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Introducing Beaten Path, a turn-based tactical RPG inspired by Fire Emblem and Final Fantasy Tactics. After six years of solo dev, we're so excited to bring Beaten Path' epic to PC, PS5, Xbox X|S & Nintendo Switch in 2027 ⚔️25+ fully voice acted characters 🏹100+ weapons across 10 weapon...

90,204 görüntüleme • 1 gün önce •via X (Twitter)

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Ninja Gaiden 4 | Hands-on previews: ▫️ Previews were very positive overall ▫️ Feels like classic NG but the PlatinumGames influence can be felt, especially with the new protagonist Yakumo ▫️120 FPS mode on Xbox Series X ▫️Not a Soulslike, old school hack-and-slash action ▫️Difficulty options with a fourth being unlocked in NG+ ▫️Excellent boss battles ▫️Ryu has a 'Gleam Form' that essentially lets him teleport around the screen with fast hitting attacks ▫️Yakumo has a 'Bloodraven Form' which extends and strengthens his weapons and gives them new powers ▫️Yakumo focuses on parrying and perfect dodging akin to other PlatinumGames titles ▫️Yakumo has 4 weapons in total - Dark Dragon Sword, a Lance with a drill, a Hammer, and an unkown fourth weapon ▫️The PlatinumGames influence also shows between combat sections, with set pieces, platforming, and the soundtrack being specifically mentioned ▫️Light attacks, heavy attacks, shuriken and other ranged options. ▫️Both characters have the Flying Swallow and Izuna Drop ▫️Training mode and Challenge Mode at launch, which allows you to replay levels and boss fights for a higher score ▫️Levels are linear but there are still things to do off the beaten path ▫️Combat challenge rooms ▫️An evolution of the series that delivers on the modern Ninja Gaiden game fans have been waiting for for over 10 years ▫️Releasing October 21st on PS5, Xbox Series X|S, and PC #NinjaGaiden #NinjaGaiden4 #Xbox

KAMI

21,127 görüntüleme • 1 yıl önce

Turok: Origins | Previews and New Details ▪️Coming Fall 2026 to PS5, Xbox Series, Switch 2 and PC ▪️Why Saber chose to make the game: "I mean, everyone enjoys dinosaurs. That's the truth" ▪️Set years before the original 1997 game ▪️Iconic Cerebral Bore returns ▪️Story campaign is around 12 hours (playable fully offline) ▪️Playable in first-person or third-person, switch with one button press ▪️Story focuses on futuristic warriors from the ancient "Order of the Turok" battling the Xenia, a race of reptilian humanoids ▪️Missions take place across many planets, some with multiple quests ▪️Lush settings, dangerous wildlife, tons of different weapons and bloody spectacle ▪️Fast paced action, "still absolutely a shooter" ▪️"Very fun to play", "gunplay feels good, and gunning down waves of incoming raptors, giant insects, and Xenia warriors is a good time" ▪️Grapple hook to zip across the environment ▪️Upgradeable outfits and weapons ▪️Players can select from 3 "Primal Forms": Cougar, Bison, and Raven ▪️Basically archetypes with their own playstyles, skins, skill trees, help make co-op more interesting ▪️Cougars are weapons specialists (offense), Bison are more defensive, Ravens specialize in ranged ▪️Story campaign can be played in traditional solo or co-op (up to 3 players) ▪️Weapons can be modded and enhanced ▪️Example: You can mod Cerebral Bore to go after three targets instead of one ▪️EchoSyncs: Unique abilities you unlock after defeating bosses (one example is a powerful roar or soundwave attack) ▪️Enemies seen in the preview included dinosaurs like raptors, Xenia, and a mech T-Rex boss ▪️T-Rex boss was a challenge, tail-swipes, chomps, shoots lasers out of its eyes, homing missiles, shockwaves, etc ▪️Many secrets to find in each level, special enemy encounters, collectibles like weapon skins ▪️Post-launch content planned New Gameplay ▶️ IGN ➡️ Game Informer ➡️ DayOne ➡️

Shinobi602

148,147 görüntüleme • 1 ay önce

We got new Crimson Desert gameplay, showing off the combat, progression system and more of the world, and this game continues to look insane. Here are the highlights: - Multiple different weapon types including: Sword and shield, Spears, Greatswords, Axes, Dual-wield swords and ranged weapons such as guns - Use mounts during combat such as bears, mechs and dragons - Melee combat allows you to utilize actual martial arts and massive combos - Three playable characters, Cliff seems to mostly use melee weapons, a female is focused on magic and ranged weapons such as a rifle, and a male orc who serves a barbarian role. It does seem like you can mix and match abilities between them - You can grab, throw and kick enemies to create chains of attacks. Slide is another ability that can be chained with double jumps and kicks - Swap weapons mid combat and you can enhance weapnos with elements such as spark damage - A grapple hook can be used to scale up walls and swing into attacks - Progression is based on acquiring artifacts, which are found by defeating bosses and at the end of dungeons as well as hidden across the world - Some skills are earned by observing others use them out in the world - You can use a sort of helicopter blades umbrella to fly around the world - Buy, find or craft gear to use in combat. Gear is upgradeable as well - Crafting/Upgrading is highly detailed, for example you can go and mine for certain materials in caves, you will also need to hunt animals or defeat bosses for certain materials as well - Crafting materials can be obtained through quests and in hidden locations as well - Add special effects to weapons and armors at certain vendors such as Wizards - There are flying bosses that you will have to fight in the skies such as flying metallic birds that you can land on Crimson Desert is launching on March 19th on Xbox Series X/S, PS5, PC and Mac. Every time we see more of this game, it feels like a true GOTY contender that will be an absolute amazing massive experience. I truly hope it lives up to the hype!

Synth Potato🥔

224,722 görüntüleme • 6 ay önce

Silent Hill f | Hands-on Previews: ▫️ First new, original Silent Hill in 13 years ▫️ Fresh entry point into the series ▫️ Primarily takes inspiration from Silent Hill 1 and 2 design-wise. ▫️ Combat is melee-centric, with only close range weapons like pipes, bats, knives, and hammers. No firearms. ▫️ Weapons degrade and break with use and you can only wield 3 at a time. ▫️ Weapons can be repaired with toolkits, but part of the challenge is managing weapon durability. ▫️ There's a dodge with a stamina meter. Perfect dodges restore some stamina, which is a crucial skill to master. ▫️ Monsters move quickly and erratically and stamina can be slow to recharge, leaving you vulnerable. ▫️ Attacking at the right moment can interrupt enemy attacks. You can identify these windows using a mechanic called Focus. ▫️ Holding the attack and Focus buttons at the same time unleashes a devastating attack, but this leaves you with a large window of vulnerability. ▫️ There's an item wheel where you can use healing items that restore health and Sanity ▫️ Sanity is a separate meter that represents Hinako's mental state. ▫️ Combat and boss fights can be very challenging. One boss took nearly an hour to beat for multiple previewers. ▫️ You can equip Omamori or charms which offer beneficial effects like reduced stamina usage. ▫️ There are Shrines where you can switch out these charms, and offer valuable items to earn Faith, a currency that restores your Sanity meter. ▫️ You can also use Faith to purchase randomized charms. ▫️ Several elaborate puzzles during the 5-hour demo, both mandatory and optional. ▫️ Silent Hill f has 5 alternate endings. However, these don't become available until the second playthrough. The first 'canon' ending will be the same for everyone. ▫️ Frightening creatures, effective sound design, and fantastic 3D audio. ▫️ "Same level of quality and polish" compared to Silent Hill 2 remake ▫️Developed by Taiwanese based studio Neobards. ▫️ World is highly detailed and immersive with no UI on screen during exploration. ▫️ Set in 1960s Japan, IGN calls it "One of the most impressive contemporary Japanese town-scapes I've ever seen in a video game." ▫️ Vast majority of the demo was outdoors, a change from the primarily interior environments of SH2 remake. ▫️ There's an alternate dimension, which features an older Japanese environment and older weapons like halberds. These weapons don't break, but they can't be taken back to the outside world. ▫️ Releasing September 25th on PS5, Xbox Series X|S, and PC #SilentHill #SilentHillf #PS5 #Xbox #PC

