonous grind, we need something dynamic. High-risk/high-reward scenarios change everything. Starting with Big Boy's wheel, we plan more exciting game play options including the new PVP zone in the beta. Personally I can't wait to see someone get super lucky and cause absolute havoc in the community. We're in the Alpha testing phase anyway, let's see how it unfolds. How can you make this sustainable? To make a Web3 game work, it needs to absorb more tokens than what are emitted. Dremica uses a fixed prize pool per session, if we can ensure enough utility that players spend their rewards and more than are emitted it can fund the gaming sessions indefinitely. Next month we're going to be focusing on pushing out the in-game SAMA shop where players can start spending the rewards they earn. It will be the first major step for Dremica to begin adding token utility. Additional utility is planned for the future whether its cosmetic-based rewards or unannounced mechanics. We've held back on planned tokenomic/ecosystem changes to focus on building the game first. If these happen there's only one chance to get it right. I think everyone knows gaming is one of the best use cases of Web3, just need to build a fun experience and keep people engaged. We've got enough time, runway and support to get Dremica up there in the Web3 gaming echelon. What else have you got planned? Each of the past months Dremica has been pushing out some hard-hitting updates and the game is truly taking shape. The team is working tirelessly to keep adding more features and improving the experience. Now that a lot of the core functionality required for an MMORPG is in, we can start to look at expansion. As you'll see later this week we're bringing in other projects/partners to join us on the journey. The Dremica BETA is the next major milestone where the game will look vastly different and the whole world is changing. And hopefully our frens at Beam will be able to assist and make sure everyone knows about it. I originally titled the work on Dremica as the "Secret weapon" before it was announced. Work on "Secret Weapon 2.0" has started which will enhance the Dremica/Carnage experience further. For Dremica to succeed we're doubling down on the "Carnage" model where everyone comes together at the same time to play. This is how the whole Moonsama ecosystem started 3+ years ago. The new Secret Weapon aims to fill that void. How can I play? If you own an EXO join our token-gated community at If you're brand new join and the team/community will be able to help you get access to the game. The next play test is this Sunday February 9th at 4pm UTC. A 2 hour session where you play to get the highest level you can. See you in game 🔥

