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Silver Palace • Detective ARPG from Silver Studio, published by Elementa • Unreal Engine 5 • Setting: Silvernia - a Victorian-era city powered by a mysterious energy called Silverium • Open-world exploration with real-time action combat • Switch between party members mid-fight to chain skills and combos • Investigate...

64,406 views • 1 month ago •via X (Twitter)

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three․ws is the 3D AI agent layer of the open web. Anyone can generate a 3D avatar, give it an LLM brain, register it on-chain across multiple blockchains, embed it anywhere, and let it earn and spend money on its own. Agents have embodied WebGL identities that express emotion through morph-target blending, animate, respond to voice, API calls, and datastreams, hold their own wallets, and persist memory. Open source, live today. It starts with generation. Forge turns a text prompt, one to four photos, or a rough sketch into a textured downloadable GLB. Selfies become rigged avatars in about a minute. Quality tiers run from draft to 200k-poly PBR. From there every model can be auto-rigged, restyled, retextured, segmented, embedded, or deployed on-chain. The same engine ships as a REST API, an x402 pay-per-call twin, and a 3D Studio MCP server with 15 tools. The brain runs on IBM Granite via IBM watsonx plus Claude (users may decide which model they prefer), with a structured tool-loop. A multi-LLM mode streams Claude, GPT, Qwen, ModelScope, and Groq side by side. An empathy layer blends emotion from protocol events rather than a state machine. Voice covers cloning, a Voice Lab, real-time ARKit-52 lip-sync, and mic-driven lip-sync. Skills install from IPFS, Arweave, or HTTP, and memory is pinned to IPFS with R2 and Postgres modes. Identity is cross-chain, not Solana only. ERC-8004 contracts (Identity, Reputation, Validation) deploy on any of 15+ EVM chains, alongside a program-free Metaplex Core analog on Solana. Every agent gets a stable ID, owner wallet, EIP-712 delegated signer, IPFS manifest, a cryptographically signed action log, and EIP-7710 delegated permissions for agent-to-agent authorization. While multichain, the THREE token is only available on Solana with no plans to go cross-chain, the team has no plans to endorse or support any other coins. Then the economy. $THREE is the platform's only token and pay-per-use currency, with holder tiers and rewards. x402 powers pay-per-call micropayments in USDC and soon THREE on Solana, with pay-by-name resolution, a Bazaar marketplace, arbitrage, and on-chain skills. All production ready and shipped, ready to be integrated in partnered projects, open-source by default for anyone to adopt. Three ships a Pump.fun intelligence stack. Launch a coin for your agent, score every launch 0 to 100 with the Oracle conviction engine, scan new coins in their first 90 seconds, track smart money against coins that actually graduated, rank traders by provable on-chain record, and watch autonomous agents trade live in the Sniper Arena. The 3D AI Agent world is multiplayer. Every Solana token gets a live deterministic 3D world with peer avatars, chat, emotes, and voxel building thanks to Coin Communities. There is a walkable City, an authoritative Colyseus-backed Walk with AR passthrough, a Club with rigged dancers and micro-tips, friends, presence, and DMs, and an IRL mode that places agents in your real environment, private by physical location. AR is shipped today on WebXR and iOS Quick Look. Robotics is the long-horizon extension. For builders: Scene Studio, Scene Composer, an Animation Studio that sells clips for USDC, a glTF validator, an web component, five widget types, a WYSIWYG embed editor, hosted Launchpad pages, claimable *.threews.sol names, an OAuth 2.1 server, an MCP server with paid tools, published SDKs, and an OpenAPI spec. Listed across IBM, AWS, Alibaba Cloud, BNB Dappbay, the MCP Registry, and Solana Mobile Seeker. Architecture is four layers (viewer, runtime, identity, embed) on a single event bus. The roadmap is four phases: foundations (shipped), selfie-to-avatar engine, agent personalization with voice cloning, the on-chain economy, and an open decentralized inference network where agents pay GPU nodes on-chain for compute. The goal is simple: move AI from centralized SaaS into persistent, ownable, protocol-based entities in a real machine economy, bridging digital entities into the real world. Welcome to the 3D Layer of the Internet. This is three․ws.