KAMI

19,107 görüntüleme • 1 yıl önce

Recently did an interview with the lead developer of Knight's Path on the title's future release and the state of the industry. The Western AAA gaming industry has shifted its focus away from its core audience, favoring products for smaller, less engaged demographics. This shift has led to a noticeable disconnect between large publishers and their traditional fan base. This has, however, created an environment for indies to thrive. They can prioritize authenticity and community, crafting games that resonate with their players and that is exactly the case with Knight's Path. In December of 2023, Knights Path: The Tournament was released to Very Positive reviews on Steam. It is a short medieval RPG featuring challenging combat, an immersive progression system, and a nice little story. It served as an announcement, a combat concept demo, and a teaser for the forthcoming open-world RPG Knight's Path, which is currently in active development. I asked what their plans were regarding the scope of the full release. While you might get the impression that Knight's Path is an arena fighting game, that’s not the case with the full release. "Knight's Path will be a proper open-world, story-driven RPG. Of course, as a small indie team, we’re keeping the scope modest. The open world will be compact but dense, featuring one town, one village, castle ruins, forests, valleys, and other areas to explore." Many gamers would agree it is better to have a limited number of fully fleshed-out areas than to present a gigantic, empty world. This has been a major criticism levied towards recent releases like Pokémon Scarlet and Violet and even modern Assassins Creed, which tends to rely on repetitive gameplay loops scattered across an overly large map, which can feel more like busywork than meaningful exploration. I have always believed that quality over quantity is the best way to go. The team has also made this a priority with things such as the story and weapon types. "We plan to include three main weapon types: longsword, sword and shield, and bows. These will feature the full progression system seen in the demo, with skill levels such as Novice, Adept, Expert, and Master. Players will need to learn individual skills from different trainers to progress. In addition, we’re introducing secondary weapons like spears, halberds, and other polearms. These won’t have RPG-style progression but will still offer variety in combat." Regarding the story, they plan to be bold and strive to create a 16-28 hour-long main campaign. "The story will be divided into four chapters, with each chapter offering around 4–7 hours of gameplay. As in the demo, the player character begins as a nobody, slowly learning how to wield a sword and eventually becoming a knight. However, the progression will be much more realistic than in the demo, where the peasant hilariously transformed into a champion in just four days." This is a far cry from many games that are released nowadays. In just 2024 alone at a glance, the AA release Flintlock: The Siege of Dawn provided an average of 8 hours of content, Princess Peach: Showtime at 10 hours, Silent Hill 2 Remake at 15, and even the GOTY winner Astrobot holds an average playtime of 10 hours. A major issue within the industry is the way we are treated by the people who only have jobs because of our favorite hobby. In 2024 the gaming industry is forecasted to generate $208.7 BILLION dollars, up from 5.4% in 2023. Compare that to Hollywood, which is a measly $12.3 billion. The gaming industry employs 727,000 individuals in the United States alone. So, you'd think these people would have a little bit of respect for gamers, though so many who are vocal on social media show nothing but contempt for us. Perhaps this is because of fear if they do not show loyalty to a cause or "fit in" that they may not secure funding or genuinely believe in what they preach, but the team behind Knight's Path isn't worried about that. "We are independent developers, and we plan to stay independent so we can stay true to our vision. Knight's Path is a game made by gamers for gamers. We’re prioritizing fun gameplay above all, and we firmly believe this is exactly what gamers want." I also raised some questions about their big plans moving forward. In the demo, one of the major criticisms I had was with the voice acting. I had guessed it was done via AI, which was confirmed. "You guessed correctly– the voice acting in the demo was done by AI, and it was probably the loudest critique we received, and we totally understand why! Back then, we didn’t have much of a choice, but for the full game, we don’t plan to use any AI voices. Luckily, after the demo release, many voice actors reached out to us, volunteering to lend their voices to the full game. We absolutely plan to answer their call and give them that opportunity." AI can be a useful tool, especially for developers starting out who can't commit a lot of money to voice acting or just want to see a version of the product that's closer to what they envision the full release to be, but going from that to real voice actors will bump the experience to the next level. I myself played the demo in its entirety and really enjoyed my time with it! I thought the game was reminiscent of Gothic 2 and even The Witcher. I was happily surprised when I didn't encounter any bugs or glitches and while some areas have not been fleshed out like the voice acting, I would recommend putting the game on your wishlist to see what this team does in the future when they finally deliver their updated demo and the eventual full release of the game.

Vara Dark

42,375 görüntüleme • 1 yıl önce

007 First Light | Dev Q&A with new details (watched the entire thing): ▫️ Main campaign is roughly 20 hours ▫️ Online connection NOT required after initial download ▫️ There is a 'constant flow' of new stuff to unlock ▫️ No plans for co-op or multiplayer - "Our focus is the single player experience that we're experts in." ▫️ PS5 and Series X will have Performance & Quality Modes ▫️ PC will have full path tracing and DLSS 4.5 ▫️ Dualsense support confirmed for both PS5 & PC ▫️ There are many suits and outfits to unlock by completing challenges ▫️ Suits are mostly limited to the Tacsim mode - main campaign is predetermined because they wanted to keep it thematically appropriate ▫️ No plans for a demo ▫️ No plans for NG+ ▫️ HUD can be customized ▫️ Each mission will have multiple ways it can be completed ▫️ Freely explore the MI6 offices at the hideout to find Bond easter eggs ▫️ Bluffing is a powerful feature that can help you escape if you're detected ▫️ Bluffing requires action points to use for balance reasons ▫️ Certain enemies called Watchers will be harder to Bluff ▫️ While there's no traditional skill progression, the gadgets are your progression ▫️ As you unlock more gadgets, you'll have to decide which ones to take into the mission ▫️ On melee combat: "It's not just about one button - there's a bit of a combo system, you need to dodge, sidestep, parry, read your opponents." ▫️ You can quickly use gadgets on enemies mid-combat ▫️ New areas will have different weaponry that you can get from enemies ▫️ Multiple different types of assault rifles, pistols, snipers, shotguns, and more ▫️ Forward momentum was key for combat and gameplay - kick a weapon up off the ground, shoot, then throw it at the next guy and press forward ▫️ Bond has a focus ability where he can slow time and line up a shot ▫️ Classic Bond vehicles will return ▫️ Classic Bond gadgets will return ▫️ Contextual environmental kills. Bond can finish an enemy by throwing an object, slamming them into a nearby wall, etc. ▫️ You can grab and guard break enemies ▫️ Land and water vehicles confirmed ▫️ Releasing May 27th on PS5, Xbox, and PC #007FirstLight #PS5 #Xbox

KAMI

445,134 görüntüleme • 3 ay önce

Avowed | Hands-On Preview Details ▪️You play as the "Envoy", a fully customizable character traveling to the "Living Lands" (the setting of the game) on orders from the leader of the Aedyr Empire, a nation of humans and elves ▪️The Living Lands have a sort of Wild West frontier vibe where people head there in search of a better life, full of "rough and tumble" type inhabitants ▪️As the emperor's Envoy, most people immediately look at with mild distrust or full hostility as they see the Aedyr Empire trying to establish a foothold there ▪️You are sent there to investigate the "Dream Scourge", a soul plague that's infecting everything, and you need to learn how to stop it ▪️The game is not fully open world, but is made up of "open zones" that are large and interconnected, similar to The Outer Worlds ▪️Obsidian has made it a focus that each area is fully handcrafted and has interesting things to do, bandit camps, ruins to explore, half-destroyed hovels, undead soldiers, etc ▪️Features an open class approach to combat, where your backstory (war hero, arcane scholar, etc) determines your starting weapon, but you can find other options as you play like spears, swords, shields, pistols and can freely wield them ▪️You can store two weapon loadouts at a time and swap between them instantly, including mid-attack combo ▪️Hitting enemies damages health and also builds up a stagger meter that leaves them stunned when maxed out, allowing to do weapon-specific special moves for a lot of damage ▪️You can sneak around stealthily and get enemies from behind or use the environment to your advantage (like shooting fiery berries to start a fire) ▪️Some encounters can be bypassed entirely through stealth, or through dialogue convos if you have the right stats ▪️Combat is described as fast and fluid, managing your stamina meter to dictate your attacks, dodging unblockable enemy attacks, charging up your weapons for stronger hits, and being able to dual-wield like double swords, spear and pistol, etc "always feels like you have something up your sleeve" ▪️Some previewers however felt the combat was also "undeniably on the easy side" ▪️Eurogamer worries the Living Lands might not be as strange as Obsidian hopes it feels like, as there was nothing that popped out as unique or wildly original ▪️Structured leveling system, spend skill points in named skill trees like "Fighter" or "Ranger" ▪️Unlock special abilities that run on cooldown timers, mix and match different skills like the Fighter's dash-tackle and the Ranger's magic vines that entangles enemies ▪️There are many choices to make in the game, like happening upon a smuggler in a cage in the first outpost you encounter, whereby she's immediately distrustful of you, and it's up to you whether to release her or not ▪️One of the first places you visit is "Paradis", the main hub/point of civilization in the Living Lands, and you have to find the "clavager", essentially the town's mayor who went off to investigate some Dream Scourge reports ▪️After that, you're free to explore wherever you like, sidequests immediately become available, and they will impact your main story and vice versa ▪️Choices in sidequests "heavily impact individual characters, groups of characters, and entire settlements, factions of people, and the states of the regions that you go through. They will also impact the choices that are even available to you. Later in the game, you'll be locked or locked out of or presented with new choices based on the choices you made much earlier in the game" ▪️Exploring off the beaten path can often be rewarding, like happening upon a ruined tower that doesn't show up as any icon on the map. Investigating it triggered tripwire traps with swinging blades, inviting phantom enemies, and climbing up to the end revealed a chest with a high-quality piece of armor ▪️You can set up camps in different areas and talk to your companions, learn their backstories, etc which are all optional ▪️Writing is more grounded compared to the "relentless zaniness of The Outer Worlds", though still retains Obsidian's trademark humor but feels more natural to dialogue and less pressured to be quippy and quirky ▪️Kai, the bluish-green "Aumaua" companion from past footage, accompanies you early on. Companions are a 'constant presence', commenting on landmarks you pass by, during combat, and "generally feeling like a fellow traveler rather than trailing quietly behind you" Gamespot: Eurogamer: IGN: #Avowed #Xbox