Donnie

30,887 просмотров • 1 год назад

Big Update: Critters Quest Website Steps Into Production State with an Exciting New Design! Hey Critters, we're thrilled to share some major news, our website has officially migrated from mint state to production state, and we're taking our platform to the next level right here at After three weeks of dedicated work, we've transformed Critters Quest into a more organized, stable, and feature-rich experience, setting the stage for everything we've planned for the future. This isn't just an upgrade—it's the first step before the real journey begins! Key Updates to the Homepage and Beyond Fresh Categories and Pages: We've added exciting new sections to help you dive deeper into the Critters Quest world: - Play $QUEST (Explorer Page for Staking $QUEST): Dive into our new $QUEST explorer page, where you can find games to stake your $QUEST tokens to earn rewards, track your staking progress, and engage in strategic gameplay challenges that grow your Critters' value. - Play Spins (Explorer Page for Spins): Spins are now front and center with a dedicated spins explorer page, designed to highlight Multipliers Spins, Terron Spins, Quest Tablet Spins(coming soon👀), and more. Organized as daily free spins, limited events, and partner spin opportunities for special loot, offering new ways to boost your rewards. - Breakdown Informational Page: We've introduced a comprehensive guide for new users (and a refresher for veterans) to explore how key features work. This page currently focuses exclusively on the mechanics and info for Master Edition NFTs, Cloned Editions, and Multipliers. It explains how Master Editions serve as the foundation for your Critters' value, how Master Editions allow Cloned Editions to be minted out for others, and how Multipliers enhance your rewards throughout critters ecosystem. Redesigned Homepage: Our homepage has been completely transformed into an intuitive experience that gives you a complete overview of the Critters Quest ecosystem at a glance. It features: - Feature Carousel: Highlighting new additions and important updates - Ecosystem Activities: Real-time data showing active games, spins, or other ongoing activities. - Mini-Leaderboards: Quick snapshots of top performers - PFP Activity Feed: See the latest community PFPs minted - Quick-Access CTAs: Every section includes direct links to the full experience, letting you dive deeper with just one click - Streamlined Introduction: New visitors get a concise overview of Critters Quest right away This overview approach makes navigation intuitive for both newcomers and veterans, ensuring you never miss important information or opportunities. Elevated Designs Across the Board: - Dynamic Castle Layout in the Banner: Our homepage now features a dynamic castle layout in the banner, with castles positioned in the order they appear on the leaderboard. The top leaders are showcased at the top, adding a visual representation of community rankings and bringing our competitive spirit to life. - Critters Terminal (Formerly $QUEST Terminal): Our terminal has been upgraded with a sleek new look and enhanced functionality, now known as the Critters Terminal. It's your go-to hub for finding the most powerful cards and looking for new Critters—it tracks $QUEST allocation on available Critters for sale, their power, equipment, and more, helping you build the ultimate team. - Equipment Viewing: Viewing Critters and their equipment has been elevated with detailed rankings, power levels, and stats, giving you a clearer picture of your team's strength and hinting at game mechanics like power-based strategies. - Spins Pages Redesign: The spins experience has been completely revamped with a fresh, user-friendly design, making it easier to spin for rewards and track your progress, with a focus on multipliers and special loot opportunities. - Partnership Sign-Up Page Update: On our main page, you'll see mentions of our legendary partners—GM Capital, Mintify, Sniper, and more—highlighting our growing ecosystem. We've also updated our partnership sign-up page for those looking to partner with us. This page now includes a detailed breakdown of partnership options and new form fields to streamline the collaboration process. We're excited to expand our network in the future! - Animated Banners: Across all pages, you'll notice new animated banners that bring our world to life, adding visual excitement and guiding you through the platform. - Archived Pages: To streamline the site and focus on the future, we've archived older pages like the Master Edition Mint and Referral pages. These will remain available for reference. Coming Soon: We're already working on exciting additions, including: - SHOP Page: A new experience for purchasing items and gear to enhance your Critters Quest adventures, where you can equip your Critters with power-boosting equipment. - Tokenomics/Liquidty Section (Addition to the INFO Page): We're working on a detailed tokenomics section to add to our INFO page, launching alongside updates to our plans for DEX integration. These changes will add more value to Master Editions, give participants greater confidence, and enhance the overall ecosystem. - Cloned Edition Minting: This innovative feature will launch when Master Editions begin to mint out their Clones, allowing people to mint these unique variations. Cloned Editions will inherit traits and offer new gameplay opportunities, expanding your Critters' potential and rewards. Backend Tweaks: While many of these improvements are visible, we've also made numerous backend tweaks that aren't immediately seen. These optimizations ensure better performance, stability, and scalability for the platform moving forward. Continuous Elevation: This migration marks our first massive overhaul, but it's just the beginning. We're committed to elevating Critters Quest on a continuous basis, refining and expanding the platform with each rollout to keep delivering the best possible experience for our community. Foundation for the Future These updates aren't just cosmetic—they're foundational. After three weeks of hard work, we've created a more organized and structured platform that's ready to support the future rollouts we've been teasing, like Edition Minting, Items Shop, and Quest Games. This migration streamlines our process, allowing us to deliver updates faster and more efficiently for both new users and our longtime adventurers. This is truly the first step before the real journey begins. Our production state sets us up to expand Critters Quest into an even bigger, more engaging GameFi ecosystem, where your Critters can thrive through quests, spins, and community challenges. Whether you're a newcomer or a seasoned player, these changes make it easier to explore, compete, and grow your collection. Your Next Expedition We're just getting started! This production-ready overhaul is the launchpad for all the exciting features and expansions we have planned. Keep an eye on for more updates, and dive into the new pages to see how you can level up your Critters Quest experience. We want to hear from you! Share your feedback, suggestions, and experiences with our new production site in our Discord or commenting below. Your input directly shapes our future updates and helps us create the best possible experience. Thank you for your patience and support during this transition. Together, we're building something truly special!

