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๐Ÿ”ฅ ๐ƒ๐ž๐ฏ ๐”๐ฉ๐๐š๐ญ๐ž โ€“ ๐•๐š๐ซ๐ฌ๐ข๐ญ๐ฒ ๐‡๐ข๐ ๐ก ๐’๐œ๐ก๐จ๐จ๐ฅ ๐…๐จ๐จ๐ญ๐›๐š๐ฅ๐ฅ Whatโ€™s new ๐Ÿ‘‡ ๐Ÿˆ ๐–๐ข๐ง๐ญ๐ž๐ซ ๐Ÿ•๐จ๐ง๐Ÿ• ๐๐ฅ๐š๐ฒ๐ญ๐ž๐ฌ๐ญ #๐Ÿ‘ โ€ข Full 7on7 exhibition gameplay โ€ข Knockout tournament mode โ€ข Team customization โ€ข AI vs AI with broadcast camera โ€ข Local multiplayer added โ€ข Coach Mode added ๐Ÿ—“๏ธ Playtest: March 20 โ€“ March...

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๐Ÿ”ฅ ๐ƒ๐ž๐ฏ ๐”๐ฉ๐๐š๐ญ๐ž โ€“ ๐•๐š๐ซ๐ฌ๐ข๐ญ๐ฒ ๐‡๐ข๐ ๐ก ๐’๐œ๐ก๐จ๐จ๐ฅ ๐…๐จ๐จ๐ญ๐›๐š๐ฅ๐ฅ More momentum & major announcement coming soon ๐Ÿ‘€ Here is what we have been working on ๐Ÿ‘‡ ๐Ÿˆ ๐†๐š๐ฆ๐ž๐ฉ๐ฅ๐š๐ฒ โ€ข Two-player local PVP now live across all on-field modes โ€ข Exploring Steam Remote Play to bring online play to PC โ€ข New formations added: Tight Split, Bunch, Quads, Trips, Cover 1, Cover 3, and more โ€ข Instant replay system with multiple camera angles + slow motion โ€ข Option to disable replays for a faster gameplay experience ๐Ÿ† ๐•๐š๐ซ๐ฌ๐ข๐ญ๐ฒ ๐ƒ๐ฒ๐ง๐š๐ฌ๐ญ๐ฒ โ€ข Back to building out Dynasty mode and full 11v11 team systems โ€ข More updates on Dynasty coming soon ๐Ÿ’ฌ ๐๐ฅ๐š๐ฒ๐ญ๐ž๐ฌ๐ญ ๐…๐ž๐ž๐๐›๐š๐œ๐ค ๐Ÿ—ฃ๏ธ โ€œDeep throws and tight window passes feel really rewardingโ€ ๐Ÿ—ฃ๏ธ โ€œMovement feels authentic, like ESPN 2K5โ€ ๐Ÿ—ฃ๏ธ โ€œPassing game feels like APF 2K8โ€ ๐Ÿ—ฃ๏ธ โ€œRoute concepts are really coolโ€ โ„๏ธ ๐๐ž๐ฑ๐ญ ๐๐ฅ๐š๐ฒ๐ญ๐ž๐ฌ๐ญ #๐Ÿ’ โ€ข Full 7on7 exhibition โ€ข Knockout tournament mode โ€ข Local multiplayer โ€ข Coach Mode ๐Ÿ—“๏ธ April 24 โ€“ April 30 ๐Ÿ‘‰ Sign up: ๐Ÿ‘‰ #VarsityVideoGame #HighSchoolFootball #7on7Football IndieGameDev GameDevUpdate