Shinobi602

278,635 görüntüleme • 1 yıl önce

The Blood of Dawnwalker | Details ▪️New single player third-person fantasy action RPG ▪️Started development over 2 years ago in Unreal Engine 5, full gameplay reveal coming in Summer 2025 ▪️Led by former Witcher 3 game director Konrad Tomaszkiewicz and ex-Witcher 3 and Cyberpunk quest director Mateusz Tomaszkiewicz ▪️Focused on "narrative sandbox", no two playthroughs will be identical ▪️Takes place in 'Vale Sangora' in 14th century medieval Europe ▪️The setting has been ravaged by plague, famine and social disorder ▪️Inspired by Eastern European architecture and culture, Polish log houses, Ukrainian and Balkan clothing, 'Romanian defensive churches', and more ▪️The world has been watched by vampires in the shadows waiting to strike and make their move when humanity is at its lowest and to overthrow the feudal lords ▪️Day/night cycle plays a big role, wanted the world and villages and buildings to 'feel like a different place' after sunset ▪️You play as Coen, energetic, becomes a 'dawnwalker' (not human, not vampire, something in between), can traverse both worlds of humanity and creatures of the night ▪️You fight with swords and weapons by day, and can use vampire abilities in combat at night, explore the environment, etc ▪️You have 30 in-game days and 30 nights to save your family, wanted a sense of urgency. When you complete an objective/quest, time moves forward. But time doesn't pass in real world time, you can 'manage' how you use time as a resource ▪️You meet many characters throughout the game with their own goals and ambitions, which may make you friends or put you in opposition to them ▪️Blood Hunger: Gameplay mechanic where you need to feed throughout your playthrough ▪️If you talk to someone and have gone long without feeding first, you might lose control and eat them, even 'your best friend' in the game ▪️Vampire design: In this world, the vampire's teeth don't stop growing, so the older vampires have a lot of teeth. Aren't visible at first, can extend as their mouths open ▪️Vampires are led by Brencis -a super powerful old vampire that wants to change the world, twisted old religious beliefs and took advantage of social turmoil to turn himself into a sort of messianic figure ▪️The vampire leadership aren't black and white, but more gray, as they overthrew violent and corrupt feudal lords, but also kill people to eat, conduct blood masses at church, etc ▪️Brencis is a sort of 'active antagonist' that will react to your actions and decisions, will set edicts in the game that will become obstacles to the player like military checkpoints, etc Full Cinematic and Gameplay Teaser ▶️

Shinobi602

725,825 görüntüleme • 1 yıl önce

Battlefield 6 | Multiplayer Reveal and Details ▪️Launches on PS5, Xbox and PC on October 10 ▪️Open beta from August 9–10 and August 14–17 ▪️Gameplay designed to be more immersive, gunplay, movement etc rebuilt from the ground up ▪️9 maps at launch, including remake of Operation Firestorm from Battlefield 3 ▪️Class system returns (assault, recon, support, engineer) ▪️Assault Class: Enhanced mobility, extra primary weapon, push deep behind enemy lines ▪️Engineer: Rockets and mines, repair vehicles and equipment ▪️Support: Supply crates, heals, ammo, deployable cover, masters of the machine gun ▪️Recon: Tactical mastermind, drones to pinpoint enemy positions, C4, laser designator ▪️Vehicles that feel responsive, powerful and can change the tide of battle ▪️You can hitch rides on vehicles through expanded spaces to stay with your squad ▪️Drag and revive system lets you revive downed squadmates while dragging them ▪️Lean and peak around corners, mount weapons, crouch while sprinting, perform agile rolls while escaping enemy fire ▪️Tactical Destruction: Expanded and improved destruction for more options to navigate maps (take out floors to take out elevated enemies, destroy walls with sledgehammers, C4 etc) ▪️Map variety: Some are built for intense, close quarters combat while others are suited for large scale warfare with tanks, choppers and jets ▪️Gibraltar map: Designed for up close and personal, smaller urban areas ▪️Cairo: Infantry and land vehicles, Tajikistan boasts scale and epic setting for all out war experience ▪️Brooklyn: The best of both scale and close quarters combat ▪️Modes: Conquest, Breakthrough, Rush, Team Deathmatch, Squad Deathmatch, Domination, King of the Hill ▪️Escalation: New mode where teams are pushed towards a final climactic battle "that we think our players will love" ▪️More maps, modes and events to come in post-launch seasonal content (more info closer to release) ▪️Portal: Build, share and play your custom created experiences, updated toolset and editing tools. Modifiers allows players to set up hardcore rulesets Combat, Classes & Destruction ▶️ Maps, Modes & Portal ▶️ #Battlefield #Battlefield6

Shinobi602

73,071 görüntüleme • 1 yıl önce

A new DeFi era needs a return to fundamental primitives. Announcing Soul Public Sale! DeFi is entering a new era, led by protocols that bring real innovation, but to live up to its full potential, it needs to re-embrace its founding ethos with broad distribution and fair allocation. Soul is part of this: a 0-to-1 DeFi primitive that reimagines and unites crypto lending, built to unlock a new category of opportunities for users and enabling new DeFi economies led by increased efficiency and new on-chain dynamics. The launch of our Testnet has been a significant initial milestone in our journey, and we are beyond grateful to see such a warm welcome from our early community members! With this being just the first step of a long path ahead, we are excited to announce another significant milestone we are gearing up towards. Introducing the $SO Token Fair Public Round on May 16th! As a fully decentralized protocol, our goal is not to lead a community, but to lead together with the community! We are big believers that a united goal to create a change in the world will bring the strongest foundations for long-term success. We are excited to share with you that Soul successfully raised $4M in a private round from valuable partners such as X Ventures, TPCº, and Runtime Vеrification alongside angels from Coinbase 🛡️, LayerZero, Flowdesk, and . This was an important step to support the early development of the protocol and bring the initial vision to life. However, we believe that the true value of Soul should be established transparently, through broad community participation, rather than being set by private market dynamics. To support this, we are introducing the Fair Public Round for the $SO Token. A process designed to ensure equal access, fair valuation, and eliminate preferential terms for early participants. // The problem Over the past few years, a familiar pattern has emerged across the crypto sector. Projects often raise substantial capital through private rounds, securing early valuations and preferential terms for a limited group of participants. When a public round is eventually offered, it typically comes at a significantly higher valuation, offering fewer opportunities and limited upside for retail investors. This approach creates a fundamental imbalance, restricting participation and disconnecting value creation from important groups who also contribute to a project's success: users, supporters, and builders. At Soul, we believe there is a better model, one that aligns incentives from the beginning and builds stronger foundations for long-term growth. By giving the community the opportunity to participate early and on fair terms, we enable those who contribute to Soul’s success to directly benefit from the value they help create. // A new ICO era emerges An era in which initial valuations are not decided around a table of early private participants, but by the open and public participation itself. In 2017–2018, we witnessed one of the most dynamic periods in crypto history: the ICO era. A time when anyone, anywhere in the world, could participate meaningfully in the early growth of projects they believed in. Access was open, participation was broad, and innovation was funded directly by the community. Over time, however, that spirit of openness faded. The rise of private rounds and exclusive allocations shifted the landscape toward more traditional fundraising models, limiting access and weakening the connection between projects and their communities. We believe it's time to restore that original spirit, to rebuild a model where openness, fairness, and community participation are at the core of crypto startup innovation. // Pushing for an ICO 2.0 Era At Soul, we are committed to building a foundation that prioritizes fair participation and long-term alignment. 25% of the total token supply will be allocated to the community through this Public Round, establishing the basis for strong, decentralized governance as the protocol launches. Soul’s valuation will be determined upon the conclusion of the Public Sale, based solely on the capital raised during the round. We are equally committed to avoiding the common pitfalls of low circulating supply and artificially high FDV. All tokens offered in the public round will be fully unlocked at TGE, allowing for a transparent, market-driven valuation from the outset. // $SO Utility The $SO token is an essential component of the Soul Protocol, designed to drive governance, gauge voting, yield boosting, and value sharing. Rather than existing as a speculative asset, $SO is structured to reward participation, align incentives across stakeholders, and strengthen long-term protocol sustainability. Its utility is directly tied to protocol adoption and engagement, ensuring that value creation flows to those who contribute meaningfully to the protocol. Soul rejects short-term incentive models such as liquidity mining, which often generate unsustainable growth. Instead, prioritizes product-driven revenue and long-term value accrual, distributing rewards to $SO stakers and active participants in proportion to their contributions. Governance & Emissions Control $SO is the governance token of the Soul Protocol, enabling holders to participate in critical decision-making processes. Through governance proposals and emission gauge voting, $SO holders directly influence the allocation of incentives across Soul’s integrated Money Markets, ensuring that ecosystem growth is aligned with stakeholder interests. Boosted Yields Through Staking Staking $SO enhances users' lending positions by granting access to additional yield opportunities on top of base APYs. This mechanism directly links token utility to core protocol activity, ensuring that demand for $SO is driven by real usage rather than speculative behavior. Revenue Sharing & Buyback Mechanism The protocol’s fee switch will direct a portion of collected revenue to purchase $SO tokens from the open market, which will then be redistributed to stakers through emissions and reward mechanisms. This model will directly link protocol revenue to tokenholder rewards, ensuring that $SO ownership is economically tied to the protocol’s activity and long-term growth. For full details on tokenomics, please visit our dedicated page:

