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some more kitchen assets - customizable rooms through build mode (not implemented yet) (📋 commission info in quote retweet) [ #Roblox | #RobloxDev | #Devlog ]

12,873 görüntüleme • 1 yıl önce •via X (Twitter)

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Comprehensive Guide to Maximize Your Points in the Mode Airdrop: Strategies and Tips 🟡 Mode's airdrop is available, but earning points is not just about volume. Here's what really matters when it comes to increasing your points: Precheck: • Past activity, NFT holdings, and participation in Mode campaigns get you points. (Testnet participants, early NFT holders, and Degen Score Beacon holders) TVL: • Bridge your assets to Mode and keep them there for maximum points. The longer, the better! • Fees generated matter more than just volume, so avoid botting. Referrals: • Can't bring big TVL? Refer others who do! You earn 16% of their points (TVL & fees). Example: Refer someone who generates 10,000 points, you get 1,600. Quests & Ecosystem: • Complete on-chain quests and use approved dapps for points. More dapps coming soon! • Provide liquidity to approved partners and earn double the points for TVL. Bonus Points: • Get a Mode NS name for points and future ecosystem benefits. • Keep an eye out for partner airdrops (separate from Mode points). How not to earn points • Volume doesn't matter. Focus on fees generated. • Buying Mode NFTs now won't get you points. They might be useful later, but for now... nah. • Making tons of wallets is pointless. 1 wallet with high TVL beats 100 with low TVL. • Depositing $10 and doing nothing won't work. Be active, bring value, and support the ecosystem. Remember, this is only Airdrop 1. Mode is building a thriving ecosystem and your active participation is important. Participate, earn points and be part of Mode. If you have not yet participated in Mode 🟡 airdrop campaign, do it now! You will need to enter through a referral link: Or use my code: 2uyMS8 If You Know You Mode, Good luck Chad!

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⚡️🇺🇸🇮🇷🇮🇱BREAKING: Iran–U.S. Talks in Islamabad as Israel Escalates in Lebanon Rejecting Ceasefire despite Washington Talks. Israeli forces are raiding Nabatieh and attempting ground control in Bint Jbeil, southern Lebanon as the U.S and Iran arrive in Islamabad to hold talks. Iran’s FM Abbas Araghchi says Iran is entering negotiations with “complete distrust,” blaming repeated U.S. failures to uphold commitments, and calling for immediate international action to stop Israeli attacks on Lebanon. He stressed Iran will defend its interests fully. An Iranian delegation led by Araghchi and Parliament Speaker Mohammad Bagher Ghalibaf arrived in Islamabad and met Pakistan’s army chief Asim Munir. Tehran protested U.S. ceasefire violations, noting it agreed to talks on two conditions, release of frozen assets and a Lebanon ceasefire, both reportedly accepted via Pakistani mediation but not yet implemented. Iran has also maintained restrictions on oil tanker passage through the Strait of Hormuz. Talks are set for one day, with possible extension. Reuters, citing a senior Iranian source, reports the U.S. agreed to release frozen Iranian assets, which Tehran sees as a test of good faith and linked to safe passage in Hormuz before any permanent deal however a senior U.S. official told CBS News that Washington has not agreed to release any frozen Iranian assets, denying earlier reports. A Pakistani source told Al Jazeera efforts are ongoing for direct U.S.–Iran talks; otherwise, indirect talks will proceed within the same timeframe. Iran rejects separating Israel from the U.S., holding Washington fully responsible. Meanwhile, Israel says it will not discuss a ceasefire with Hezbollah in upcoming Washington meetings and continues operations in Lebanon. Sources: AlJazeera, Reuters, FarsNews, ISNA.