Critters Quest

26,155 просмотров • 1 год назад

🔥𝗠𝗔𝗝𝗢𝗥 𝗨𝗣𝗗𝗔𝗧𝗘 𝗔𝗟𝗘𝗥𝗧🔥 𝗡𝗘𝗪 𝗔𝗣𝗣 𝗨𝗣𝗗𝗔𝗧𝗘: 𝗔𝗧𝗟𝗔𝗦 𝗡𝗔𝗩𝗜 - updated maps and navigation engine (we know own all the data, no more relying on third parties for maps = huge cost saving for the company and more control). - navigation settings in menu and during a trip - offline navigation mode - maps are highly detailed - update wallet section that opens ATLAS MARKET app (see below) - many bug fixes and improvements - please note: time estimates are very optimistic but they will improve in the future, right now traffic information is limited but working hard to improve it (including from manual and A.I. driven reports). - update to the latest version as soon as possible. ——————————— 𝗡𝗘𝗪 𝗔𝗣𝗣 𝗥𝗘𝗟𝗘𝗔𝗦𝗘𝗗: 𝗔𝗧𝗟𝗔𝗦 𝗠𝗔𝗥𝗞𝗘𝗧 - uses same login and password as 𝗔𝗧𝗟𝗔𝗦 𝗡𝗔𝗩𝗜 - works as the 𝗪𝗔𝗟𝗟𝗘𝗧 app for 𝗔𝗧𝗟𝗔𝗦 𝗡𝗔𝗩𝗜: manage MILE rewards, $NAVI balances and NFTs. (staking / unstaking / vesting will be available in near future). - features benefits and 𝗗𝗜𝗦𝗖𝗢𝗨𝗡𝗧𝗦 at big brand Automotive Partners such as 𝗢𝗠𝗩 and 𝗧𝗶𝗿𝗶𝗮𝗰 𝗔𝘂𝘁𝗼, payable with $NAVI tokens only -> which will go live on 𝟬𝟴.𝟬𝟴.𝟮𝟬𝟮𝟯 most probably. Will be signing up new partners constantly (discussions ongoing already). - 𝗚𝗿𝗼𝘂𝗽 𝗣𝘂𝗿𝗰𝗵𝗮𝘀𝗲 𝗣𝗼𝘄𝗲𝗿: together, we are the largest fleet of drivers / vehicles in certain countries. This allows us to negotiate discounts and bonuses for all of us. Stay tuned for more partners joining. - 𝗥𝗘𝗔𝗟 𝗪𝗢𝗥𝗟𝗗 𝗨𝗧𝗜𝗟𝗜𝗧𝗬 for the $NAVI token as a payment method for 555 fuel / gas locations. - 𝗛𝗨𝗚𝗘 𝗜𝗡𝗖𝗘𝗡𝗧𝗜𝗩𝗘𝗦 for drivers to use $NAVI to get significant discounts for fuel, vehicle maintenance services, tires and more to come (it's not just a payment method). - Clean and simple interface, independent from 𝗔𝗧𝗟𝗔𝗦 𝗡𝗔𝗩𝗜: drivers who don't want to use 𝗔𝗧𝗟𝗔𝗦 𝗡𝗔𝗩𝗜 can just use 𝗔𝗧𝗟𝗔𝗦 𝗠𝗔𝗥𝗞𝗘𝗧 and drive demand on the $NAVI token directly from it. - COMING SOON (probably 08.08.2023): Fiat - on - Ramp: Anyone can buy NAVI tokens with credit / debit card or through SEPA transfers, without a need for a WEB3 wallet. All buy demand is going on the exchanges and soon on a DEX too. Making it easy for anyone without WEB3 knowledge to benefit from our partnerships. Download 𝗔𝗧𝗟𝗔𝗦 𝗠𝗔𝗥𝗞𝗘𝗧: iPhone: Android: Feedback is welcome for both apps. 𝗧𝗛𝗔𝗡𝗞 𝗬𝗢𝗨 𝗡𝗔𝗩𝗜𝗴𝗮𝘁𝗼𝗿𝘀 for all the patience, we really appreciate it, we know it's been a long road. PLEASE RATE the apps 5* on the stores , it really helps spread the word! Thank you, 𝗔𝗧𝗟𝗔𝗦 𝗡𝗔𝗩𝗜 Team