Soul Labs

289,571 görüntüleme • 1 yıl önce

Death Stranding 2 | Hands-On Details ▪️Press got to play a whopping 30 hours of the game, that is around 40% of the story says Kojima ▪️"Tighter, pacier, more dynamic, more gripping" than the first game ▪️4 difficulty settings: Story, Casual, Normal, and Brutal ▪️Played on base PS5, "impressive photorealistic graphics" that draw you in right away, "hugely increased" level of detail ▪️"Fantastically surreal" bossfights ▪️Takes place 11 months after the first game with Sam living with his daughter Lou in a remote area in Mexico ▪️After connecting America to the chiral network, deliveries are now automated by AI ▪️His peaceful life is disrupted by the return of Fragile, now running the company Drawbridge, who sends Sam on a mission to connect Mexico to the network and then to Australia ▪️Pacing is improved over the first game, swiftly gets players into gameplay ▪️Corpus: In-game glossary similar to Final Fantasy 16 that can be opened at any time, including mid-cutscene, to recap and explain plot points, characters, places etc ▪️Expanding gameplay systems was a major focus, world feels more dynamic and diverse with more opportunities for player expression ▪️Still focused on taking cross-country delivery jobs through hostile landscapes, but much more evolved like going from MGS1 to MGS2 ▪️More streamlined menus, clear info on your objective, equipment, routes, less frustration in traversal ▪️Combat now plays a greater role, Kojima added more options because so many people all over the world were asking him to make another Metal Gear ▪️Sam now has to also contend with extreme weather conditions. Sandstorms can topple you over, intense rain leads to floods, earthquakes shake the ground, avalanches can come crashing down ▪️Tons of environmental diversity, barren mountains, white sandy deserts, lush jungles, cities, etc makes the first feel static by comparison ▪️Time of day (sunlight, nighttime) can impact the temperature of your precious cargo ▪️Asynchronous online connectivity expanded with more structures like ziplines that now curve, safe houses for checkpoints, ramps that can shoot Sam across the air like Sonic ▪️You can level up your abilities through use, like stamina, proficiency with weapons, skill tree buffs like better stealth that gives improved noise cancellation and enemy alerts. Likewise more time in combat unlocks better ammo, scanner range, etc ▪️You can customize your backpack with lots of attachments like extra ammo pouches, shields, and more ▪️You can also customize vehicles like adding an arm to a truck that will automatically grab lost packages, machine guns to auto shoot enemies ▪️Lots of new options to encourage experimenting your approach, like finding extra tools like powerful gloves that let you punch mechs in the face or an otter hat to float in water ▪️"Significant" number of side quests with meaningful rewards: special weapon schematics, narrative payoffs, skill points to unlock footstep dampeners, aim assistance, vehicle recharger, etc ▪️Combat is vastly expanded and improved, in many ways "feels like Metal Gear Solid 6" ▪️Mexico and Australia are filled with enemy bases to infiltrate, ripe for silent takedowns or gunfights that feel "punchy" ▪️There are new human enemy forces such as bandits and armed survivalists ▪️You can wear different camo types to blend in and throw out small puppet "Dollman" into the air to scout out enemies ▪️You can now put down Sam's backpack to allow for more agile movement ▪️Lots of weapon options from pistols to assault rifles, shotguns, sniper rifles, grenade launchers, 'blood boomerang', the rope-firing Bola Gun, and more ▪️Battles against BTs are much more engaging, with new enemy types that can also physically see Sam, not just sense him ▪️You can unlock a music player in the game that lets you play a playlist of tracks you collect at your choosing Full IGN Video ▶️ VGC ➡️ Eurogamer ➡️ #DeathStranding2 #PS5

Shinobi602

1,078,190 görüntüleme • 1 yıl önce

Introducing QuickSwap Bonds, now live on the DEX 🔥 Discover an exciting new way to LP and earn rewards on #Polygon! Users provide liquidity and receive tokens at a discount that vest over time, represented by a Bond NFT. Projects get protocol-owned liquidity in return. Powered by ApeBond, the dragon and ape communities have teamed up to bring this awesome product to Polygon DeFi 🤝 Are you a yield farmer looking to tap into some cool Polygon ecosystem projects? Then QuickSwap Bonds may just be the right fit for you! Partner Projects Offering QuickSwap Bonds Dogelon Mars Dogelon Mars is a doge-themed cryptocurrency and comic series inspired by Dogecoin. Dogelon is a Shiba Inu on a mission to bring humanity to Mars. 50% of the token supply was locked forever in a decentralised liquidity pool and the other 50% was donated to Vitalik Buterin, the founder of Ethereum. $ELON is the main token that powers the ecosystem. GENSO Meta GensoKishi Online Metaworld is the Web3 incarnation of the award-winning Nintendo Switch/PS4 game “Elemental Knights," where players explore a fantasy 3D virtual world. It merges a MMORPG game style with in-game ownership through NFTs. Users can create, buy, and sell skins, maps, weapons, and more as NFTs through the $MV token. PLANET IX Planet IX is an online NFT-strategy game where users embark on an exciting adventure within a digital earth. The aim is to restore this planet to what it once was: a more thriving and lush environment. $IX is the game's native utility token that lets users farm, earn, and trade. BlockWallet BlockWallet is a self-custodial Web3 wallet that highly focuses on user security. It supports all EVM chains, is open source, has built-in swaps and bridges, supports multiple hardware wallets, and much more. BlockWallet has its own $BLANK token, which allows users to invest in the project's future, receive rewards, special offers, and engage in unique events like the upcoming STAKING campaign. Forest Knight Forest Knight is a free-to-play, play-to-own turned-based RPG game on mobile devices that lets players battle against one another through PVP and PVE game styles in a virtual fantasy world while also collecting NFTs and other items. Its in-game economy is powered by the $KNIGHT token, where holders can receive special benefits and participate in governance. Yellow Yellow Duckies is a NFT trading card game that lets players collect, trade and evolve Ducklings NFTs! The game uses the DUCKIES token for utility but also for the upcoming Duckies Canary Network 👀🎁🪂 Orbs Orbs is an open, decentralised, and public blockchain infrastructure that's made possible through a secure network of permissionless validators using PoS consensus. They've already integrated several powerful products on the QuickSwap DEX, including Liquidity Hub and dTWAP/limit orders. $ORBS is the token that powers their ecosystem. Veloce Veloce is a large, decentralised gaming and sports media organisation that is made up of 6 brands, taking Web3 esports and racing to the next level. VEXT (or $VEXT) is the ecosystem's native currency that provides holders with perks and benefits in the ecosystem. Borderless.Money | BorderlessMoney.lens (🌸, 🌿) Borderless Money is a DeFi protocol that lets users contribute capital to social investments (UN sustainable goals) to participate in various social causes. The platform's native token is $BOM, which users can stake, participate in decentralised governance, and earn rewards. BitCone (CONE) BitCone is a decentralised community powered by the $CONE token, best known for its "Conemunity" on subreddits. Users can earn the token through airdrops and BitCone mining. yusril mahendra FireBot enhances returns with DeFi strategies and trading algorithms, offering tokenized investments on Polygon. Their $FBX token is backed by quantitative strategies to mitigate crypto market volatility.

