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Shrimp Game Overkrill has officially released on steam! Big co-op campaign. save shrimp world. 🌐 PvP modes (krill your mates) 🍤 Elemental fusions and mech-like gameplay 🔥 DnB inspired soundtrack 🎧 literally everything you need in a Shrimp-like product #indiegame #shrimp

66,717 views • 1 day ago •via X (Twitter)

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Super Shrimp World Level 6 - Tokenomics! Check out the Galxe page for level 6 here: This quest attempts to cover the last missing pieces of information around SHRIMP, mainly our tokenomics. Tokenomics are weird and complicated, and can be difficult to understand from a regular users point of view - we'll try to make it as easy to digest as possible, by providing proper context and transparency. Our tokenomics are designed by us, which means they might be flawed, but they are carefully chosen this way because we believe it's the best course of action considering our ambitions for SHRIMP. There will be a fancy pie-chart on our website, but to summarize, here is what it looks like: Total supply: 121,212,121. 30% - Community. 30% - Reserve. 15% - LP. 15% - Investors. 5% - DAO. 5% - Team. Here is a brief description for each category: Community: Community is sort of a broad term - this allocation includes, but is not limited to: Aptomingos, [REDACTED] Keys and CB ordinals: Our dear loyal supporters - the people who have faith in us. Aptomingos will naturally get the highest allocation, but we'd like to show good faith to both key holders and CB ordinal holders by providing a small allocation to them as well. SHRIMP liquidity providers: We'd like to incentivize you guys to provide liquidity for SHRIMP, and we'll be working closely with DEX's to make this a reality. Barbecue participants: The Barbecue is all about rewarding active users who enthusiastically pays attention to our shenanigans, and punish the ones that don't. NFT and DeFi communities: The SHRIMP experience isn't gated to our holders only - we're looking to include the entire Aptos ecosystem, and even a few friends from other networks. This means we'll drop an allocation to our NFT and DeFi friends as well. This won't be done in a regular fashion, but we'll provide more context on this front in the near future. Galxe participants: These Galxe campaigns have been part of a little way to boost our engagement while still educating you guys about the core concepts of SHRIMP. So far, they've been pretty easy, but you never know what might happen in the future. Reserve: This allocation of tokens are specifically set aside for our mechanic called The Reserve. These tokens will only be utilized when we hit certain burn thresholds from The Barbecue. We highly doubt that we'll utilize the total amount in this category this way, so this allocation will also serve as a backup for things like grants for builders, more airdrops, providing more liquidity, etc. LP: Our initial liquidity pool will consist of 15% of the total supply. We'd like for people to able to trade freely, and sufficient liquidity is the key to that goal. Investors: We believe we have a good mix of people in our presale round. We've got founders, real products, influential traders, whales, and people who've shown loyalty and faith in us from our humble beginnings. This allocation is vested, and they will have ZERO tokens available to trade on day 1. DAO & Team: The DAO allocation is for anything we'd like to do as a project. Think of this allocation as a jack-of-all-trades. Team allocation is sort of self-explanatory, we'd like to be involved in the process and experience of SHRIMP, while also being paid for the work we've done over the past couple of months. Team allocation is vested, similar to presale. We retain the right to drop these allocations as we see fit, and we've already explained that not everything will be dropped at once. We'd like a healthy circulating supply, which means things might be done slowly, and might be adjusted as we go.

SHRIMP

129,363 views • 2 years ago

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

725,990 views • 1 year ago

5 Facts you didn't want to know about Alien Breed for the Commodore Amiga Alien Breed (1991) is a landmark Amiga title that defined Team17’s early style: tense, atmospheric, and brutally addictive. It was perfect for co-op gaming with mates. Programmed by Andreas Tadic and Peter Tuleby, with graphics by Rico Holmes and iconic music by Allister Brimble. 1. Top-down run-and-gun sci-fi shooter heavily inspired by Aliens: You (and a friend in co-op) explore an infested space station, blasting xenomorph-like aliens (I originally thought they were aliens) while managing limited ammo and health. It mixes fast arcade action with tense resource management. 2. Team17’s breakthrough hit: This was only their second game, after Full Contact, and their first full-price release. It put the UK developer and publisher on the map, before they became famous for the Worms series. 3. Extremely well-received on Amiga: Launched to critical acclaim, with many magazines scoring it 85–91% (CVG 91%, Zero 91%, CU Amiga 90%, Amiga Action 87%). It was usually praised for its smooth multi-directional scrolling, atmosphere, co-op play, and technical excellence on the Amiga. 4. Infamously difficult: The original game was notoriously tough and short, with only six levels. Because of this, Team17 later released Alien Breed Special Edition 92, with rebalanced difficulty, extra levels, and various fixes. In my opinion, it’s a much more enjoyable game. 5. No official Commodore 64 version: it was developed primarily for the Amiga, and the Commodore 64 never got a conversion :( Would you have played it? I would have big time! Still one of the best top-down shooters ever made on the Amiga. Who else remembers the panic when the ammo ran low and the aliens kept coming?

Commodore Computer Museum 🕹

13,291 views • 3 months ago