three.ws

19,403 views • 25 days 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

725,451 views • 1 year ago

The secret UFO reconnaissance program, IMMACULATE CONSTELLATION, was, and likely still is, an actual real-world operation termed a USAP (Unacknowledged Special Access Program). That is, until yesterday, when the accurate and mighty journalist Michael Shellenberger revealed and reported publicly on its operational name, and alluded to its nature and purpose. It is my duty to confirm and verify this to you… The program/operation name is correct (though it MAY have been altered or updated in recent times). That IMMACULATE CONSTELLATION is tasked to: DETECT, QUARANTINE and TRANSFER UAP. It deals with Non-Human Intelligence (NHI) craft and ALSO documents any foreign progress based on performance capabilities derived from reverse-engineered propulsion systems from UAP/UFO craft. Both PASSIVE and ACTIVE reconnaissance platforms operated by the U.S. are utilized in the process of intelligence collection. I can ALSO confirm there exists a substantial collection of high-fidelity imagery and footage related to this effort, from a wide variety of reconnaissance and weapons systems platforms - representing a vast array of types of imagery (eg. FMV, IR, RADAR, Thermal, etc). Ultimately, IMMACULATE CONSTELLATION is indicative of crimes of secrecy, an intentional UAP/UFO coverup, and the abuse of power and position - obstructing legal and necessary oversight with a total disregard for appropriate transparency to the American and global public. This directly impacts our country’s representative government (preventing elected officials from fulfilling their duties) and also its citizens (keeping us in the dark) - which stands in stark contrast to the values of a free and democratic society. Where this information leads depends on your curiosity to uncover the CORE truth. It’s time to ASK QUESTIONS, to MAKE NOISE, and PROTECT whistleblowers, witnesses, and journalists. I have personally facilitated and accompanied whistleblowers into arranged, closed-door briefings, where legal information was transferred to members of Congress (and other interested parties) capable of moral and constitutional action. This was done - despite the personal risk for some - for the good of this nation and to combat the corruption enabled by those facilitating illegal and unregulated UAP programs. WE MUST HAVE THIS BODY OF EVIDENCE PROPERLY VETTED BY THOSE WITHOUT A VESTED INTEREST IN LYING. The upcoming Congressional Hearings in D.C. on November 13th has the potential for significant impact. So let’s work with unity to ensure that this opportunity is not wasted. We are all united in this fight for transparency around the UAP puzzle. We are in this together. Welcome to the world of Extraordinary Beliefs - and the Immaculate Deception 🛸