QuickSwap 🐲 DragonFi 2.0

42,760 görüntüleme • 2 yıl önce

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,424 görüntüleme • 1 yıl önce

Recently I got some hands-on time with Crimson Desert and below are my first impressions as well as some of the gameplay I was able to capture. Crimson Desert is a good game, but it won’t be for everyone. I know the devs claim this isn’t an RPG, but I don’t know any other way to describe this game other than a HARDCORE action RPG. If you need the yellow paint to know where to climb this game isn’t for you. But if you love getting lost in a whimsical world with a boat load of content this game is going to be right up your alley. I think what impressed me most is the attention to detail. There’s so many little things the dev team took into consideration that I think people who enjoy being immersed into a world are going to appreciate. Even if you aren’t that person; on a basic level I think most will enjoy the game's combat. It’s fast, fluid and provides a ton of player expression with its deep skill tree. The world of Pywel is vibrant, large in scale and full of life. It’s easy to get lost off the main quest line as there’s always something to do and someone to speak to. An example being I was wandering through the open world and encountered a distressed woman seeking help. I agreed to follow her only to find out moments later she was with a gang and they were trying to back door me. That had me cracking up. I think if the open world is consistently full of fun, unique side content like that & the main quest line is fire this game has a lot of potential to impress. It’s just a shame that I didn’t get to spend more time with the main quests as I kept getting side tracked with cool stuff to do in the open world. So I can’t give you much insight into that. What I can say is after the opening section there’s NEXT TO NO tutorials in this game, the puzzles are hard & the default controls are a bit clunky. You will be getting lost and I can see that frustrating some people who aren’t interested in a challenge. That’s why I mentioned earlier that this is a hardcore RPG. It does not do a lot of hand holding. Because of that I predict you and your friends will be sharing tips and tricks similar to when Elden Ring first launched and nobody knew what they were doing. If you are a patient person and take the time to learn the game's systems I promise you will be able to put together some awesome combos that will make you feel like the main character. My biggest fear for this game is that I won't finish it. Not because it’s a bad game, but I can just tell from my brief time with it that it’s next level massive. As someone who's been gaming for 30+ years it’s very rare you’ll hear me say a game was overwhelming, but this game is. For people who lack a ton of free time I can see that being a turn off because once again the game doesn’t give much direction or tutorials outside the opening area. Not to mention this game could be big just for the sake of being big. I was curious to know how much of the content was engaging versus just open world bloat? Hard to tell because I only got a few hours with the game. I also fear that the Ai isn’t the best in this game. The Ai issues I encountered zapped all immersion away for those moments. I’m not sure if the final build will differ from the vertical slice we played, but what I can tell you is that on the build we played I wasn’t impressed by the Ai. Several times I attacked enemy camps and they never reacted to me attacking them. They just stood there and took it which made the world feel less alive. There were also times where enemies were looking dead at me just standing still as the battle music played threatening to beat me up, but they never did anything. It was 3 or 4 times I encountered this poor Ai which is a red flag for me because I only got two hours of hands on time with the game. Mind you in those two hours a good portion of it was just me working my way through the prologue and the early quests, so I didn't spend a ton of time in the open world. What I'm trying to get at is the janky ai was very noticeable. It wasn't something that took long to find. I will say when the game works it's great, but when I tell you the Ai was bad at times it was bad. It reminded me of the dumb NPC’s often found in Ubisoft open world games. I’m not looking for this to be a Souls game but I want some level of challenge in the combat. Hopefully that stuff gets patched out. That being said, I’m confident in saying this game is good. I just didn’t have enough time with it to determine if it’s good, or GREAT. Only time will tell when Crimson Desert drops on March 19th, 2026 for the PC, PS5 and Xbox Series. Pros —---------- - Combat makes you feel like demon - Deep Skill tree - Vibrant world - Solid voice acting - Fire OST - The little details (trust system, you can commit crimes ect.) - No Fall damage - Puzzles are creative & challenging - Game doesn’t hold you hand (some people will hate this) - You can swap in and out of 3rd and 1st person at will. Wasn’t able to explore much of how that changes the game, but it’s nice that it's an option. - EASILY over 100hrs of content (some will hate this though) Cons —---------- - Clunky controls (Default controls take some time adjusting too. I hope there’s other control schemes at launch) - Inconsistent Ai (Ubisoft bad at times. sometimes the enemies wouldn’t attack during combat or act like they never saw you) - Long load times (we were playing on PC’s, but idk the specs) - Your horse can faint & when they do traveling the large world wasn’t as fun (and I couldn’t figure out how to get him back - most likely a skill issue) - Early stamina management is OD. Early game it’s easy to drown & get tired running. I’d imagine it gets better late game, but early game it’s frustrating trying to explore. - Camera takes some getting used to in combat. Sometimes its too close and others too far. - Early arrows have no impact. Felt useless. Hoping later upgrades fix that

The Black Hokage

1,175,183 görüntüleme • 5 ay önce

This might be the most insane battle in tech history. And everyone's watching the wrong thing. Waymo just raised $15 billion at a $100 BILLION valuation. That's a 122% jump in 14 months. Meanwhile, Tesla started testing truly driverless robotaxis in Austin last week. But here's what nobody's saying out loud: This war was already decided. And Waymo won. The market just told us exactly how much real autonomy is worth versus promises. Tesla's entire $1.5 trillion valuation assumes robotaxis will generate trillions in revenue. Waymo's actual working robotaxis doing 450,000 weekly paid rides across five cities are worth $100 billion. That's the gap between fantasy and reality priced in real money. And it gets crazier when you look at what's actually happening on the ground. Waymo crossed 127 million fully autonomous miles. Zero humans in the car. Ever. They went from testing to fully autonomous in Dallas and Houston in six months. The "can't scale" argument just died in Texas. Meanwhile Tesla just removed the safety driver from 30 cars in Austin. After six months of supervised testing. With seven reported crashes to NHTSA. Elon claimed they'd have 500 robotaxis in Austin by end of 2025. They have 29. Deutsche Bank predicted 1,500 across Austin and San Francisco. But they're nowhere close. The real story isn't the numbers. It's the business model everyone missed. For years, Tesla bulls said Waymo's approach was too expensive to scale. Lidar costs tens of thousands. HD mapping takes forever. Remote monitoring eats margins. Tesla's vision-only system costs $400 per car. Waymo's sensor suite costs $12,700. Simple math says Tesla wins, right? Wrong. Because they're not selling the same product. Tesla is selling supervised driver assistance to consumers who pay $99/month and still have to watch the road. Waymo is selling fully autonomous rides to passengers who literally sleep in the back seat. Those are completely different businesses with completely different economics. And the market just valued the difference at $100 billion. Here's the part that destroys the Tesla narrative: Waymo's cost per vehicle is dropping faster than anyone predicted. Their 6th generation system coming in the new Zeekr van will cost under $20,000. Getting competitive with Tesla's hardware while maintaining full autonomy. Meanwhile Tesla's FSD has been "months away" from unsupervised operation for five years straight. The technical gap is widening and NOT closing. Waymo just launched freeway operations across San Francisco, Phoenix, and LA. They're expanding to 12 new U.S. cities in 2026 plus London and Tokyo. That's the opposite of "can't scale." Tesla can't even get a California permit to test without a safety driver. But wait, there's more... Waymo's safety data makes Tesla look reckless. 88% reduction in property damage claims compared to humans. 92% reduction in bodily injury claims. Those numbers come from Swiss Re, not Waymo's marketing team. Tesla's response? "Trust us, it's safer than humans." No comprehensive data. No third-party verification. Meanwhile actual insurance companies are pricing the difference. Everyone's debating cameras versus lidar. That's like arguing about gasoline versus diesel when one company has working cars and the other has prototypes. The real question is: who understood the path to market first? Waymo spent 15 years building a system that actually works. Incremental progress. Conservative timelines. Real safety validation. They're boring. They're slow. They're methodical. And they won. Tesla promised magic. Flashy demos. Aggressive timelines. Revolutionary technology. They're exciting. They're fast. They're bold. And they're stuck in supervised mode with 29 cars. Here's what happens next: Waymo takes this $15 billion and floods the market. 100,000 vehicles. At current utilization rates, that's 10% of the entire U.S. ride-hailing market. They become the default autonomous option in every major city by 2027. Tesla either admits FSD Supervised isn't ready for full autonomy, or they keep testing with 30 cars and hoping for a breakthrough. The market has spoken. Real autonomy with expensive sensors beats cheap cameras that need human supervision. Not because the technology is better. Because the business model actually works. You can't scale "almost autonomous." You scale fully autonomous or you stay a driver assistance feature forever. Waymo chose the hard path and won. Tesla chose the impossible path and got stuck. The $100 billion valuation is the market pricing that difference. This was never about who has better AI. It was about who understood the economics of autonomy first. And Waymo just proved they did.