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Building The On-Chain Cooperative 🟡 Welcome to the dawn of a new era in the crypto space, where the buzzword "community" is not just a hollow echo but a vibrant force that propels us towards a brighter future. Let's delve into the heart of MODE, the Onchain Cooperative that seeks to redefine the landscape of web3. What does MODE stand for? MODE stands for building an on-chain cooperative focused on sustainable growth and collective prosperity. At its core, MODE is guided by the principles of cooperation, shared incentives, and community-driven development. The goal is to shift from the "fat protocol" mentality where most value accrues to the blockchain/protocol itself, towards an ecosystem where builders, users, and applications can thrive together. What’s MODE's vision and mission in the web3 space? MODE's vision is to return to web3's founding promise - a future that is better for all, not just the individual. A world with aligned incentives that drive growth for everyone involved. A place with opportunities for all, not just the few. The mission is to pioneer the on-chain cooperative - where contributors are rewarded fairly based on the value they provide. Features like Sequencer Fee Sharing distribute a portion of fees to smart contract developers, incentivizing participation. The aim is to encourage collaboration instead of confrontation. Together, the MODE community can deliver new models for cooperation and shared prosperity in web3. Mode Network will solve many problems today in Web3: • Lack of incentives for developers: Developers creating decentralized apps (dApps) currently have few direct economic incentives to create and maintain their projects. Mode provides them with a steady source of income through fee-sharing. • Lack of collaboration: There are few incentives for blockchain projects to compete less and collaborate more for the benefit of the entire ecosystem. Mode's model encourages collaboration by aligning participants economically. • Excessive value accrual at the protocol layer: Mode aims for a more balanced model where the protocol's success is fueled by the success of application developers/builders and the wider community. Growth is a two-way street – "as we grow, you grow". The MODE Pledge 💛 The promise of crypto and blockchain is a brighter future. One that is better for all not just the individual. Where nothing is more important than community. We've strayed from this path. Entering a world of player vs player. Where value is extracted rather than shared. The game is zero sum rather than positive sum. And incentives are aligned with domination, rather than cooperation. Mode is the dawn of a new age. and a return to the promise of what can be. A world with aligned incentives that drive growth for builders, users and projects. A place with opportunities for all, rather than the few. Where we say goodbye to the 'fat protocol', and hello to the onchain cooperative. Join us on our mission to grow together. If this vision for a community-powered web3 ecosystem resonates - where creators are rewarded for their contributions - you can join the MODE on-chain cooperative! Visit Join the discord community Follow Mode 🟡 Together, we can transform web3 into a positive-sum game that unlocks new possibilities for all. Where your growth fuels the growth of others. Let's build the on-chain cooperative!

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16,774 görüntüleme • 2 yıl önce

Some insider info regarding Deadlock PvE. The PvE mode features 4 game variants and 7 different stages* (*?). Heroes have a progression system and personal Artifacts (currently one of the testing options). ​You kill monsters and get a chest containing an item. In one of the variants, chests drop from bosses. In another, they are rewarded for completing challange (potentially along the lines of: "kill 100 monsters using the 1st skill, get upgrades beneficial for the 1st skill"). Items can stack and be upgraded (similarly to Streetbrawl, but like you'll get 4 items, but each duplicate will affect the damage percentage, radius, etc.) The number of items and possible upgrades is limited. There are also legendary items from Streetbrawl, as well as a new type of item (artifacts) that have a separate inventory slot. ​Bosses can disable your stamina and items, and affect both you and the monsters in general. The final objectives differ for each mode, but exact descriptions are not available yet. --- ​In reality, this is the exact same thing that happened with StreetBrawl 6 - Valve threw in a wide variety of ideas and is currently testing them. (For those who don't remember, there were initially many different rumors about how StreetBrawl worked, but the final 4v4 system, random items, and round-based combat remained). Information from an anonymous source who previously discussed the mod-split in the Ranked update and the item changes in the Minor Update (prior to the Ranked update)

