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Today's Dev Blog includes major enhancements across the entire experience. ⚽️ 🖥️ New Main Menu UI 💾 Career Mode Save System ⏩ Simulate Seasons in One Click 🎥 Broadcast Camera Updates 🏟️ Fan & Environment Improvements Join our Discord! #indiedev #gamedev #football #soccer #unrealengine

12,271 views • 7 days ago •via X (Twitter)

9 Comments

JAMBOJ7's profile picture
JAMBOJ77 days ago

Just a idea for a more unique home menu screen! Also keep up the good work!

Josh's profile picture
Josh7 days ago

nice!

Niko Mono's profile picture
Niko Mono7 days ago

Éxitos vas x buen camino

Reman Bala's profile picture
Reman Bala7 days ago

Just read that your daughter is sick. How is she now?

PES STATS DATABASE's profile picture
PES STATS DATABASE7 days ago

💪

Dwi Nopha Danuwijoyo's profile picture
Dwi Nopha Danuwijoyo7 days ago

Saya harap bisa menjadi penguji game ini

Nithin Karunakaran's profile picture
Nithin Karunakaran7 days ago

Keep going 👍🏼👌🏻

Daniel Wilk's profile picture
Daniel Wilk7 days ago

Are you considered need to end camera always up view? (Vertical)

Alexandre smith's profile picture
Alexandre smith6 days ago

Game name please

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26,200 views • 1 year ago

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50,820 views • 4 months ago

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Distance-based volume for poof and explosion effects UI - Odyssey-style ring HP meter with shield inner ring - Number roll + arc lerp stagger on health changes - Gold coin counter HUD - Loading screen with code-split fast first paint - Pretext layout flow in "legal" screen with retro Mario Controls - Mobile touch controls: virtual joystick + A/B buttons - Proportional analog stick with walk/run speed switching - Gamepad support: Xbox, PlayStation, Switch Pro - Dead zones, auto-reconnect, synthetic DOM key bridge Dev Tooling - experimental CLI level construction tool with undo history - 18 placement types with type-safe defaults - Atomic file writes, auto-backup (max 20), live reload - Dev server auto-save plugin for visual editor - Two-panel debug editor (Tweakpane) - Hierarchy + inspector with gravity field live editing - Translation/rotation gizmos with gravity-relative local space - Per-waypoint camera preview for intro spline tuning 731 commits. 53 days. 95%+ vibe coded.