Jeremy Kenyon Lockyer Corbell

125,410 views • 1 year ago

Wuthering Waves, and what's next... A visit to Kuro Games headquarters an exclusive interview with CEO Solon by YTN Team Full Video: Q: Looking back, what first motivated the team to take on such an ambitious project? A: From the very beginning, we realized something important: when a goal feels difficult but the result is exciting, people’s eyes light up. That moment tells us the challenge is worth pursuing. We genuinely enjoy tackling hard problems, because we believe meaningful achievements only come from doing things that are difficult but right. Q: Your early projects gained attention very quickly. How did that affect the team? A: When our first product launched, the response exceeded expectations. At the time, it almost made us believe we already had everything figured out. But that confidence was quickly tested. We lacked experience in long-term content planning, sustainable version updates, and large-scale operations. Many issues only became apparent after launch, forcing us to learn by solving problems in real time. Q: How did those early lessons shape Punishing: Gray Raven? A: In hindsight, many early versions of our games didn’t fully reach their potential. Those shortcomings became invaluable lessons. When developing Punishing: Gray Raven, we consciously avoided repeating those mistakes. We studied player ecosystems, observed how other successful titles operated, and anticipated feedback before it arrived. That preparation laid the groundwork for a project that has now sustained itself for nearly six years. Q: When did the concept for Wuthering Waves take shape? A: With Wuthering Waves, our goal was very clear from the start: to create something players had never experienced before. We drew inspiration from works like Death Stranding, Annihilation, and outstanding domestic animation. Themes such as resonance, abstract spaces, supernatural phenomena, and strong audiovisual expression naturally pointed us toward an open-world action game. Q: Sound and “resonance” play a major role in the worldbuilding. Why was that important? A: We wanted sound to be more than atmosphere, it needed to be a narrative force. The idea of a world-altering resonance, a low-frequency “lament” capable of reshaping reality, became the foundation of the setting. From there, the world, its conflicts, and its powers gradually took form. Kuro aims to create concepts players have never experienced before. Inspirations include: - Supernatural themes. - Strong mechanical and emotional imagery. - Music as a storytelling medium. Q: How do you ensure cohesion between story, gameplay, and world design? A: Alignment is critical. Story, environment, and gameplay must reinforce each other. That requires long-term planning, especially when multiple versions are developed in parallel. Early coordination allows level design, systems, and IP development to inspire one another, which improves both efficiency and creative momentum. The goal is to avoid disconnected content between versions and maintain narrative and gameplay cohesion. Q: What does Version 3.0 represent for Wuthering Waves? A: Version 3.0 is a major milestone. It introduces an entirely new region, new characters, upgraded combat systems, and a significantly improved open-world traversal experience. Every version aims to deliver the best experience possible while continuing to surprise players. Q: How does the team handle player feedback? A: We monitor feedback through community data, sentiment analysis, and post-version reviews. Both positive and negative responses are carefully analyzed and reflected in future updates. Continuous iteration is essential to long-term success. Q: Early story reception was mixed. How did the team respond? A: We recognized that narrative presentation needed improvement. By optimizing production pipelines and increasing investment, later versions achieved much stronger storytelling clarity and delivery. Players can now more clearly feel the depth, direction, and long-term potential of the world. Q: Kuro Games is known for polish. How central is that philosophy? A: We believe every visible part of the game must meet high internal standards, like - Visual effects - Skills - Environmental details -Music and audio design or promotional content must meet a high standard. We want players to feel the identity and power of Wuthering Waves both inside and outside the game. We know that early story reception was weaker, but significant effort has been invested in: - Clearer storytelling - Stronger presentation - More emotionally impactful performances and scenes. Q: How do community events factor into long-term development? A: Long-term IP growth depends on emotional connection. Community events, both online and offline, help us understand player expectations while strengthening that bond. It’s a two-way relationship. Q: Looking ahead, what is Kuro Games’ long-term vision? A: Our goal is to become a globally influential action-game developer. Upcoming projects (e.g., Nami, still in development) are focused on: - Delivering unique action combat experiences. - Creating something clearly distinct within the action game genre. The story of Wuthering Waves is planned years in advance, with major narrative arcs already outlined. Q: Finally, how would you describe Kuro Games’ current phase? A: From Zhuhai to Guangzhou, we’re in a strong upward phase. Our growth is driven by a commitment to meaningful, high-quality experiences. Staying true to that original intent is what will continue to guide us forward. #WutheringWaves #punishinggrayraven