Ricardo

212,043 görüntüleme • 7 ay önce

Introducing the Content Machine! This was the first time I walked through the mechanics of our anti-slop content system & how we drive 10,000,000+ impressions at tenex with a marketing team of...2. Thanks to claire vo 🖤 for having me on her show to share. Full-writeup & interview below... What is the Content Machine? A directory of daisy-chained skills that turn what you already say into publish-ready content. This is the key way to avoid turning into a slop cannon. It mines the places you already talk (Slack, Notion, Gmail, Linear, GitHub) plus what the internet is saying, finds the ideas worth writing, interviews you to extract the story, drafts it, and edits it to a 9/10 bar before you post. What are the principles of this system? 1) It is not a "write me a post" prompt. The core belief baked into it: the raw material must come from you. 2) The machine never invents your voice and never fabricates your insight. It does the research, the structure, and the editing, so your time goes only to the part only you can do. It focuses the human on the first & final mile of the content process. How is it structured? A two-layer split between the process & the person - The process layer is generic and shared: the pipeline, the content-type specs, the copywriting references, the onboarding flow. That is what lives in git and what gets shipped to other people. - The personal layer is yours and never leaves your machine: content-machine.config.md, creators/ / (profile, style guide, lessons), projects/, published/, oracle-reports/. All gitignored, and the desktop build script refuses to package any of it. What is the 10-step pipeline? 1) Creator Select. Multi-creator by design. It figures out who this run is for and loads their profile, style guide, and content lessons. Everything downstream is scoped to that person. - Onboarding (first run only). Scaffolds the workspace, auto-creates your Notion Vault, connects your sources, and builds your voice guide one of three ways: import a guide you already have, feed it writing samples, or sit for a short voice interview. 2) The Oracle. Two idea engines running in parallel: - Oracle scans what you wrote in the last 7 days across Slack, Notion, Gmail, Linear, and Git, hunting for "spikes," moments where you naturally said something worth expanding. - The Internet Reader scans what the world is saying, pulled only from the source list in your profile (handles, labs, outlets, keyword watchlist), plus a social sweep across Reddit, X, YouTube, Hacker News, and more (thanks /last30days & Matt Van Horn). - Every idea is scored 0 to 10 (POV strength 25%, story potential 25%, emotional intensity 20%, lesson/framework 20%, depth 10%). Everything qualifying gets written to The Vault, a Notion database that is the durable idea bank. 2.5) Research. Before you get interviewed, a research agent builds a sourced brief: - key facts with links - current developments - what has already been said in-market - contrarian angles - open questions only you can answer. 3) Interview Panel. Six interviewer personas (Ferriss, Rogan, Larry King, Stern, Barbaro, Barbara Walters) ask you one question at a time, each chasing a different dimension: tactics, story, core truth, the hidden thing, clarity, emotional depth. It pushes back on vague answers and will not advance until it has 2 to 3 specific stories with real details. 4) Production. Your interview becomes a raw markdown file: stories, core insights, quotable moments, the emotional anchor, surprising reveals, the "so what." Your exact words are preserved. This file is the source of truth for everything that follows. 5) Refinement. Now it drafts, and only now. It must read your style guide, your content lessons, and the spec for the chosen format (LinkedIn post, X thread, long post, playbook, podcast promo, reaction post, article, and so on). 6) Writer's Council. Six reviewers score the draft: Morgan Housel (will this matter in 10 years), Tim Urban (is it confusing), Shaan Puri (would I stop scrolling, plus three alternate hooks), Greg Isenberg (what can someone steal), David Perell (is it personal, observational, playful), and a Slop Detector hunting AI tells. Each gives what's working, what needs work, a fix, and a score. 7) Revision Loop. Under 9/10 goes back around. The smart part: fixes get sorted into editorial (the machine rewrites it itself) and information gaps (only you have the answer), and information gaps route back to the Interview Panel with targeted questions rather than letting the machine make something up. Max 3 editorial cycles. At 9/10 the piece becomes the anchor. 8) Repurposing Engine. One anchor fans out into 10+ derivatives: X article, LinkedIn article, short X posts, short LinkedIn posts, a playbook if there is a framework in it. Each one is written native to its platform with a fresh hook, not cross-posted, and each runs the full council and revision loop to 9/10 on its own. This is the multiplier. 9) Distribution (optional, off by default). UTM tagging, a scheduled publishing queue, CRM capture of every touchpoint, attribution reporting back to pipeline, and marking the Vault row as Published. 10) The Learning Loop, always running. After you approve a piece it diffs your first draft against the final, extracts the pattern, and asks you to confirm it. Confirmed lessons go into content-lessons.md and override the style guide. Once a lesson proves out across a few projects it graduates into the style guide itself. Your first drafts get better over time instead of you re-explaining preferences. P.S. i'm thinking about opensourcing this. should i do it?

Alex Lieberman

112,451 görüntüleme • 9 gün önce

I played 4 hours of The Blood of Dawnwalker - and it's damn good. My full thoughts below 👇 The version we played was in beta and running on some powerful PCs. It was from the beginning of the game so I wasn't able to explore the entire map. It felt pretty polished overall and I didn't experience any bugs or performance issues during my time. The game takes place in Vale Sangora - it's a beautiful valley near the Carpathian Mountains full of lush trees, bogs, mines, and all kinds of wildlife and villages and communities roughly comparable in size to The Witcher 3's Blood and Wine but packed with detail. There's a lot of neat history everywhere you look and explore, with references to Genghis Khan's hordes, the Tatars, and more. There are also little details that help make the setting a bit more real. Because Vale Sangora is run by the vampire leaders, silver is forbidden to have in your possession, and not every merchant will buy or sell them. It looks great visually, but I wouldn't say in a way that blew my socks off. Environments look good, trees, bushes etc all swaying in the wind, good lighting, character models are nicely detailed. It's not pushing things on a technical level but I found that perfectly ok. From the beginning of the game, a series of events introduces you to Coen's family - his parents and siblings. His father Pieter is a strong and stern caretaker who knows his way around a sword but deeply cares for his family. Coen's mother Esme is stricken by an illness that the whole family is trying to wrangle with, and his siblings are playful and endearing. As the vampires don't tolerate 'weakness', you start the feel the weight of the family's plight that gives off an aura of despair. At least in these initial hours, I found myself surprisingly growing attached pretty quickly. While there's an ominous metaphorical 'cloud' that hangs over the valley, there are bits of lightheartedness thrown in too. One charming quest saw me play tag with my siblings and go fishing in the old family hangout spot. Character performances and voice acting are excellent. There weren't really any characters that felt out place or miscast. I especially enjoyed the gravelly voices of Pieter and Brencis - the leader of the vampires. Brencis comes off formidable, and events in the game gave me a motivational drive for revenge, which I always like in games. The story is set up in a way that each of the vampire leaders needs to be taken down, with Brencis as the head honcho. You can attack them in any order, even going directly to Brencis from the outset, but you'll probably find you'll have a bit of trouble with that approach. While I've always been a little hesitant about plots that have open-ended structures, the team at Rebel Wolves told me that each vampire 'captain' is unique with many quests tailored to their specific stories, and there was a lot of effort and care put into each. They urge players to play through each storyline to get the most out of the game. There were lots of endearing characters in just the first few hours. Anca - a local herbalist and a witch, reminded me a lot of The Witcher 3's Keira. And she's a romance option. There are other sentient races as well, like the Uriash which I would say resemble something like the Qunari from Dragon Age. They're big, tough and brooding and are seen as monsters and somewhat shunned. There's a nice variety of monsters too, like kobolds who are basically ghouls that talk smack, and I came across the "Great Bog Wurm" in a swampy area which was it's own mini-boss fight. When I compare to something like The Witcher 3 (because many people understandably do with Dawnwalker given how the game looks and the makeup of the Rebel Wolves team), movement and navigation in the game felt fairly fluid overall. Walking, sprinting, vaulting ledges, etc were smooth. There's a bit of clunkiness when it comes to jumping, where I'd sometimes starting sliding jumping down a hill or onto rocks. There's also an ability that Coen automatically gets after he becomes a half-vampire called "Planeshift". It lets him teleport dash around the world so he can reach higher areas or across gaps. It felt a little clunky and imprecise when scaling things like towers and trying to land back on solid ground. There's a glossary/beastiary that's structured just like The Witcher 3, and the soundtrack is basically, you guessed it, The Witcher 3 in all the best ways. And like one of my favorite parts of The Witcher 3, there are plenty of points of interest that lead to unique little narrative beats or quests. One saw me come across a villager searching for his brother. Following that little quest line led me to a buried tomb which led to a boss fight with an ancient warrior and cool loot at the end. One abrupt encounter in the world saw me chase the village asshole talking shit about my family. When his drunkard father catches us arguing, he scolds him more and tells me I should teach him a lesson myself and beat him with a stick. I can choose to partake in it, stand by and watch, or stop the father in a physical altercation. There's been a lot of questions about combat and from what I played, I liked it, moreso than The Witcher 3's. There are two ways to play: directional and traditional. With directional combat, you hold down a shoulder button to block while aiming in whatever direction you see an enemy attacking from. That's either up, down, left or right. It's simpler than something like Kingdom Come and I got used to it real quick. It sometimes got a liiiittle overwhelming when multiple enemies are attacking at the same time - and they do that a lot. Enemies don't wait around for their turn, instead opting to gang up on you to take you down. There's also the traditional or 'standard' combat, which is basically pressing a button that blocks enemies no matter what direction (your standard action game). You can also expectedly parry enemies that open them up for more damage. There is a stamina meter that depletes with blocks, and it depletes faster if you're playing standard, though you can upgrade your stamina as you play too. There are active abilities you can put into quick slots for faster use during combat. As there's a day/night cycle and Coen is a 'dawnwalker' - meaning he's human during the day and a vampire at night, you can switch between your swords in daytime and bring out your claws at night, which are more powerful. There are many abilities, though because I was playing the first hours of the game, I didn't get to see them all. One that I got to use was a powerful charge attack, and another was a flurry of deadly slashes with my claws. You can drain enemies to regain health with 'voracious bite', though enemies won't wait around while you're doing it so you have to be mindful. There are shrines dotted around the map that you can use to fast travel and upgrade your skills. There are tons of resources and items in the world just like The Witcher that you can use to craft potions and the like. Some can only be done during the day or at night. In terms of time progression, there are 8 time 'segments' per day and certain quests and activities can push the time forward a set amount of segments. I thought I would hate it at first, but it actually makes for some compelling choices in how you choose to progress the game. You're always shown when an action will progress time by the way, so nothing will take you by surprise. Running around and exploring the world doesn't push time forward. When your vampiric health drops really low, you become hungry and start to really crave blood. You can even lose control during dialogue and drain the person you're talking to - including friends. I didn't encounter that myself but the devs said those can have lasting effects throughout the game. This has definitely jumped up my most anticipated list for the rest of the year. It's practically The Witcher 3: Medieval Vampire Edition with its own flavor and unique mechanics and honestly...that is something I'm quite happy about. #BloodofDawnwalker