Tommy Leung

185,083 views • 6 months ago

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Just finished a huge UPGRADE to my Polymarket Arbitrage Trading Bot 📈 $41,514 +EV - [ Right Now] ✳️ 1,032% Spread - [ Right Now] #⃣ 3X More Arbitrage Opportunities I had to break a lot of rules to get this to work, If Polymarket finds out I might be in trouble... But it was worth it! I was able to bypass the restrictions that are holding back other Arbitrage Trading Bots Here’s how it all works... MARKET MATCHING The bot is looking for arbitrages across 5 different Prediction Markets To do that we are indexing millions of individual markets To try to find the few thousand functionally identical pairs between platforms That's billions of potential matches To find the few thousand market pairs that are functionally equivalent between platforms we are using a four part matching system: 1. Keyword extraction, ranking & matching 2. Trigram, Jaccard & Vector hybrid matching algorithm of the market titles, close conditions, alternative titles & outcomes 3. LLM Prompt matching checking for functional equivalence of market rules -> Incredibly inconsistent, hence the need for part 4, building a system like this at scale will open your eyes to the shortcomings of AI 4. Human verification + 99.8% Accuracy + 6,320 Markets Matched Once we have our markets, we move onto.. ARBITRAGE DETECTION - [ UPGRADED ] To detect if there is an arbitrage we need two things Market Odds & Orderbooks Market Odds: This will show us the ‘Spread’, if the sum of Market A YES & Market B NO is less than $1, or vice versa, we have a potential arbitrage Orderbooks: This will show us the "EV", much we can arbitrage profit we can extract, according to the available liquidity and slippage of both orderbooks This is where we had been severely limited in the past, due to inadequacies of the WebSocket feeds and API rate limits Polymarket: Orderbook initial dumps & entire orderbook price levels missing when connecting hundreds of markets to the WS feed, undisclosed multi-WS rate limits Opinion: API rate limits, WS delta updates missing, WS delta updates sent in wrong order, asks sent below best bid, airdrop farming bots posting and filling their own orders breaking WS feed. Kalshi: Rate limits and minor book inaccuracies at scale PredictFun & Probable: Surprisingly accurate as of current, monitoring how they handle increasing volumes To get past these limits and scale the Arbitrage Finder we built some advanced new systems 1. Multiple Instances Instead of scaling vertically we moved to scaling horizontally, a central controller handles the deployment & management of multiple proxied worker instances that each keep a local record of a subset of the market orderbooks and detect arbitrage opportunities as soon as dif updates are received These worker instances feed the orderbook data back to the main controller which aggregates all information in one place and formats along them with relevant metadata to be fetched by our trading interfaces and applications 2. Handling “Junk Data” One of the most challenging parts of scaling this application is dealing with the inaccuracies of the data provided by the APIs that we refer to as ‘Junk Data’ Some are easy to deal with: - Book updates returned in the wrong order required an additional ‘lastTimestamp’ value at each book level which was referenced before any future updates are applied, if diff update timestamp was prior to lastTimestamp the dif update is ignored. - Missing book dumps / levels reduced almost entirely by reducing the number of CLOB tokens per WS connection - Dif ask/bid flips appearing at impossible levels are not applied Some were a lot more challenging: - Missing book updates were only detectable with revalidation & comparison, we don’t know what we don't know until we know we don't know it. More complex revalidation triggers and short recycling periods minimize the issue With these updates we can scale the number of local orderbooks we are handling at one time: Before: ~4,000 orderbooks After: ~10,000 orderbooks This, along with the improvements in orderbook accuracy, has increased arb density by 3X Meaning we’re finding 3X the amount of opportunities as before 3. Rate limit bypass To bypass the API limits that limit the quantity of markets we can subscribe to at once we had to ██████ ███ █ ██████ █████ █████████ TRADING SYSTEMS - [ NEW ] The data is only as good as you can display it, ultimately the format in which the data is served will determine how efficiently it can be acted upon We’ve created a system of interconnected tools that enable us to trade these opportunities, each with a different specific use case 1. AlertPilot Trading Terminal A dashboard displaying all the hundreds of arbitrage opportunities the bot has found across 5 different prediction markets in real time + Arbitrage Calculator, showing you exactly how much to bid to take advantage of the arbitrage according to your bankroll, fees & slippage + Double Price Chart, which helps traders to estimate how long their arbitrage take to close + Strategy Guide, explaining how to execute arbitrage trades most effectively to maximize profits + Position Manager, connect your wallets to see your open arbitrage positions, EV, profits & exits 2. AlertPilot Telegram Bot A system for getting alerts on all new arbitrage opportunities immediately, EV, Spreads & market links + Custom Settings, only see the arbitrages you’d want to take with user specific settings + Position Sell Alerts, connected to the AlertPilot Position Manager, get alerts to your phone when its time to sell your arbitrage positions + All 5 Markets, alerts on all 5 supported prediction markets: Polymarket, Kalshi, Opinion, Probable & PredictFun 3. AlertPilot Discord Bot Private chat rooms and arbitrage alerts on the AlertPilot Discord Group + Custom Alerts, the best arbitrage alerts are sent to the discord channel + Support, traders answering your questions on Arbitrage Trading 4. Arbitrage Trading Terminal [ SOON ] A trading terminal built specifically for Arbitrage + Atomic Execution, enter positions on two platforms at the same time + Visualize the Arbitrage, trade with both charts in one place, see the gap close as you take your positions + Manage positions across multiple prediction markets in one place