Varsity - High School Football Video Game

11,588 ๆฌก่ง‚็œ‹ โ€ข 4 ไธชๆœˆๅ‰

๐Ÿ”ฅ ๐ƒ๐ž๐ฏ ๐”๐ฉ๐๐š๐ญ๐ž โ€“ ๐•๐š๐ซ๐ฌ๐ข๐ญ๐ฒ ๐‡๐ข๐ ๐ก ๐’๐œ๐ก๐จ๐จ๐ฅ ๐…๐จ๐จ๐ญ๐›๐š๐ฅ๐ฅ Winter 2025 Whatโ€™s new ๐Ÿ‘‡ โ„๏ธ ๐–๐ข๐ง๐ญ๐ž๐ซ ๐๐ฅ๐š๐ฒ๐ญ๐ž๐ฌ๐ญ #๐Ÿ โ€ข Updated 7on7 gameplay ๐Ÿ‘€ โ€ข Multi-season Dynasty (sim only) โ€ข Coach schemes & tendencies โ€ข Community file share test ๐Ÿ—“๏ธ Patreon: Jan 23 โ€“ Feb 20 ๐ŸŽฎ Playtest: Feb 21 โ€“ Feb 28 ๐Ÿˆ ๐†๐š๐ฆ๐ž๐ฉ๐ฅ๐š๐ฒ โ€ข Improved pursuit logic to avoid โ€œconga lineโ€ tackles โ€ข Expanded custom rules (scoring, clock, OT, mercy rules) โ€ข Continued refinement of QB/WR/DB gameplay ๐ŸŽง ๐€๐ญ๐ฆ๐จ๐ฌ๐ฉ๐ก๐ž๐ซ๐ž โ€ข PA announcer for downs, turnovers, and touchdowns โ€ข Crowd reactions and ambient stadium audio ๐Ÿ“Š ๐Ÿ๐ŸŽ๐Ÿ๐Ÿ“ ๐‡๐ข๐ ๐ก๐ฅ๐ข๐ ๐ก๐ญ๐ฌ โ€ข Full-time lead animator hired โ€ข Big upgrades to mocap + DB logic โ€ข Weather, game themes, and custom Dynasty features โ€ข First playable 7on7 playtest ๐Ÿ’ฌ ๐“๐ž๐ฌ๐ญ๐ž๐ซ ๐…๐ž๐ž๐๐›๐š๐œ๐ค ๐Ÿ—ฃ๏ธ โ€œMovement feels smooth.โ€ ๐Ÿ—ฃ๏ธ โ€œQB timing feels right.โ€ ๐Ÿ—ฃ๏ธ โ€œStrong APF 2K8 vibes.โ€ ๐Ÿ‘‰ Stay tuned for some major announcements in 2026! ๐Ÿ‘€ #VarsityVideoGame #HighSchoolFootball #7on7Football #IndieGameDev