Shinobi602

341,674 görüntüleme • 1 ay önce

A forgotten kingdom waiting above the sky. Used Script to video skill on FlovaAI FlovaAI_Japan prompt Title: "The Castle Above the Clouds" Duration: 45 seconds Style: Grounded naturalistic photoreal cinematic adventure drama, live-action feature film quality, anamorphic 35mm film look, realistic medieval atmosphere, emotional performances, natural sound design, shallow depth of field, atmospheric lighting, epic scale, realistic geology, no fantasy exaggeration. Main Characters: ELIAN (32) — A medieval historian and explorer, calm and observant, wearing a weathered dark leather coat, linen shirt, travel boots, carrying an old leather journal. MARA (29) — A skilled mountain guide, intelligent and fearless, wearing a practical wool cloak, leather gloves, climbing gear, carrying a small lantern and ancient map. Scene 1 — The Fortress Above the World (0–10 seconds) EXTREME HIGH VANTAGE POINT — CASTLE BATTLEMENT TERRACE — MORNING A sweeping aerial establishing shot reveals a massive medieval castle standing on a sheer alpine cliff nearly 1000 meters above the valley floor. The camera slowly moves across the open stone battlement terrace. No people are visible at first. Foreground: Weathered pale sandstone parapets dominate the frame. Ancient crenellations line the edge. The stone is covered with realistic cracks, worn mortar, chipped corners, patches of moss and lichen. A castle tower rises on the left side of the frame with narrow arched windows glowing in warm sunlight. The camera slowly approaches the cliff edge. Beyond the parapet: A terrifying vertical drop disappears into clouds. Far below, the valley appears miniature: A turquoise river winds through green farmland. Tiny villages with red rooftops sit beside the water. A medieval town with walls and towers rests on a distant ridge. The enormous mountain range fills the horizon, glaciers glowing under sunlight. Clouds drift BELOW the castle terrace. Sound Design: Strong mountain wind. Distant bells from the valley. Soft orchestral strings begin. Scene 2 — The Forgotten Map (10–20 seconds) EXT. CASTLE COURTYARD — MORNING The camera moves through an ancient stone courtyard. Empty armor stands beside old wooden doors. Sunlight enters through towering arches. Elian walks slowly through the courtyard, studying carvings on the castle walls. Mara follows behind carrying an old rolled map. She opens it on a stone table. The map shows the surrounding mountains and a hidden route marked through the peaks. MARA "This path hasn't been walked in three hundred years." Elian touches the faded markings. ELIAN "Then why was it hidden instead of destroyed?" Mara looks toward the towering mountains outside. MARA "Because some places are forgotten for a reason." A strong wind blows through the courtyard. The castle bells ring once. Scene 3 — The Edge of the Unknown (20–32 seconds) EXT. CASTLE BATTLEMENT — AFTERNOON Elian and Mara stand on the highest terrace overlooking the impossible landscape. The camera circles them slowly. They look incredibly small against the mountains. The valley below glows with golden sunlight. Clouds move between the castle and the world below. Mara points toward a distant mountain ridge. MARA "Beyond those peaks is the old fortress of Aurelian." Elian looks through a small telescope. Far away, barely visible on a rocky summit, sits another ancient castle. ELIAN "No one could build there." Mara smiles slightly. MARA "Someone did." The camera pushes toward the distant fortress. Snow-covered peaks rise behind it. Thunder rolls softly in the distance. Scene 4 — The Storm Approaches (32–40 seconds) EXT. MOUNTAIN PATH BELOW THE CASTLE — LATE AFTERNOON Elian and Mara descend along a narrow stone path carved into the cliff. The castle towers above them. A dramatic weather shift begins. Massive clouds gather around the mountain peaks. Wind increases. Loose dust moves across the ancient path. Mara stops and looks upward. MARA "The mountain is changing." Elian looks back toward the castle. ELIAN "Then we move faster." The camera rises high above them. They become tiny figures against the massive landscape. Scene 5 — The Final View (40–45 seconds) EXT. ALPINE RIDGE — SUNSET A final cinematic wide shot. The camera rises above the mountains. The medieval castle stands alone on its cliff, surrounded by glowing clouds. The valley below reflects the orange sunset. The river shines like a ribbon of gold. Elian's voice echoes softly. ELIAN (V.O.) "Some kingdoms are remembered because they conquered the world..." A pause. The camera moves toward the endless mountains. ELIAN (V.O.) "Others are remembered because they dared to reach beyond it." Cut to black. END. Visual Notes: Realistic medieval architecture inspired by Alpine castles and mountain fortresses No magic, no fantasy creatures, no exaggerated landscapes True scale: humans remain tiny compared to nature Cinematic 35mm grain, anamorphic lens flares, realistic atmospheric depth Natural mountain wind, distant bells, footsteps on stone, subtle orchestral score. #Flovaai #Flovacpp