ATLAS NAVI | AI Navigation APP with 1M Downloads

29,718 просмотров • 3 лет назад

Today I am having to share one of the hardest messages of my career. After twelve years of building and nurturing Three Fields Entertainment, I am forced into the situation of today placing our entire team on notice of redundancy. Since the launch of *Wreckreation*, our small studio has worked incredibly hard — with heart and dedication — to update the game, listen to our community, and deliver the fixes and features players asked for. I could not be prouder of the people I’ve worked alongside or the passion they’ve poured into this project. But the reality we now face is stark. As an independent studio, we will not see revenue from game sales for the foreseeable future. We have had to self-fund most of this year and all of the post launch content. Without the enthusiasm or financial support from our publisher to continue development, we simply cannot sustain the studio in its current form. Making this decision has been unbelievably painful. This is a heartbreaking moment for all of us. What makes it even harder is that we have so many things in the pipeline — multiple features, updates, and creative ideas that we were excited to bring to the game, many of which are showcased in the video we’re sharing today. These are things we genuinely believed would have continued to strengthen Wreckreation and grow its community. My hope is that by showing this work publicly, someone out there might also see that potential and perhaps an opportunity could still emerge. But even if that hope does not materialise, we want this to stand as a testament to our vision and to the strength, passion, and skill of our tiny team. I truly believe in the potential of this game and in the brilliance of the people who built it. To everyone who has supported us, played our games, or believed in our studio: thank you. Your support has meant the world - We will, again at our own cost, ensure the next update that includes a Crossplay feature does get published before Christmas and we hope you and your friends can enjoy the world that we have built together, whichever platform you play on. I can be contacted at [[email protected]] Fiona Sperry Three Fields Entertainment

Wreckreation Game

166,144 просмотров • 7 месяцев назад

Introducing Neural Capture Version 2 on CorOS 3.3.0 and NanOS 2.2.0 - available now! Neural Capture Version 2 is a new cloud-trained version of Neural Capture that delivers higher resolution, greater realism, and improved dynamic response. By shifting the training process to Cortex Cloud, Capture V2 uses a more advanced algorithm that can model complex analog behavior beyond what is possible with on-device processing. Capture V2 brings major improvements to devices that rely heavily on touch and dynamics. These devices are notoriously difficult to capture accurately, making V2 the most authentic solution on the market for reproducing the dynamic cleanup behavior of a vintage fuzz, the natural bloom of a sagging power amp, and the fast transient response of a studio compressor. V2 Capture creation is currently available only on Quad Cortex. NanOS 2.2.0 introduces the Capture 2 Player, which lets Nano Cortex load and play V2 Captures created on Quad Cortex. Support for creating V2 Captures directly on Nano Cortex is under development. CorOS 3.3.0 🔥 Neural Capture Version 2 🔥 669 V2 Captures across 41 devices 🔥 29 new virtual devices: ⚙️⚙️ Dumbbell ODS (Dumble® Overdrive Special®) ⚙️⚙️ 17 Cabs ⚙️⚙️ Mono Synth ⚙️⚙️ Micro Processor (ST) (Eventide® Micropitch Delay®) ⚙️⚙️ Pattern Tremolo ⚙️⚙️ Bit-Crusher Engine (M) ⚙️⚙️ Bit-Crusher (ST) ⚙️⚙️ Phase-Locked Loop (EarthQuaker Devices® Data Corrupter®) ⚙️⚙️ 81 Creations Drive (1981 Inventions® DRV®) ⚙️⚙️ Aggi Sub Octaver (Aguilar® Octamizer®) ⚙️⚙️ Spring Reverb Engine (M) ⚙️⚙️ Spring Reverb Engine (ST) ⚙️⚙️ Auto Wah 🔥 Several quality of life improvements Cortex Control 1.4.0 Cortex Control has been updated to support CorOS 3.3.0. To create a Neural Capture V2, you need the latest versions of CorOS and Cortex Control. NanOS 2.2.0 🔥 Neural Capture Version 2 🔥 669 V2 Captures across 41 devices (downloadable from the official Neural DSP Cortex Cloud profile) 🔥 Cortex Cloud offline mode 🔥 Automatic Sum to Mono 🔥 Tremolo 🔥 Capture auditioning 🔥 Cloud backups Read everything about this huge update here: 🗞️