Varsity - High School Football Video Game

10,711 ๆฌก่ง‚็œ‹ โ€ข 8 ไธชๆœˆๅ‰

๐Ÿ”ฅ ๐ƒ๐ž๐ฏ ๐”๐ฉ๐๐š๐ญ๐ž โ€“ ๐•๐š๐ซ๐ฌ๐ข๐ญ๐ฒ ๐‡๐ข๐ ๐ก ๐’๐œ๐ก๐จ๐จ๐ฅ ๐…๐จ๐จ๐ญ๐›๐š๐ฅ๐ฅ Whatโ€™s new ๐Ÿ‘‡ ๐ŸŽฎ ๐†๐š๐ฆ๐ž๐ฉ๐ฅ๐š๐ฒ โ€ข Zone coverage for safeties is now in โœ… โ€ข Working on play-specific man coverage so DBs recognize deep help + play underneath ๐Ÿง  โ€ข Fully functional drive event system built: line of scrimmage, first downs, touchdowns, + 7on7 QB rush timer โฑ๏ธ ๐Ÿ’ก ๐๐ซ๐ž๐ฌ๐ž๐ง๐ญ๐š๐ญ๐ข๐จ๐ง โ€ข Lighting, shadows, + environment art overhaul in progress ๐ŸŒ… โ€ข Everything youโ€™ve seen so far has used crude base lighting โ€” big visual jump starts next month ๐ŸŽจ โ€ข New working scorebug now displays teams, scores, downs, quarter, + more ๐Ÿˆ ๐ŸŽฅ ๐Œ๐จ๐œ๐š๐ฉ + ๐€๐ง๐ข๐ฆ๐š๐ญ๐ข๐จ๐ง โ€ข QB motion capture cleanup complete โ€” huge milestone โœ… โ€ข WR + DB motion capture up next โ€ข New animation pipeline slashes time from capture โ†’ in-game โš™๏ธ ๐Ÿงข ๐„๐ช๐ฎ๐ข๐ฉ๐ฆ๐ž๐ง๐ญ โ€ข 7on7 gear in development: shorts, tees, + soft shell helmets ๐Ÿ‘• โ€ข Usable in Dynasty mode for full 11-man practices or tryouts โ„๏ธ ๐–๐ข๐ง๐ญ๐ž๐ซ ๐๐ฅ๐š๐ฒ๐ญ๐ž๐ฌ๐ญ โ€ข Early 7on7 gameplay test ๐Ÿ”ฅ โ€ข Multiple dynasty seasons (sim only) โ€ข Coach schemes + tendencies โ€ข Community file share server test ๐Ÿ—“๏ธ Patreon signups: Nov 14 โ€“ Dec 19 ๐Ÿ•น๏ธ Playtest: Dec 20 โ€“ Jan 4 ๐Ÿ‘‰ Find out more: #VarsityVideoGame #HighSchoolFootball #7on7Football #DynastyMode #IndieGameDev #GameDevUpdate