Naru

72,974 views • 6 months ago

Cyberpunk City: Stepping Boldly Into a New Era At Cyberpunk City, innovation and ambition have always driven us. We’ve built more than just a game—we’ve created an entire ecosystem where blockchain technology meets immersive experiences. From our token-powered economy to NFT-backed in-game assets, we’ve consistently pushed boundaries. Along the way, we’ve achieved significant milestones, expanded our community, and shown resilience in the ever-changing world of Web3. Now, we’re excited to announce a pivotal new chapter for Cyberpunk City as we prepare to migrate to a new blockchain that aligns perfectly with our long-term goals. This move represents not just a transition, but an opportunity to build on our successes and scale the project further. With exciting updates on the horizon, we’re confident this journey will unlock new opportunities for our community and propel Cyberpunk City to new heights. Reflecting on Our Achievements Before diving into the future, we want to acknowledge the milestones and achievements that have shaped Cyberpunk City: Strong Token Economy: We’ve built a thriving token-based ecosystem and ensured real utility for in-game assets through NFT integration. Commitment to Decentralization: With the launch of @CyberpunkStake, we showed our dedication to decentralization and rewarded our community with substantial token distributions. Impressive NFT Volume: Cyberpunk City is currently ranked 10th in all-time volume among NFT projects, a testament to the trust and activity within our community. Price Action and Market Strength: Our token has demonstrated consistent strength in price action, reflecting confidence in our vision and project execution. Meaningful Partnerships and Community Events: We’ve secured valuable partnerships and organized gaming events that brought our community together. Recognition at xDay: Cyberpunk City has proudly participated in two xDay events, earning two awards that highlight the project’s innovation and impact. These achievements reflect the hard work of our team, the enthusiasm of our supporters, and our shared vision for building something remarkable. As we prepare for the next chapter, we’ll continue to build on these successes, creating more opportunities and experiences for everyone involved. What Does This Mean for Our Community? This transition is more than just a technical shift—it’s a chance to elevate the Cyberpunk City ecosystem, refine our offerings, and tap into larger, more vibrant ecosystems. Our mission is to ensure that Cyberpunk City thrives in an ecosystem that can support our ambitions. Here are the key updates that will take place during this migration: 1. Token Ticker Change Earlier, our community voted through a DAO process, selecting $CYB as the new token ticker. As part of this transition, $CYBER holders will be able to bridge their tokens to $CYB on the new chain. 2. Asset Bridging All community-owned NFTs and tokens will be bridgeable to the new chain. Our Cyberpunk City dApp will facilitate these transactions, ensuring the process is as smooth as possible. Some assets will receive enhancements, but rest assured, all updates will be completed within a reasonable timeframe. 3. xExchange Trading Our token will continue to be traded on xExchange throughout the migration process, maintaining liquidity and flexibility. You will also have the option to bridge your tokens to the new blockchain at your convenience. 4. Timeline and Chain Announcement The official chain announcement will be made on November 8, 2024, and the migration will be completed by year-end. The new blockchain aligns with our vision of expanding Cyberpunk City into a vast, more diverse ecosystem, with a significantly larger user base and even greater opportunities for growth. 5. Whitepaper V2 We’ve received many inquiries about our new whitepaper, and we’re excited to share that Whitepaper V2 will be part of a coordinated series of announcements. Due to uncertainties over the past 10 months, we postponed its release to ensure it aligns with the new direction of the project. Now, with a clear path ahead, we are working on a whitepaper that reflects new features and insights gained over three years of development. 6. Website Redesign Alongside the chain announcement, we’re launching a completely revamped website to elevate the Cyberpunk City experience. With a cutting-edge design that mirrors the sophistication and quality of our game, the new site will be more dynamic, visually immersive, and crafted to engage a growing community of gamers. This update will also roll out with Whitepaper V2, providing a clear and comprehensive vision of our roadmap and future plans. The redesigned website reflects our commitment to delivering a premium experience and attracting a larger audience. 7. Marketing Strategy Our decision to keep the blockchain confidential for now is part of a carefully crafted marketing strategy. We aim to reach the largest audience possible with this announcement and are preparing the necessary content and campaigns to ensure a smooth and exciting reveal. 8. Business Development and Partnerships Our business development team is actively working to establish new partnerships on the new blockchain. Once the transition becomes public, we’ll be announcing multiple collaborations to accelerate growth and expansion in our new ecosystem. A New Chapter for Cyberpunk City This transition is a bold and necessary step toward scaling Cyberpunk City into a truly global ecosystem. It’s not just a technical shift—it’s a new beginning, filled with opportunities to build on our past successes and embrace new challenges. We’re confident that this move will unlock new possibilities, helping us reach more players, forge deeper partnerships, and create a thriving community. We’re excited to share this journey with you and look forward to what lies ahead. Stay tuned for updates and get ready to experience the next evolution of Cyberpunk City! Thank you for your support—we’re just getting started!