DEADLOCK PROJECT 8

212,921 görüntüleme • 19 gün önce

THIS 15-SECOND ANIMATION EXPLAINS THE BASIC MATH OF HOW ROBLOX PAYS DEVELOPERS. WHAT IT DOESN'T EXPLAIN IS THAT THE TOP GAME ON THE PLATFORM EARNED OVER $1 BILLION IN LIFETIME REVENUE FROM THE EXACT SAME FORMULA. NOBODY OUTSIDE GAMING TWITTER IS PROCESSING WHAT THIS MEANS. The formula is brutally simple. 100,000 Robux converts to $350 USD through DevEx. Top games earn billions of Robux per year. That math creates real billionaires in real bank accounts while parents tell their kids to stop playing video games and study for a real career. Here are the numbers from the last 12 months that should change how you think about this platform. Steal a Brainrot crossed $1.1 billion in lifetime revenue from a game that looks like a kid built it in a weekend. The mechanics are basic. The graphics are rough. The execution timing was perfect. The numbers don't care about quality. They care about retention. Blox Fruits earned $29 million from Premium Payouts alone. Not from in-game purchases. Not from game passes. From a passive revenue stream most developers don't even know exists. The total revenue across all streams is closer to $1.9 billion across the game's lifetime. A solo developer named ReallyReal earned $21,000 in his first month from a basic incremental tycoon game built without hiring anyone. He was living paycheck to paycheck 60 days before recording the video showing his Creator Hub dashboard. A different solo developer made $52,500 from an aimbot arena game built in 3 hours using free models with zero original code. Roblox developer payouts hit $923 million across all creators in 2024. The number cleared $1.4 billion in 2025. The trajectory for 2026 is $2 billion plus. Now here's the thesis after watching this economy for 18 months. The Roblox economy is the App Store 2008 moment that nobody outside the platform recognizes. The first wave of developers who shipped on iPhone in 2008 became millionaires by 2012. The kids shipping on Roblox in 2025 will become millionaires by 2027. The parallel is exact. A new platform. A new monetization model. A new generation of builders who understand the audience better than the previous generation. A 4-year window before saturation kills the easy money. We are 18 months into that window. What I learned watching the Roblox creators ship over the last year applies to every emerging platform. Niche selection beats execution. Shipping speed beats perfectionism. Cultural awareness beats technical skill. Distribution mechanics matter more than feature depth. These same principles apply to AI agent platforms launching in 2026. They apply to spatial computing platforms launching in 2027. They apply to whatever comes after that. The kids who learned the playbook on Roblox will dominate the next 3 platforms because they already understand how attention economies work. The parents who told them to stop playing games will spend the next decade wondering how their kid built a 7-figure business at 17. This is the last thing I'll write about Roblox for a while. The economy is real. The opportunity is open. The math is verified. Open Roblox Studio this weekend and ship something or accept that you're watching the platform from the sidelines while teenagers in Manila and Lagos and Buenos Aires build the next generation of digital wealth.