Varsity - High School Football Video Game

15,360 ๆฌก่ง‚็œ‹ โ€ข 10 ไธชๆœˆๅ‰

๐Ÿ”ฅ $KATA FAM! THIS IS HUGE!๐Ÿ”ฅ๐Ÿฅณ The moment weโ€™ve all been waiting for is finally hereโ€ฆ Katana Inu Battle Royale is about to go LIVE. ๐Ÿš€ PLAYABLE FULL GAME - 20th January! Our Battle Royale mode becomes playable for the first time. That is what the developers said. So hopefully, no delays! ๐Ÿ˜ This will be a live test phase, and right after that, weโ€™ll bring the game online for everyone to download and play right away! This isnโ€™t just an update ๐Ÿ‘‰ This is a massive milestone for $KATA โš”๏ธ WHAT HAPPENS AFTER THE TEST? Once the Battle Royale test is complete, we move fast. Now? ๐Ÿ‘‰ WEโ€™RE ALMOST READY.๐Ÿ”ฅ 4 years of building, grinding, and perfecting ๐Ÿ˜ Weโ€™ll start integrating our already developed Web3 infrastructure directly into the game, including: ๐Ÿง  Web3 Multichain Wallet in our Game ๐ŸŽฎ Player Progression UI UX ๐Ÿ–ผ๏ธ NFT Purchasing in our Game $KATA burn activation, news coming soon! ๐Ÿ”ฅ And much more! ๐Ÿš€ Most of this is already built... now itโ€™s about clean structure, smooth integration, and solid testing! After thatโ€ฆ ๐Ÿ’ฐ PLAY-TO-EARN GOES LIVE FOR TESTING - TOGETHER WITH THE COMMUNITY ๐Ÿ’Ž $KATA TOKEN - WEโ€™RE COOKING ๐Ÿ‘€๐Ÿ”ฅ With the game finally ready, unlocks real power: - Web3 gaming launchers - Gaming guilds onboarding - Play-to-Earn & Burn activation - In-game NFT skins & weapons - Play live with our Partners/collabs & more! Let's make $KATA great again! ๐Ÿ—บ๏ธ ROADMAP & MILESTONES (STRAIGHT TO THE POINT) The game will be ready now! We will just add more polishing to check every corner! Goal: Make the game GOOD and READY for everyone!๐Ÿ˜ Hereโ€™s the current estimated roadmap weโ€™re aiming to a better place that deserves! ๐Ÿ”ฅ JANUARY โ€“ FULL POWER MODE - General polishing across the entire game - Activate some new videos - Game/Server testing with all Modes - Server stress tests - Preparing for public access - Steam wishlist push & Epic Games - Improving animations, VFX, and sound FX - Integrating player progression into UI / UX - Pushing $KATA into the spotlight! ๐Ÿ”ฅ โšก FEBRUARY โ€“ SCALE & POLISH๐Ÿš€ - Streamers start testing & mass gameplay sessions - Further polish across gameplay and visuals - Final player progression UI/UX integration - AI bots are fully ready inside the game - Bring the $KATA token more visibility into the Web3 community and Game Launchers with p2e. - Launch our first in-game NFT mint, fully integrated and playable directly inside the game โœ๏ธDeliver on all our promises to holders! Allowing NFTs, including 3D characters and weapons, to finally come to life and be used in actual gameplay Focus on: - Visibility on $KATA & our Game - Real gameplay feedback - Steam wishlists & Getting Players for web3 ๐Ÿš€ MARCH โ€“ BOOST GAME READY - Final polishing complete - Public-ready version - Roll out $KATA