Cyberpunk City

30,601 views • 1 year ago

📣 OFFICIAL ANNOUNCEMENT Updated Global Organizational Structure of the GCV Movement (July 2025) Dear Pioneers, As we move deeper into 2025, a critical chapter in our collective journey unfolds. The GCV Movement is no longer just an idea—it is a living, growing, and united force led by Pioneers from every corner of the world. With increasing momentum and clarity, we are proud to present the Updated Global Organizational Structure (July 2025). This updated structure reflects not only how we organize ourselves, but more importantly, why we exist: To give real purpose and lasting a lasting impact. Through shared vision, volunteer leadership, and unwavering alignment with the Pi White Paper, we continue to stand firm against speculation and confusion. GCV is grounded in values. It is guided by principles. And above all—it is driven by people like you. Reflect on our purpose. Recognize your role in this movement. Together, we are not just witnessing history—we are making it. In unity and purpose, Lumari ✍️ Executive Director and Committee Chair Global GCV Core Team ━━━━━━━━━━━━━━━━━━━━━━ 🌐 INTRODUCTION TO THE GLOBAL ORGANIZATIONAL STRUCTURE OF THE GCV MOVEMENT Towards a Future Where 1 Pi = $314,159 – A Value Established by the Community 📅 Updated Version: July 2025 ❗️GCV does not represent the Pi Core Team, nor does it replace the role of the Pi Network. GCV is a grassroots, community-led movement that supports Pi’s ecosystem development in alignment with the spirit of the Pi White Paper. 💡 OVERVIEW GCV (Global Consensus Value) is a worldwide movement initiated by Pioneers to establish a fair, community-driven value for the Pi cryptocurrency. The movement was founded by Ms. Doris Yin, is a former U.S. Certified Public Accountant (CPA). With her global financial experience and community justice spirit, she introduced GCV to protect the value of Pi from black market manipulation and uncontrolled speculation. > “Without clarity, there is no respect.” > → GCV is a collective declaration that Pi’s value should come from real transactions, real ecosystems, and real belief**—not speculation. 🕊 NON-PROFIT & COMMUNITY-DRIVEN PRINCIPLES * ✅ GCV is a **non-governmental organization (NGO) – independent from any business, political, or government group. * ✅ All operations are voluntary, transparent, and 100% free of charge. * ✅ No token issuance, no Pi trading, and no fundraising involved. * ✅ Members contribute with a strong sense of purpose and community service, not for personal profit. 📘 PRINCIPLES & COMMITMENTS OF GCV GCV is committed to: 1. Strictly adhering to the Pi Network White Paper, especially the core principles: * Decentralization * Community empowerment * Making Pi a usable currency through a strong ecosystem 2. Not replacing or interfering with the Pi Core Team, but complementing and strengthening Pi’s real-world value from the grassroots level. 3. Encouraging flexible payment models: partly in Pi, partly in fiat, to build transition bridges before Open Mainnet. 