SecureZero 

33,200 views • 7 months ago

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

No Rest for the Wicked

184,300 views • 2 years ago

This long TTK tweet holds some facts about The Third Kingdom that you probably haven’t seen before. Everything in this tweet is based on official content released by Futureverse FLUF World or captain.root The Third Kingdom is a strategy simulation game, where you develop your Origin Island and manage resources to build a production empire and unlock rewards. There is up to 312,500,000 ROOT in total waiting to be unlocked in the first season of The Third Kingdom. Rewards that will not be harvested in season 1 will stay in the land for future seasons. Community Land (referred to as Origin Island) allows Prysm holders to participate in the game without owning a SurrealScape; Those who don’t own any Surrealscapes of their own, and play the game using the Origine Island can plant up to 12 prysms, and as the OI is a 2x2 piece of land they will be able to build 12 extractors on it. Surreal Escapes SurrealScapes are a collection of resource-rich biomes, and your very own slice of The Third Kingdom. In Episode 1, you can apply the biome of a SurrealScape that you own to your Origin Island. This choice will determine the visual environment of your island, but won’t impact gameplay. You can then stack additional SurrealScapes to increase resource production rates and the number of Prysms you can deploy. More features, including increased Mycelium collection rates, will be introduced in future episodes. Players without any SurrealScapes can have a maximum of 12 Prysms deployed on their Origin Island at any given time. One can increase the capacity prysms that one can deploy by based on the number of SurrealScapes you stack on your island (so if you stack all your SS you can deploy all of your prysms). Currently, once you select a biome for your Origin Island, you won’t be able to change it. There are plans to allow biome changes in future updates, but for now, make sure you choose a biome you’re happy to stick with for a while. To maintain the effective utility of your Prysms and SurrealScapes, you'll need to apply strategic thinking to prestige and keep them fueled, this won’t be a full-time job. The game features mechanics will allow you to effectively control your SurrealScapes and Prysms even if you have a lot. Prysms Prysms are a collection of land-harvesting devices, and your key to generating energy which is needed in season 2 to harvest mycelium, which can be used to unlock Root “AND OTHER REWARDS”. In Episode 1, you can deploy prysms on Origin Island to boost the production rate of specific resources based on their traits and generate energy each time you prestige. Prysms can be re-deployed in game if they have not reached the end of their life cycle; across SurrealScapes or Community Land. Prysms are consumable collectibles. Once deployed on Origin Island, they enter a lifecycle lasting one season, the exception on this are the Eternal prysms that will last through out all seasons. The premium prysms (all prysms that are not eternals) will provide a random percentage boost of the resource production that can be re-rolled by the use of Kingdom coin to receive a higher boost. Eternal Prysms of Masteryprovide the maximum production boosts for their owner throughout the entire The Third Kingdom adventure, so it seems that because of this the use of a re-role won’t be needed for Eternal prysms as they receive the max boost already. If you choose not to use your Prysms in Season 1, they will stay in your FuturePass and be available for future seasons and they will remain to function as premium prysms. The mint of prysms started on March 27 2024 for a price of 696.9 ROOT each and lasted 2 weeks. There are 135,000 premium Prysms available in Season 1 of The Third Kingdom and 101.566 got sold (about 75%). The premium prysms that have not been sold at the time of the mint will be sold as normal prysms in future seasons. Extractors Extractors are either mines, pumps or factories and they provide a user the ability to harvest and claim resources from the land. Resources are needed to be able to prestige, upgrade buildings and save energy. When a user prestige’s all extractors and remaining materials are removed, however the lighthouse, stacked SurrealScapes and Prysms remain. We can think of the lighthouse as the control centre. Prestiging produces energy, which is consumed by prysms to harvest Mycelium in episode 2 and subsequently can be converted into ROOT tokens “AND OTHER REWARDS”. The actual amount of ROOT Token rewards