utility and bring it to a much wider audience - Preparing for Steam / Epic Games launch - Streamers & communities fully activated๐Ÿš€ Please wishlist Katana Inu on Steam: ๐Ÿ“ฃ MARKETING & PLAYER GROWTH - Collaborations with streamers - $KATA into the focus for more holders - Coverage across multiple social platforms - Playing on different web3 game launchers to bring more players into Katana Inu! What comes next? After mid-March, weโ€™ll share new updates and unveil the plan for the next 3 months! The reason for the delay was simple: Battle Royale is complex - and we refused to rush it. ๐Ÿ”ฅ DROP YOUR HYPE IN THE COMMENTS, FAM This is just the beginning of Katana Inuโ€™s real journey. Weโ€™re giving our best for you, $KATA Fam! โค๏ธ LETโ€™S BUILD. LETโ€™S PLAY. LETโ€™S WIN. โš”๏ธ๐Ÿบ๐Ÿ”ฅ

Katana Inu

12,791 ๆฌก่ง‚็œ‹ โ€ข 7 ไธชๆœˆๅ‰

Heads up #Battlefield1 fans ๐Ÿ˜Ž WW1 mobile shooter "Weltkrieg 1: Firestorm" @weltkrieg1fs is now recruting people for their upcoming April playtest on Android devices via Google Play. You can sing up here ๐Ÿ‘‡ ๐Ÿ”น๏ธ Factions: United Kingdom vs German Empire. ๐Ÿ”น๏ธ Map: Somme ๐Ÿ”น๏ธ Game Mode: TDM (6v6) ๐Ÿ”น๏ธ Units: Assault, Heavy, Medic and Sniper. ๐Ÿ”น๏ธ Flamethrower and Grenadier. ๐Ÿ”น๏ธ Battle Points System ๐Ÿ”น๏ธ AI soldiers. Key features and future plans: ๐Ÿ”น๏ธ No pay-to-win elements. ๐Ÿ”น๏ธ There will be new playtests in May and June, including this summer beta. ๐Ÿ”น๏ธ The beta is planned to launch first in Indonesia, the Philippines and Thailand โ€” with more regions added over time. ๐Ÿ”น๏ธ iOS testing will follow after the beta phase. ๐Ÿ”น๏ธ It's being developed by a small team (3 people). ๐Ÿ”น๏ธ Tanks (including the British Mark V and the German A7V), artillery (Morser M10), infantry battle...they're looking to add armored cars and planes in future updates - aircraft will appear as atmospheric elements only. ๐Ÿ”น๏ธ Ultimate Conquest (10v10) includes tanks and artillery. ๐Ÿ”น๏ธ Destruction System: You can knock down trees, break through barbed wire and clear various obstacles. According to devs, buildings are static and canโ€™t be destroyed to keep performance stable across all devices. ๐Ÿ”น๏ธ Controller support is planned for future updates. It will come after the beta. ๐Ÿ”น๏ธ Players will be able to choose the game mode, but not the map โ€” locations will be selected randomly. ๐Ÿ”น๏ธ Theyโ€™re planning a No HUD gameplay mode in future updates. ๐Ÿ”น๏ธ Single-player modes and a full campaign are planned for stages after the beta. ๐Ÿ”น๏ธ They're aiming for 60fps as the sweet spot for most players. ๐Ÿ”น๏ธ The second multiplayer map Passchendaele "is all about chaos" โ€” rain pouring down while fire still burns from recent shelling. The map also features gas effects which are currently used for visual atmosphere only - but gas will also impact gameplay in the future. ๐Ÿ”น๏ธ Background music is on their radar.