Sharon Riley

604,606 görüntüleme • 15 gün önce

FULL TRANSCRIPT OF ELON'S CYBERCAB AND ROBOVAN PRESENTATION 00:00 Welcome 01:16 Cybercab & Future of transportation 04:33 Cost 05:53 Timeline 07:13 Self-driving technology 10:05 Inductive charging 10:24 The cities of the future 11:04 Robovan 12:13 Optimus Welcome Welcome to the We, Robot party. We have quite a show for you tonight. I think you're going to like it. As you can see, I just arrived in the Robotaxi, the Cybercab. And there's 20 more where that came from. So they've been traveling, there's no people in them. As you can see, the car is just going by with no people. We have 50 fully autonomous cars here tonight. So you'll see model Y's and the Cybercabs, all driverless. You'll be able to take a ride in the Cybercab. There's no steering wheel or pedals. So I hope this goes well, we'll find out. You see a lot of sci-fi movies where the future is dark and dismal, where it's not a future you want to be in. So, you know, I love Blade Runner, but I don't know if we want that future. We want that duster he's wearing, but not the bleak apocalypse. We want to have a fun, exciting future that, if you could look in a crystal ball and see the future, you'd be like, yes, I wish I could be there now. That's what we want. Cybercab & Future of transportation So, when we think about transport today, there's a lot of pain that we take for granted, that we think is normal. Like having to drive around LA in 3 hours of traffic. Yeah, people that live in LA, I mean, you know, try to get from Pasadena to El Segundo during rush hour. You can fly to another city faster than you can get to LA. And you have to drive the whole way, unless you're in a Tesla. Of course, our Tesla already does quite well at this supervised self-driving. So, supervised full self-driving is actually working quite well. I'm sure there's people in the crowd who are using that. So, we'll move from supervised full self-driving to unsupervised full self-driving where the car, you could fall asleep and wake up at your destination. But there's also a challenge for a lot of people that cars cost too much. I mean, when you factor in everything that goes into a car and the car insurance and the car payments, storage of the car, it's very expensive. You say, like, how many hours a week are cars used? Your average passenger car is only used about 10 hours a week out of 168 hours. So, the vast majority of the time cars are just doing nothing. But if they're autonomous, they could be used, I don't know, five times more, maybe ten times more. So you could actually, for the same car, would have five times as much value, maybe ten times as much value. There's 168 hours in the week, and like I said, only ten of them are used for driving. And then, a bunch of those hours are looking for a parking spot, which can be pretty annoying at times. So, with autonomy, you get your time back. This is a very big deal. So it's not just, it'll save lives, like a lot of lives and prevent injuries. I think we'll see autonomous cars become ten times safer than a human. I mean, if you think of times past where there used to be an elevator operator in every elevator but once in a while, they get tired and accidentally shear somebody in half. Now, we have automated elevators. You just get an elevator and you press a button and you don't even think about it and it just takes you to the floor. And if you did see an elevator operator with a big relay switch, you'd be like, that's weird. That's how cars will be. And it's not just the lives saved in injuries, but if you think about the cumulative time that people spend in a car and the time that they will get back that they can now spend, well, I guess, on their phones or watching a movie or doing work or whatever you want to do you can think of the car in autonomous world as being like just little lounge. You're just sitting in a comfortable little lounge and you can do whatever you want while you're in this comfortable little lounge. And when you get out, you will be at your destination. So, yeah, it's gonna be awesome. Cost So, in fact, I think the cost of autonomous transport will be so low that you can think of it like individualized mass transit. The average cost of a bus per mile for a city, not the ticket price, because that is subsidized, but the average price is about a dollar a mile, whereas the cost of Cybercab we think probably over time, the operating cost is probably going to be around twenty cents a mile. Including taxes and everything else, it probably ends up being 30 or 40 cents a mile. And you will be able to buy one. And we expect the cost to be below $30,000. And I think there'll be an interesting business model where, let's say somebody is an Uber or Lyft driver today where they can actually sort of manage a fleet of cars and like, sort of manage, I don't know, 10, 20 cars and just take care of them. Like a shepherd tends their flock. You have a little flock of cars and you're the shepherd and you take care of your flock of cars. I think that would be pretty cool. I think it's going to be a glorious future. It's going to be really something special. Timeline We do expect actually to start fully autonomous unsupervised FSD in Texas and California next year. And that's obviously, that's with the Model 3 and Model Y. And then we expect to be in production with the Cybercab, which is really highly optimized for autonomous transport in probably, I tend to be a little optimistic with time frames, but in 2026. So, yeah, before 2027, let me put it that way. And we'll make this vehicle in very high volume. But well, before that, you will experience a robotic taxi via the Model 3 and Model Y program and model S and X, too. But the Model 3 and Y will achieve unsupervised full self-driving with permission, in wherever regulators essentially approve it. In the US, and then to follow outside the US. And Cybertruck, too. All our cars are basically, all cars that we make. Let's not get nuanced here. Self-driving technology One of the reasons why the computer can be so much better than a person is that we have millions of cars that are training on driving. It's like living millions of lives simultaneously and seeing very unusual situations that a person in their entire lifetime would not see. With that amount of training data, it's obviously going to be much better than what a human could be because you can't live a million lives. And it's also, it can see in all directions simultaneously and it doesn't get tired or text or any of those things. So, it will naturally be, like I said 10, 20, 30 times safer than a human, just for all those reasons. And I want to emphasize that the solution that we have is, AI and vision. So, there's no expensive equipment needed. The Model 3 and Model Y and S and X that we make today will be capable of full autonomy, unsupervised. And that means that our cost of producing the vehicle is low. Now, we are going to actually over-spec the computer for the Cybercab. So, our AI 5 computer will be somewhat over-spec'd because I think there's actually also an opportunity, sort of like an Amazon Web Services, where if the car is driving for 50 hours a week, there's still over 100 hours left and there's a potential there to have a massive amount of distributed inference compute, where if you've got like a fleet of 100 million vehicles and a kilowatt of efficient inference compute, you have 100 gigawatts of compute, which is really quite substantial. And if it's there, you might as well use it so that I think will make sense. So, our autonomous future is here. As I said, we've got 50 Teslas driving autonomously. We're trying to give you a sense of what cities will be like in the future. And when you get in, you'll see like, it's really quite a wild experience to just be in a car with no steering wheel, no pedals, no controls, and it feels great. So we have enough vehicles here, so everyone should be able to try it out and experience the set that we've built here. It's a very big set. So it's like really we've used I don't know, 20, 30 acres or something like that. It's really big. So, it goes on, the ride's long. And we set it up to feel like a ride, like a park ride. So, it'll be cool and you'll get to experience it tonight. Inductive charging Something we're also doing is and it's really high time we did this is inductive charging. So, the robotaxi has no plug. It just goes over the inductive charger and charges. So, yeah, it's kind of how it should be. The cities of the future One of the things that is really interesting is how will this affect the cities that we live in. And when you drive around a city, or when the car drives you around the city, you'll see there's a lot of parking lots. There's parking lots everywhere, parking garages. What would happen if you have an autonomous world is that you can now turn parking lots into parks. And so, from we're taking the inglot out of parking lot. You're welcome. So, there's a lot of opportunity to create green space in the cities that we live in. So, like, that would be quite fantastic. Robovan Oh, and also, what happens if you need a vehicle that is bigger than a Model Y? The Robovan. We're going to make this and it's going to look like that. Now, can you imagine going down the streets and you see this coming towards you? That'd be sick. So this can carry up to 20 people, and it can also transport goods. You can configure it for goods transport within a city. Or transport of up to 20 people at a time. The Robovan is what's gonna solve for high density. If you want to take a sports team somewhere or you're looking to really get the cost of travel down to, I don't know, 5, 10 cents a mile, then you can use the Robovan. One of the things we want to do, and we've seen this with the Cybertruck, is we want to change the look of the roads. The future should look like the future. Optimus Speaking of robots. Everything we've developed for our cars, the batteries, power electronics, the advanced motors, gearboxes, the software, the AI inference computer, it all actually applies to a humanoid robot. The same techniques. It's just a robot with arms and legs instead of a robot with wheels. We've made a lot of progress with Optimus. And as you can see, we started up with someone in a robot suit. And then, we've progressed dramatically, year after year. So, if you extrapolate this, you're really going to have something spectacular, something that anyone could own. So, you can have your own personal R2-D2-C3PO. And I think at scale, this would cost something like, I don't know, $20,000, $30,000, probably less than a car is my prediction, long-term. It'll take us a minute to get to the long term. But fundamentally, at scale, the Optimus robot, you should be able to buy an Optimus robot for, I think, probably $20,000 to $30,000, long-term. And what can it do? It'll basically do anything you want. It can be a teacher or babysit your kids, it can walk your dog, mow your lawn, get the groceries, just be your friend, serve drinks whatever you can think of, it will do. And, yeah, it's going to be awesome. I think this will be the biggest product ever of any kind, because I think everyone of the 8 billion people of Earth, I think everyone's going to want their Optimus buddy. And there's going to be maybe two. And then, they'll be producing products and services. I predict, actually, provided we address risks of digital superintelligence, 80% probability of good outcome, look on the bright side, the cup is 80% full, the cost of products and services will decline dramatically. And basically, anyone will be able to have any products and services they want. It will be an age of abundance the likes of which people have not, almost no one has envisioned. It will be something special. So now, one of the things we wanted to show tonight was that Optimus is not a canned video. It's not walled off. The Optimus robots will walk among you. Please, please be nice to the Optimus robots. You'll be able to walk right up to them and they'll serve drinks at the bar. I mean, it's a wild experience just to have humanoid robots and they're there, you're just in front of you. So yeah, with that, let's party!

Mario Nawfal

241,051 görüntüleme • 1 yıl önce