🏛 GLOBAL ORGANIZATIONAL STRUCTURE OF GCV 1. GLOBAL GCV CORE COMMITTEE Ms. Lumari Executive Director and Committee Chair Mr. JoJo Asst Executive Director and Asst Committee Chair Ms. Nonny Padja Vice Chair Members: •Iyanda Cherif Abiola •Kiavash Kamraniyan •Shetty Ramesh •Vijay Soni 📌 Responsibilities: * Define the movement’s mission and vision * Approve training materials and operational standards * Ensure ethical and technical compliance worldwide * Uphold Pi’s White Paper and the community-driven spirit 2. GCV GLOBAL CORE TEAM Manages worldwide coordination, training, tech development, and ambassador support across continents and nations. 3. CONTINENTAL GCV AMBASSADORS ✅ Currently, Africa is the first and only continent to have officially appointed a unified GCV Continental Ambassador. 📌 Responsibilities: * Serve as a bridge between the Global Core Team and national leaders * Coordinate inter-country training and support * Promote regional unity and strategic synergy 🔜 Other continents (Asia, Europe, the Americas, and Oceania) will gradually appoint ambassadors upon meeting eligibility criteria. 4. NATIONAL GCV AMBASSADORS Each country may have multiple Specialized National GCV Ambassadors, based on training and approval from the Global Core Team. 📌 TYPES OF AMBASSADORS: 1. 🧭 Head Ambassador * National coordinator and representative at the global level * Oversees strategy, operations, and leadership development 2. 📚 Education Ambassador * Organizes training programs, exams, and certifications * Leads the development of local GCV leaders and eco-merchants * Coordinates educational campaigns and “GCV University” models 3. 🛠 Ecosystem Development Ambassador * Oversees implementation of dApps, verification tools, and ecosystem tracking * Supports merchants in adopting tech-based GCV solutions * Acts as a bridge between local needs and global tech support 📌 Common Responsibilities: * Lead regional GCV development and team formation * Run training programs and coordinate certification efforts * Expand real GCV transactions and ecosystems * Report progress to the Core Team and uphold GCV standards * Promote aligned public communication and outreach 4. PROVINCIAL / REGIONAL GCV LEADERS Appointed and mentored by National Ambassadors. They: * Manage local Pioneer communities * Build and support eco-merchant networks * Organize grassroots activities and implement training programs 5. SPECIALIZED TASK GROUPS * 📊 GCV Transaction Auditing & Verification * 🧩 Technology & App Development * 📣 Communications, Media, and Translation * 📘 Curriculum & Educational Content Development 🎯 LONG-TERM STRATEGIC GOALS * Generate millions of valid, verifiable GCV transactions * Contribute to price stability of Pi before and after Open Mainnet * Inspire millions of Pioneers to believe in and build real value * Help Pi become a widely accepted, community-valued currency 📬 APPLY TO BECOME A GCV AMBASSADOR If you have leadership skills, a service mindset, and experience supporting the Pi community, you can apply to become a: * 