Battlefield Bulletin

14,461 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

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 Protocolโ€™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 ๐ŸŽฎโ›“๏ธ 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 ๐Ÿช‚

WINR

37,891 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

โ€ผ๏ธ๐Ÿšจ๐Ÿ”ต PRESSER ๐Ÿ”ต๐Ÿšจโ€ผ๏ธ ๐ŸŽ™ Xabi Alonsoโ€™s Full Post-Brighton Press Conference ๐ŸŒ€ Reporter: Nine goals scored this week, five conceded and three wins. Did you enjoy today? ๐Ÿ˜… Alonso ๐Ÿ—ฃ๏ธ: โ€œIn the end, I enjoyed all the wins a lot. But again, there were different moments and different feelings. Ultimately, weโ€™re happy with the result. โ€œWe value this win a lot against a very good opponent โ€” one that has been tough for us in recent years. โ€œThere were moments when we did really well and other moments that showed this is still a process. Weโ€™re continuing to learn about ourselves and improve. Normally, itโ€™s easier to do that after a win.โ€ ๐ŸŒ€ Reporter: What can you tell us about Moisรฉs Caicedo? Was it the same problem or something new? ๐Ÿ‡ช๐Ÿ‡จ๐Ÿš‘ Alonso ๐Ÿ—ฃ๏ธ: โ€œHopefully itโ€™s nothing serious. It wasnโ€™t something new and it wasnโ€™t worse than last time. He was cautious enough to stop and say that the feeling wasnโ€™t the best. โ€œWe need to assess him during the week.โ€ ๐ŸŒ€ Reporter: Pedro Neto tapped the Chelsea badge after scoring. Can you guarantee heโ€™ll still be here after the transfer deadline? ๐Ÿ”ต๐Ÿ‘€ Alonso ๐Ÿ—ฃ๏ธ: โ€œYou know, in football, I donโ€™t guarantee anything about anyone. โ€œBut I was very happy with Pedro. He did really well and played with a lot of energy. Heโ€™s going to be very important for the team throughout the season because he has different, special qualities. โ€œHeโ€™s a threat one-v-one, attacks space very well and is strong and competitive. Iโ€™m happy he scored. He was very close to scoring another one. Iโ€™m very happy with Pedro.โ€ ๐ŸŒ€ Reporter: Chelsea had only 25% possession today after 38% against Fulham. Is this the type of transitional Chelsea you want? ๐Ÿ“Š Alonso ๐Ÿ—ฃ๏ธ: โ€œNo. For me, every piece of data needs context. โ€œAfter 30 minutes, we were 3โ€“0 up. Probably from that moment, we played too much with the result instead of continuing to play. โ€œThe data isnโ€™t whatโ€™s important. What matters is how you play and what you can do better. My approach isnโ€™t to say, โ€˜Today we need 60% possession or 20%.โ€™ โ€œI never talk about those things. Itโ€™s about how we prepare and how we become more competitive. โ€œThere were different moments in the game. There were periods when we did really, really well and other moments when we could have done better.โ€ ๐ŸŒ€ Reporter: When you say Chelsea started โ€˜playing the resultโ€™ at 3โ€“0, was that complacency? ๐Ÿง  Alonso ๐Ÿ—ฃ๏ธ: โ€œNo. I would say itโ€™s quite normal. It happens with many teams. โ€œTeams that have worked together and played more games together usually have a better understanding of how to manage those moments. We are still in that process. โ€œIโ€™m sure that in the future weโ€™ll manage those situations better. Even at 3โ€“1 at half-time, I told the players: โ€˜Guys, a two-goal lead in the Premier League โ€” we still need to focus on playing, scoring goals and defending well.โ€™ โ€œAfterwards, we could have scored a fifth. Many things happened during the game.โ€ ๐ŸŒ€ Reporter: Emiliano Martรญnez went straight into the starting XI. Did you have any concerns throwing him straight in? ๐Ÿงค๐Ÿ‡ฆ๐Ÿ‡ท Alonso ๐Ÿ—ฃ๏ธ: โ€œWith Emi, heโ€™s 34 years old and has experience from all around. โ€œI spoke with him yesterday. We talked about the game and about our team, and he felt ready. I donโ€™t have to tell him many things for him to perform. โ€œOf course, a goalkeeper always wants a clean sheet, but Iโ€™m happy with his first impact. He had only been in the building for 48 hours. โ€œNow weโ€™ll have the whole week to prepare for the next game. Day by day, weโ€™ll feel his presence because he has that charisma and aura to influence and establish a very positive connection with the rest of the team.โ€ ๐ŸŒ€ Reporter: And what happens with Robert Sรกnchez now that he wasnโ€™t in the squad? ๐Ÿ”„ Alonso ๐Ÿ—ฃ๏ธ: The supplied transcript does not contain a separate answer addressing Sรกnchezโ€™s future. (1/2) ๐Ÿ‘‡๐Ÿพ