lagerskoy

24,872 görüntüleme • 3 ay önce

Has been a while since I've given an update so here's a breakdown of where Sappy is at right now and what we're focusing on going into this year. Pre-amble: With altcoins & NFTs the market is definitely not the same as it was before. I think this is obvious to everyone but I've noticed there are still japanese soldiers that are convinced old tricks and mechanics work. They don't. Liquidity is thin; people want to bid assets that feel like "real companies" not vacuous memecoins. There's still room for memecoins, social currencies, and "utility tokens" (I would say without these functions, tokens are hard to justify versus equities). I'm not part of the camp that thinks there will never be hyperspeculation in crypto again, because there will be; we all love ponzis and PvPing each other onchain. Just not with solved games -- people need something new and fresh. So the overarching plan is to continue building for users, sustainable revenues that aren't tied to directly to crypto, and doubling down on the areas that we've already found PMF / Brand Market Fit. Then leaning into crypto during cyclical periods where liquidity is sloshing around at an accelerated rate. Where we've found early PMF / what we're leaning into: Roblox: we're going to continue to go hard and accelerate here. It's our main objective to ship more seal/brainrot focused games across most genres to cast as wide of a net as we can for the brand, and to also iterate and see what works and stays sticky. Our initial incursion into Roblox was very successful peaking at 2M+ MAU and still sustaining a large portion of that player base... for all of its success, that was a relatively amateur first attempt; we've been setting up better AI pipelines for Roblox development that makes it reasonable to ship many more games and 10x those player counts in totality. It's my belief that Roblox is the sandbox whose audience will be the most valuable on the internet once they are grown up. That intense feeling you get when you see a TikTok referencing an old game you enjoyed on the PS2 or the Gamecube, or when you see a Pokemon card is the exact same feeling the youth of today will get when reminiscing on the things they enjoyed engaging with when they were younger. Fortnite and Roblox are functional equivalents to the old school consoles and exactly where that is taking place. Which is why as much as I care about scaling revenues through Roblox, the long term brand equity gained purely through being popular on the platform is totally invaluable. It also can heavily convert to merchandise sales today if all touchpoints for the brand are dialed in (which is why brands get overcharged so much by Roblox dev shops for the same ROI that only cost us a few thousand $). We have the playbook, it's just about iterating new concepts and then aggressively scaling. Brand Expansion & Merchandising: I've started to create a content pipeline that is easily repeatable, cost efficient (costs next to nothing through either AI or smart reusable concepts), while still being very tasteful and meeting our quality standards for the brand. We are mostly focusing here on reaching people where they're at through nostalgic/emotional content, or just being visually stimulating through carefully curated aesthetics. Content that isn't superficial and touches people in a memorable way. I've attached some examples to the post so you can see what I mean rather than just read it. I don't think it's long until larger brands start doing this at scale, but it's always good to be ahead of the curve and most importantly winning on taste -- knowing what will resonate with people and what won't has always been our edge. The purpose for these accounts is not only to rack up attention but also to begin converting those into sales of both of physicals (plushies & gacha collectibles) and digital avenues like our games, and any other apps we produce. Because they're offshoot accounts it's also a lot easier to be aggressive/experimental with said conversion strategies. Sappy Studio: I'm wrapping everything like Omnia, and everything else into this category because they're all tangentially related. Beginning with Omnia, our current focus is gearing up for Season 0 which involves players competing in the ranked ladder for a prize pool that has rewards through Monad Momentum as well as a player-funded prize pool. This season will be fairly simple with us mostly logging retention, deck building habits, as well as qualitatively observing how aggressively players push the combat system. Deeper monetization wont exist yet outside of the player buy-in (to be eligible for P2E rewards). Beyond that our overarching principle this year is to focus heavily on risk-to-earn mechanics where a portion of that excess value is circular i.e. revenues flow back to prize pools or other parts of the economy, treating the game almost like a protocol where the objective is to amass TVL or player liquidity. Social is also a big focus, and that means implementing the Open World hub which from an infrastructure perspective has already been built out and tested by all of you previously. Right now we are scaffolding the environment in 3D and working through how that hub should look and feel, so players are excited to hang out & idle together while they're queuing. For sappydotlol, what I'm about to say is still early days from a design perspective so a lot can change, but I'm pushing the site in the direction of being a virtual game console. An intersection between Nintendo & Myspace where users can play, trade, and socially interact in a way that's deeply personalised; a breathe of fresh air from the hostility of the current internet. If you go back to my thesis on Roblox above and the game console references, you can kind of see how this will all sequentially tie together. In essence, the strategy is to acquire a critical mass of players through traditional platforms like Roblox, and use that attention and trust to provide an onboarding funnel for web2 users into our own sandbox filled with a mixture of our own browser-based experiences as well as an aggregation of others. The aim is to make the platform a breath of fresh air & bunker from the enshittified platforms like TikTok/IG/X where users are actually served in ways that delight rather than agitate, and where self-expression is incentivised. Closing: As always everything here is subject to change but I've never felt more conviction in our direction until now; I know exactly what we need to do and how, with everything aligning with our team's strengths. Very excited and grinding through things to the point where I'm getting headaches and can't sleep from being hyperfocused for long periods of time lol. There probably has never been a better time to join the ecosystem from a price to fuck around and find out perspective.

wab.eth

18,242 görüntüleme • 7 ay önce