🌐 National GCV Ambassador, or * 🌍 Continental GCV Ambassador (future expansion) 📧 Please send your application to: [email protected] Include: * Full name and country * Background and Pi/GCV contribution history * Role(s) you are applying for (Head / Education / Ecosystem Dev) * Your motivation and vision for GCV development 🤝 CALL TO ACTION We've mined Pi for over 5 years. Let’s not waste that effort by leaving Pi’s value undefined. Act now to make history with GCV – a movement that gives meaning to every Pi in your wallet. GCV is not just a movement – it’s a global awakening. ━━━━━━━━━━━━━━━━━━━━━━ 🌻We’re pleased to share with you the lyrics of this inspiring song. Feel free to sing along and embrace the message it brings. ━━━━━━━━━━━━━━━━━━━━━━ 👇👇👇 🎤 Unite for Victory Verse 1: We come from every corner of the earth, Different faces, but we're all worth, A chance to shine, to stand as one, The battle's not over, it's just begun. Pre-Chorus: No matter where you're from, no matter what you believe, We are stronger together, it's time to unite and achieve. Chorus: Let's unite, all races, all faiths, all lands, We're reaching for victory, let's join hands. A world that's free, a future bright, Together we stand, ready to fight. Verse 2: From every nation, the call is clear, It’s time for change, it’s time to cheer, Together we rise, together we soar, A new dawn of peace we can't ignore. Pre-Chorus: No matter where you're from, no matter what you believe, We are stronger together, it’s time to unite and achieve. Chorus: Let's unite, all races, all faiths, all lands, We're reaching for victory, let's join hands. A world that's free, a future bright, Together we stand, ready to fight. Bridge: Through every struggle, every fight, We will prevail, and take the light. One heart, one mind, one goal, United we rise, together as one soul. Chorus: Let's unite, all races, all faiths, all lands, We're reaching for victory, let's join hands. A world that's free, a future bright, Together we stand, ready to fight. Outro: Now's the time, let's make it clear, With unity, we will persevere. Victory’s ours, the battle’s won, Together we stand, we’re second to none. ━━━━━━━━━━━━━━━━━━━━━━ 📢 Join the Global GCV Movement on Telegram! Be part of the grassroots revolution shaping the future of Pi. 👉 ━━━━━━━━━━━━━━━━━━━━━━ 🔗 Connect. Collaborate. Co-build. Pi Network Doris Yin 东方紫莲🪷 JoJo-π NONNY PADJA NTT 🦅❤GCV ambassador indonesia 🦅 M.Rad ONE WORLD DIGITAL CURRENCY Samer Sioury RAMESH SHETTY PiNetwork🇹🇷Türkiye GCV Ambassadors Olivier Ndatimana Mazi victor onyido Moise-π🇷🇼 Burundi Pi Network & Support GCV$314159 ! Mazi victor onyido hoda448🪷 Mohammed Alademi Herine Akinyi ภูพานทอง ชัยชมภู Rung Arun Cherif A.I Việt Pi & GCV Seba Sam Elshe afriani @tkst Gidrin LETENOU FONGANg Fajan N. Uğur Kadifeci hasanufuk LIEN MARLINA 连玛琳娜 mario Bustamante Samer Sioury Marlon Domantay (PI Coach / Mentor) Anthony Pcfix 🇵🇭 mirasol flores🇵🇭 Annabelle Borja 🇵🇭 Ganhoumeto dossou expedit ange Anthony Pcfix 🇵🇭 Marlon Domantay (PI Coach / Mentor)