Miki Djan

205,039 ๆฌก่ง‚็œ‹ โ€ข 19 ๅฐๆ—ถๅ‰

We're bringing in some fun changes to Dremica this Sunday. Come try it out and see the progress. We can't have a Web3 game without degeneracy. Lokito's gambling antics have inspired a new way to play the game. On Sunday you'll be able to try your luck with your in game gold by spinning Big Boy's Wheel in an attempt to help you top the leaderboards. Also since we've added so much to the game it's time to look at the gameplay loop and its economy. Here's the changes I've proposed and my thoughts. Economic Simplicity We need your in game achievements to feel impactful. Dremica is designed as an MMO to give players freedom of how they play the game. Whether its killing monsters, leveling up tradeskills or playing with their gold. The common denominator for everything is XP (player levels). Even gold can be used to buy XP tomes from the shop to level up your skills. Now I propose we distribute our prize pool to players based on their levels. It's future-proof and allows us to add more features without breaking the core gameplay loops. All players will receive rewards from the SAMA prize pool based on their level obtained. Currently the Carnage prize pool is 100,000 SAMA so EVERY player will get a share of it based on what level they reach during the session. Your level / Total levels from all players * Prize pool = Your rewards. Also to keep that competitive spirit we'll be adding additional prizes for the top 10 on the leaderboard. When the Dremica BETA starts it allows us to simply add in a potential new tokenomic model and also allows PVP to plug into the system with ease. TLDR: More levels = more rewards. Why add in RNG-based mechanics (with the wheel?) Seeing the same people hit top 3 of the leaderboard each week isn't exactly exciting for new players. We can't have a stagnant monotonous grind, we need something dynamic. High-risk/high-reward scenarios change everything. Starting with Big Boy's wheel, we plan more exciting game play options including the new PVP zone in the beta. Personally I can't wait to see someone get super lucky and cause absolute havoc in the community. We're in the Alpha testing phase anyway, let's see how it unfolds. How can you make this sustainable? To make a Web3 game work, it needs to absorb more tokens than what are emitted. Dremica uses a fixed prize pool per session, if we can ensure enough utility that players spend their rewards and more than are emitted it can fund the gaming sessions indefinitely. Next month we're going to be focusing on pushing out the in-game SAMA shop where players can start spending the rewards they earn. It will be the first major step for Dremica to begin adding token utility. Additional utility is planned for the future whether its cosmetic-based rewards or unannounced mechanics. We've held back on planned tokenomic/ecosystem changes to focus on building the game first. If these happen there's only one chance to get it right. I think everyone knows gaming is one of the best use cases of Web3, just need to build a fun experience and keep people engaged. We've got enough time, runway and support to get Dremica up there in the Web3 gaming echelon. What else have you got planned? Each of the past months Dremica has been pushing out some hard-hitting updates and the game is truly taking shape. The team is working tirelessly to keep adding more features and improving the experience. Now that a lot of the core functionality required for an MMORPG is in, we can start to look at expansion. As you'll see later this week we're bringing in other projects/partners to join us on the journey. The Dremica BETA is the next major milestone where the game will look vastly different and the whole world is changing. And hopefully our frens at Beam will be able to assist and make sure everyone knows about it. I originally titled the work on Dremica as the "Secret weapon" before it was announced. Work on "Secret Weapon 2.0" has started which will enhance the Dremica/Carnage experience further. For Dremica to succeed we're doubling down on the "Carnage" model where everyone comes together at the same time to play. This is how the whole Moonsama ecosystem started 3+ years ago. The new Secret Weapon aims to fill that void. How can I play? If you own an EXO join our token-gated community at If you're brand new join and the team/community will be able to help you get access to the game. The next play test is this Sunday February 9th at 4pm UTC. A 2 hour session where you play to get the highest level you can. See you in game ๐Ÿ”ฅ