available at the conclusion of each episode, and collectively across each Season will be determined by the amount of Mycelium generated by user in-Game performance. The amount of ROOT Token rewards (and the resulting contribution to your FutureScore) you are eligible for at the end of an episode and/or which are distributed to you at the end of a prior Season, does not guarantee or otherwise mean you will receive the same (or even similar) ROOT Tokens and/or FutureScore contributions for future episodes and Seasons. Now that’s a lot of official sounding text, but what stands out is the “and the resulting contribution to your FutureScore” part that seems to imply that there will be future score added based on the Root that you harvested in-game. Kingdom coin Kingdom Coins are an in-game currency you can use to accelerate your progress. You can use them to reroll the percentage of the resource production boost your Prysms provide, and skip building and upgrading costs to optimize your strategy and maximize rewards in The Third Kingdom. Kingdom Coins: Kingdom Coins is the in-Game currency. Kingdom Coins: a.) are only available for purchase using Fiat or Cryptocurrency; b.) cannot be earned by completing in-Game tasks, activities, or actions; c.) can be utilized for in-Game progression; d.) cannot be redeemed for ROOT Tokens or any currency or cryptocurrency. Kingdom Coins can be purchased through the website using ROOT. Episode 1 During episode 1 the goal is to generate energy to be used in episode 2 to harvest mycelium . We capture energy every time we prestige. When you prestige, your extractors are removed, and all resources are reset to zero. However, you retain the energy you’ve generated, and you receive a production boost, allowing you to progress more quickly in subsequent cycles of the episode. Episode 2 The goal in episode 2 will be to harvest Mycelium and unlock ROOT and other rewards. ROOT Token rewards can be claimed during the Game Season (so not at the end of the season). We will be able to recruit Flufs, Party Bears, Buzzies, Thingies, Seekers, Walkers, Cool Cats, Doodles, Deadfellaz, Pudgy Penguins, to enrich your harvesting experience in Episode 2. Gen2 brains are also mentioned to be used in episode 2 in the official docs, but we’re not sure if this is true or a mistake in the content. Episode 3 Little is known about episode 3 other than that it will involve "intelligent lands" of which we will be able to harvest Asto tokens. The assets that will play a role in this are Gen2 brains, Atem cards and Aifa players. The exact role of the Aifa players as of yet is unknown to us, but it has been stated that Gen2 and Atem cards will receive intelligent lands. So far further episodes of season 1 have not been mentioned but we do know but that refineries are being mentioned in docs and at some point will also play a role in TTK game. There’s really nothing other posted about refineries in the docs I’ve looked at, but it seems safe to assume they will play a role in refining resources into real world asset that will play a role in Op3n. Additional Some in-Game features and advanced content are only accessible to Users who own specific Digital Collectibles such as Prysms and SurrealScapes. There will at some stage be a thing called Automator’s, and all we know is that Automator means an on chain asset that can be assigned to a building that automatically claims resources when the building reaches capacity. In the clip I posted with this tweet captain.root clearly states (as he has done before) that part of the design of The Third Kingdom is to be able to supports “new rewards over different seasons and episodes, and those can be from within our ecosystem our even from outside our ecosystem”. I personally think it’s not a stretch the assume that some of the projects that are currently working on projects that will in the future be released are already planning to use the TTK to release some of their assets as rewards in-game of TTK. This is all the information that has been gathered and released earlier in our Third Kingdom Guild discord earlier, and shared here to hopefully help the community and give them an overview of what we currently know about this game we’re all looking out to play, and which will go live in the coming week. After the game has gone live Matt Bartlett will make and share an updated version of TTK Guild flipbook. If you found this content useful I would appreciate you sharing this with the community by sharing, liking and commenting on the tweet. We of the TTK Guild wish everyone a great season ! and lots of joy playing the game. LFG