Lumari 🦋

12,774 views • 1 year ago

Monthly WINR Protocol Development Update: To begin with, the WINR Protocol has distributed $900,000 to token holders, generated more than $500,000 in pure profit for liquidity providers on WLP, acquired more than 5,000 users, and has almost 9% of the supply burned. In the upcoming months, the WINR Protocol, which has been in production for years, will introduce a range of new products and deployments. These developments will represent the practical and technical evolution to V2 of the protocol. Here are the latest updates and further details as they progress: Progress on WINR Bonanza, Casino Hold'em, and Blackjack is nearing completion. These games are in the final stages of testing. Additional games, including a new type of crash game, have been finalized and are set to debut with the JustBet v2 launch. Take a look at the gameplay videos for a preview. These games achieve the long-term goal of providing a full-suite WINR Game Engine SDK, which can be used to build games with complex logic on-chain with modular smart contract infrastructure. For example, any grid slot game that dominates the iGaming industry could easily be developed on-chain using the WINR Bonanza SDK. - Permissionless Frontend Operator SDK Dashboard Release: March is poised to be a milestone month with the launch of the Frontend Operator SDK dashboards. These dashboards will enable any WINR Labs game to be seamlessly deployed on frontends, marking a significant advancement in protocol accessibility and integration for future games developed by independent iGaming developers. The frontend operator can deploy any game they choose through a few simple steps while utilizing 10,000 WINR per game via the WINR Game Factory smart contract. Each operator is assigned a unique smart contract address(es) for every game they deploy, allowing their revenue to be tracked independently. The deployment process includes instructions on integrating the game as a package into the operator's frontend. In subsequent phases, the games will transition through WINR Chain, streamlining user onboarding steps like wallet connection and token bridging to Arbitrum. This abstraction will make it easy for any web2/web3 platform on any chain to seamlessly integrate WINR-based games with just a few clicks. The new budget system changes how the revenue is calculated on the protocol and will see daylight with frontend operator, Solana, and Fantom deployments. This model was first tested with a lightweight version on and gave a lot of actionable feedback. Shifting from the existing bribe model, which in practice distributes almost half of the edge of the games in volume to WINR holders, the brand-new budget system checks the profitability of WLP. It distributes a larger part of the profit to game providers, frontend operators, and, most importantly, WINR holders. Any time a game's budget is in profit, a part of every loss is distributed to stakeholders. Here is an example: 1. The WINR Bonanza Game has a 10,000 budget for a frontend operator. 2. Let's assume the bet amount was $50, and Bonanza paid back $10 on that spin. That leaves $40 of pure profit. 3. This is distributed amongst 50% to WLP, 20% to frontend operators, 20% to WINR holders, and 10% to game providers. 4. To achieve this, V2 of WINR Liquidity Engine (WLP) will have a buffer for purchasing and selling, working in epochs to determine the above distribution and math. - Solana Deployment and Expansions: Solana audits are in their final phase, and frontend tests are ongoing. Solana launch will be alongside the V2 launch of @JustBetOfficial, with a chain switch available on the top bar. The VRF system WINR developed already is seeing requests from builders around the Solana ecosystem, and this will over time add an extra layer of income to the protocol. Solana's bankroll, at first, will be a lighter version of WLP but will inherit the above-mentioned budgeting system to generate income immediately upon launch. - Fantom Deployment and Expansions: Fantom's upcoming Sonic upgrade, with its 200ms finality and fast block production is a perfect chain for WINR Protocol to expand. Through the partnership with WINR Protocol will tap into a brand new user base on Fantom. The bankroll on Fantom will consist of FTM and stables. The launch is planned for late March or early April. This expansion aims to open up new markets and collaborations with fresh teams. which operates independently, will integrate a broad spectrum of WINR technologies, including WINR Account Abstraction, WINR VRF, and WINR games, marking a pivotal step in WINR Protocol’s journey of horizontal expansion. - XAI VRF Deployment Progress Update: The WINR Account Abstraction Wallet and WINR Verifiable Random Function (VRF) deployment on the XAI 🎮⛓️ is well underway, with the majority of the work completed. This step forward showcases WINR's expansion beyond gambling and trading, highlighting the protocol's adaptability and commitment to broadening decentralized services. The process to automize and permissionlessly let game developers start using WINR VRF by paying (and burning) fees in WINR will launch alongside WINR VRF deployment on XAI and expand to further chains to help DApp builders with the tooling they need. This process will work very similarly to frontend operators, where DApp builders will be able to easily deploy their VRF contract, pay the WINR fees, and enjoy the fastest random number generation transaction, as showcased on @JustBetOfficial for some time. - JustBet v2 Development Update: Set to launch in March, the last testing phase with long-time community members of JustBet V2 is underway. Boasting a completely refreshed look, JustBet v2 aims to captivate more users with its modern features, a significant upgrade from the classic JustBet designed in 2019. Expect dynamic animations and a user experience that rivals traditional web2 casinos, setting a new standard for online gambling platforms and serving once again as proof of concept for all the new WINR features and infrastructure set to launch over the coming months. As always, WINR Labs simultaneously develops protocol infrastructure and platform to best address the needs of one and only goal: horizontal expansion. Easter eggs: Upcoming Gitbook update with all the technical information of WINR V2. CEX listing. Detailed product pages on WINR web. Pyth competitions. WIP-4 and WIP-5 are ready to deploy. And an 🪂

WINR

37,891 views • 2 years ago

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

336,273 views • 7 days ago