Neural DSP

36,094 просмотров • 8 месяцев назад

In 1968, George Land (with Beth Jarman) conducted a research study to test the creativity of 1,600 children ranging in ages from three-to-five years old. This was the same creativity test he devised for NASA to help select innovative engineers and scientists. The assessment worked so well he decided to try it on children. He then re-tested the same children at 10 years of age, and again at 15 years of age (a longitudinal study). The test was designed to indicate how well someone could look at a issue and devise new, different, innovative ways to address it. To do that, they asked children at these various ages to come up with ways to use a paperclip. The results may surprise you. •Creativity scores amongst 5-year old’s: 98% •Creativity scores amongst 10-year old’s: 30% •Creativity scores amongst 15-year old’s: 12% •Given to 280,000 adults (average age of 31): 2% The results are not as we would expect, are they? The proportion of people who scored at the “Genius Level” decreased with age. We might think that it should increase with our level of education. But clearly not. Why is this? Well, it seems we have employed a system that educates the genius right out of people. And how have we done this? The industrial revolution began in Great Britain in the mid 1700's and by 1760 in the U.S was gaining steam - literally. Steam power was the catalyst. This first industrial revolution exploded from about 1760 to 1840. It was followed by the age of science and mass production, and then the digital revolution. We are now at the beginning of the next phase of dramatic technological expansion and social change—the Fourth Industrial Revolution. Coinciding with the first industrial revolution was an educational revolution, Public Education. The system was created in the late 1600's and in the 1700's was developed into the system we still use today. It was designed to meet the challenges of the first industrial revolution. But, when that revolution gave way to the second, and third, and fourth, our educational system did not. It was devoted to the original system. Alongside the first industrial revolution, it has continued to insist on manufacturing the same student, over and over, tweaking content for new technologies. So, today's education system produces student conformity just as any good industrial manufacturing process would do with its product. But not student creativity, diversity or individual expression, which fits the needs of our day. As a result, ideas for paperclips decline and genius dries up. This is not the path to a world where AI is built into everything. It is vital to bring our children back to the path of 98% genius level as presented by Dr. Land. We can also bring back us adults back from the institutional learning of schools and universities. The reality is we simply have no choice as there is no path forward if human individuality and creativity is not asserted as our primary function. This is and always has been the path of humanity. We just need to remember to remember.

Brian Roemmele

153,528 просмотров • 2 лет назад

Years ago when I was recruiting for Cornell, I remember watching a preseason game in Western Canada with Brett Larson, now the Head Coach at St. Cloud. The game we were watching was turning into a bit of a blowout in the second period and wasn’t going to be a great evaluation so we got into talking some hockey. Just an unreal hockey mind and a great coach. At one point he goes to me - “Watch every time a team makes 3 passes in a row and see what happens…” I was like OK, not thinking much of it. But then as we keep talking and I’m watching, very rarely are there three passes being made on the tape in a row. It’s a dump, someone tries to beat someone one on one, it’s a turnover, etc… And then finally BOOM three passes in a row - and there’s a scoring chance. Go a little while longer, not a ton of plays being made and then BOOM again - three passes on the tape in a row and there’s a scoring chance. It didn’t happen often, but when it did…offensive chances and goals were created. It was like clockwork. PASSING is the most underrated and under-worked-on skill in hockey. Hockey is a TEAM game and when I watch the game, especially at the youth levels, the team that passes the puck better typically wins. We need to prioritize it more with our kids…BIG TIME. This goal is an incredible example. Just flawless execution of passing, making the game look so beautiful. What a display of hockey sense, support, puck protection, and poise. I know there’s a lot of coaches out there on social media working their ass off to create content. Only problem is, 90% of the content I see from skills coaches on social media have zero passing in them. The kids are seeing dangles, tight turns, spins, etc…but they aren’t seeing what is going to make them an actual “hockey player”. High level scouts today are telling us all the time they’re seeing a ton of skilled players…who just don’t understand the game. They can all do “The Michigan”, they have incredible speed and hands…but they struggle to make plays or play as part of a unit. Working on skills is important - but let’s make sure that we don’t forget the one most important for playing a team game. If we get back to that, we’ll see a lot more goals like this one in the future.

Topher Scott

87,423 просмотров • 1 год назад

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 просмотров • 2 лет назад