Dip

12,507 views • 2 years ago

alright let’s do a class on nielsen ratings / witness a timeline murder? i’m about to spin the block. the programming insider screenshots below are for weds, march 31. Programming Insider is one of the few places that just posts the raw nielsen grid without spin. every demo every network every show laid out the way buyers sellers and network executives actually read it. it’s not a recap site it’s not opinion it’s the sheet and if you’re not reading the sheet you’re not actually talking about the same thing as the people making the decisions 730k and a 0.15 in adults 18–49 is a real number and it maps cleanly within the expected range. nobody serious disputes that. in the current environment you’re generally looking at: 0.10 ≈ 580k–610k 0.11 ≈ 600k–630k 0.12 ≈ 620k–660k 0.13 ≈ 650k–690k 0.14 ≈ 680k–720k 0.15 ≈ 710k–750k 0.16 ≈ 740k–790k 0.17 ≈ 780k–830k 0.18 ≈ 820k–880k 0.19 ≈ 860k–920k 0.20 ≈ 900k–960k the issue is how often people stop there and treat it like a conclusion instead of the starting point. because a single demo pulled out of context doesn’t tell you what kind of number it actually was what kind of audience it represents or what it means in a real marketplace start with the full AEW row because that’s the foundation. AEW on TBS for 121 minutes posted: 0.44 household rating 0.12 adults 18–34 0.15 adults 18–49 0.09 women 18–49 0.20 men 18–49 0.22 adults 25–54 0.13 women 25–54 0.30 men 25–54 0.10 persons 12–34 0.07 females 12–34 0.12 males 12–34 0.03 teens 12–17 730k total viewers 6th in adults 18–49 12th in total viewers that’s the entire result. not the tweet version not the clipped version not the one number people like to repeat. that full row is the reality and once you actually read it the first thing that matters is not the 0.15 it’s how that 0.15 is built 0.20 men 18–49 0.09 women 18–49 that’s not a subtle imbalance that’s the number. this is not a broad demo performance it’s a concentrated one. when one side of the demo is doing more than double the work of the other side you are not looking at wide audience adoption you are looking at a defined lane showing up consistently and that distinction is everything because certain faux authorities talk about 0.15 like it’s a universal currency when it’s not. a 0.15 built on something like 0.14 women and 0.16 men is a fundamentally different asset than a 0.15 built on 0.09 women and 0.20 men. one is balanced one is narrow. one has flexibility across advertisers scheduling and audience expansion the other is predictable reliable and capped this one is clearly the latter same story in 25–54 0.30 men 25–54 0.13 women 25–54 again more than double same structural dependence same ceiling implication and then you go younger and nothing changes 0.12 adults 18–34 0.10 persons 12–34 0.12 males 12–34 0.07 females 12–34 it’s the same shape repeated across demos which tells you this is not a one week anomaly it’s the product identity. stable consistent defined not expanding and that’s where the difference between narrow reliability and broad strategic heat actually shows up in the data this is reliable. the audience shows up. the profile is predictable. the show holds its lane it is not broad. it is not expanding. it is not signaling that new segments are coming into the tent and changing the ceiling of the property that’s not opinion that’s what the row says now zoom out to the actual cable landscape that night because this is where context starts to cut through the noise Hannity 0.50 NBA on ESPN 0.36 Jesse Watters Primetime 0.28 Gutfeld 0.25 The Source with Kaitlan Collins 0.18 AEW Dynamite 0.15 that’s the board. that’s the tiering. AEW is not competing with the leaders it’s sitting clearly below them in the next band the gap from 0.15 to 0.18 is real the gap from 0.15 to 0.25 is large the gap from 0.15 to 0.36 and 0.50 is massive and this is where people get sloppy because they use ranking to imply proximity when there isn’t any the placements are: 6th in adults 18–49 12th in total viewers those are good placements for a cable property they are not dominant placements and they are not close to dominant placements. 12th at 730k tells you exactly how much total audience is actually there across the full market not just the demo slice people like to highlight and that matters because scale still matters. total audience still matters. you don’t get to ignore it just because the demo is easier to weaponize quickly on the presidential address because this keeps getting dragged in like it explains something and it doesn’t a brief presidential address is not real competition it’s not counterprogramming it’s not sustained audience capture it’s a short interruption that hits every network at the same time. everyone gets disrupted nobody gets singled out. it doesn’t change relative positioning it doesn’t create winners or losers it’s just noise in the system and leaning on it is basically avoiding what the table actually shows same thing with hourly ranks 3rd in an hour 4th in an hour fine but relative to what. if the field is thin outside a few programs you can place well in a window and still be materially behind the actual leaders. a 0.15 does not become a 0.25 because it ranked 3rd it stays a 0.15 now zoom out even further and look at the broader tv ecosystem broadcast that same night is pulling 4M 5M viewers with broader demo balance. different ecosystem yes but it gives you scale perspective. cable is fragmented expectations are different a 0.15 can be a good cable number but that does not make it a market moving television number it makes it solid within its lane and that’s where most of the conversation should stop but it doesn’t because once you layer in actual market structure the ratings matter even less than people think they do the buyer universe is not theoretical it is already allocated high tier buyers netflix amazon apple all operate at 600k+ per telecast levels but only for global scalable franchise inventory netflix has already consolidated the global wwe backbone across raw international distribution and library. there is no incentive to layer overlapping wrestling inventory into that system amazon is deploying capital into nfl nba nascar and large scale league ecosystems. servicing ppv distribution is not the same thing as underwriting long term weekly rights. there is no mandate for niche weekly wrestling at scale apple is curating a premium global sports portfolio aligned with brand identity. nothing niche nothing polarizing nothing demo fragmented clears that filter mid tier buyers disney espn already has wwe premium live events and massive nfl nba and college football commitments. the wrestling lane is already defined at the tentpole level fox is concentrated on nfl and big ten with disciplined incremental spend and no mandate for a second wrestling property peacock is structurally tied into wwe across events and library footprint. that lane is occupied paramount plus max post merger is sitting on one of the heaviest combat sports portfolios in the market ufc at roughly 1.1b per year zuffa boxing pbr nfl afc that is category consolidation not exploration. any additional combat adjacent inventory has to clear duplication against that stack turner inside that same structure is no longer operating independently. it is part of a combined portfolio that already has a defined combat sports identity low tier buyers roku tubi vice are operating in the 150k–300k per telecast range and are not positioned to escalate into premium rights competition so when you actually map the landscape it’s not that buyers are hesitant it’s that lanes are already filled there is no real second bidder dynamic and once you remove the idea of competitive bidding the ratings stop functioning as leverage they become a utility metric now go back to the numbers 0.15 730k male heavy composition those are not bad numbers they are just not strong enough to override strategic redundancy inside a portfolio that already includes ufc and global wwe alignment across multiple platforms so the conversation shifts this is no longer what will the market pay this becomes what is this worth inside our existing portfolio can we fill two hours cheaper can we replicate the demo with studio shows shoulder programming unscripted if yes there is no leverage if no it stays but on controlled terms that’s the real decision tree and this is where the difference between narrow reliability and broad strategic heat becomes the entire story this is reliable inventory. it shows up every week it delivers a consistent demo it fills two hours it holds a lane it is not broad strategic heat. it does not expand the audience map it does not unlock new advertiser categories it does not create urgency across buyers it does not force capital to move and that’s not a criticism it’s a classification so the clean read is simple the number is real the audience is still there the composition is still narrow the placement is still upper middle and none of that on its own creates leverage in a market that is already structurally allocated this is a property negotiating inside someone else’s portfolio not across an open market and that leads to the only conclusion that actually matters once capital is already deployed across nfl nba ufc and global wwe distribution and once the high tier buyers are structurally filtered out this stops being a rights negotiation driven by ratings and becomes an internal portfolio decision driven by overlap cost efficiency and replacement value. at that point a steady 0.15 does not create leverage it defines the floor of what that two hour block is worth relative to everything else competing for the same capital and now add the part everyone either ignores or pretends doesn’t exist TKO is effectively sitting on ~100% of premium combat sports market share at scale when you look at UFC plus WWE across global distribution lanes. that’s not just another player in the category that is the category so when you’re talking about where AEW fits you’re not comparing it in a vacuum you’re comparing it against the most consolidated combat sports stack the business has ever seen and that stack isn’t just operating independently Ari Emanuel has been advising David Ellison for 15+ years that relationship matters because it shapes how these portfolios are thought about at the highest level. this isn’t random alignment this is long term strategic overlap between the people actually making decisions about where billions in rights fees go so when you layer that on top of a potential Paramount controlled WBD structure you’re not just dealing with ratings anymore you’re dealing with a fully informed portfolio strategy that already knows exactly what it values in combat sports and what it doesn’t and then you zoom all the way out to cultural positioning because this part matters more than people think Pat McAfee is in the main event at WrestleMania that’s not a throwaway detail that’s the signal that’s WWE extending into mainstream sports media personalities who already command massive audiences across multiple platforms and pulling them into the biggest event in the space that’s what broad strategic heat actually looks like not just a consistent demo number not just reliable weekly inventory but expansion into new audience layers new distribution touchpoints and new cultural relevance that travels outside the core base so when you put all of this together the picture gets even clearer AEW is stable AEW is reliable AEW fills a lane but it’s operating in a market where the category leader already controls the majority of premium combat IP the decision makers are aligned at the highest levels the buyer universe is structurally closed and the biggest player is actively expanding its cultural footprint beyond wrestling itself that’s the environment so yes a 0.15 matters. yes 730k matters the number isn’t fake the number isn’t terrible the number is specific it tells you exactly what the show is right now it tells you the core audience showed up it tells you that audience is heavily male it tells you women are materially underrepresented it tells you the show converts to about 730k it tells you where it sits on the night it tells you the audience shape hasn’t changed what it doesn’t tell you matters just as much it doesn’t tell you the audience is expanding it doesn’t tell you the show is broadening it doesn’t tell you the ceiling moved this was a good night for a show with a defined audience but none of it overrides the reality that this is being evaluated inside a system that already knows what “must have” looks like and right now that bar is being set somewhere else entirely cc: Dave Meltzer

Nick LoPiccolo

17,146 views • 5 months ago