Donnie

31,109 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

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

Shinobi602

181,743 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

๐Ÿ› ๏ธ 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 thereโ€™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. โš”๏ธ Performance: โ€ข Performance Mode now lowers texture resolution, reducing crashes on lower-end machines โ€ข Numerous Significant CPU optimizations โ€ข Fixed performance degradation that might occur on some gamepads โ€ข Fixed numerous memory leaks โ€ข Reduced instantiation spikes for numerous objects โ€ข Disabled detail meshes on generic humanoids faces when not needed โ€ข Reduced latency, overhead and improved stability of GPU Culling โ€ข Optimized texture resolution and memory budgets for Steam Deck โ€ข Optimized Art content in Ship Prologue and its cinematics โ€ข Removed unused weapon assets to free up memory โ€ข Removed leftover developer tools to free up memory โ€ข Optimized CPU spikes of a variety of common content loading operations โ€ข Added texture streaming for character portraits during dialogue interactions to save memory โ€ข Fixed some persistent log spam being generated by potatoes in Nameless Pass โ€ข Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs โ€ข Optimized Ambient Occlusion Rendering โ€ข Extended GPU culling usage for more cases โ€ข Configured and optimized pooling for more prefab instantiations reducing CPU spikes โš”๏ธ Gameplay Systems: โ€ข Added new Respec System! โšฌ Players can now Respec by examining the statue in the Cerim Crucible Atrium โšฌ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned โšฌ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen โš”๏ธ Quality of Life: โ€ข All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire โšฌ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weaponโ€™s Attribute Requirements โ€ข Inventory Items can now be docked to compare them โšฌ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare โ€ข Brought back the Misc category to the Inventory โšฌ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories โ€ข Vendor screens are now sorted by item type so that items are more organized for purchase โ€ข Improved Stamina player HUD brightness for better visibility, and readability of stamina debt โ€ข Added side notifications for when Danos Sacrament Upgrades are completed โ€ข Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors โ€ข Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck โš”๏ธ Settings: โ€ข Added support for Upscaling with DLSS 3.7 and FSR 2.2 โ€ข Added custom key rebinding options for Controller โ€ข Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings โ€ข Default Keyboard layout set to Mouse+WASD โ€ข Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting โš”๏ธ Content Additions: โ€ข Added a new set of enchantments โ€ข All Throw runes can now be added to Spears โš”๏ธ Loot: โ€ข Added Pig Sticker Blueprint to Fillmore's Level 1 Shop โ€ข Added Assegai Blueprint to Whittacker's Level 1 Shop โš”๏ธ Balance: โ€ข Nerfed Throw runes โšฌ Reduced Poise Damage on all Throw runes โšฌ Reduced Damage on Ice Throw Rune โ€ข Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly โ€ข Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets โ€ข This includes enchanting items at Eleanor โ€ข Falling Sky and Woodland Protectorโ€™s initial item levels were set too high and have been lowered to the intended levels โš”๏ธ Weapons: โ€ข Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers โ€ข Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) โš”๏ธ Enemies and Bosses: โ€ข Polished Darak boss fight โšฌ Improved behavior to prevent him standing idle after attacking โšฌ Improved behavior when fighting ranged builds โ€ข Added Bite Attack to Plague Rat โ€ข Added Back Attack to Risen Axe Bruiser โ€ข Added escape logic to Risen Fire Bomber โ€ข Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute โ€ข Adding cloth simulation to Boarskin Bruiser โ€ข Polished rigging on Plagued Boomer โ€ข Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins โ€ข Smaller enemies can now smash breakable objects (barrels, crates, etc.) โš”๏ธ NPCs: โ€ข Changed the name of the worried woman in the Sacrament Town Square to Nell โ€ข Polishing dialog for Druo, Lucian and Everwyn โ€ข Updated the dialog for NPCs at the Cerim Gate in Nameless Pass โ€ข Added eavesdrop to Sleeping Guard Gerard in Sacrament โš”๏ธ Areas: โ€ข Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Marinerโ€™s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave โ€ข Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible โ€ข Updated foliage in various locations โ€ข Added physics and wind simulation to Spruce trees โš”๏ธ Cinematics: โ€ข Polished animations for characters in the Inquisition Arrival cinematic โ€ข Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics โ€ข Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic โ€ข Fixed cloth and camera pops in the Inquisition Arrival cinematic โš”๏ธ Audio: โ€ข Environment update for Sacrament: โšฌ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress โšฌ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) โšฌ 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. โšฌ Updated ambience for Sacrament Town Square to feel busier during the day โšฌ Updated environment audio for the Cerim Gate zone in Mountain Pass โ€ข Increased audio buffer to help alleviate audio crackle artifacts โ€ข Increased available audio resources to help prevent sounds from dropping out during long play sessions โ€ข Updated audio for Cerim Vision cinematic โ€ข Updated audio mix for Barrel and Crate destruction โ€ข Saluting Guards in Sacrament now have sound โ€ข Added Weapon-specific Impacts on parrying and blocking actions โ€ข Added ladder sliding sound effects for Kickdown Ladders โ€ข Added sound effects for going down Ladders โ€ข Added new sound effects for Plague-Enchanted weapons โ€ข Polished audio for Bounties enemies โ€ข Fixed missing sounds for Plagued Mutant Soldier โ€ข Fixed rain sounds appearing in Sacrament Interiors โ€ข Fixed enchantment-specific weapon whooshes cutting a bit too early โ€ข Fixed NPCs not making footstep sounds when walking around โ€ข Fixed environment states sometimes not resetting when returning to the main menu โš”๏ธ VFX: โ€ข Blood effects are now juicier and used more often! โ€ข Improved blood visual effects attachment to characters bodies from attacking and getting hit โ€ข Increased intensity of shiny item drop VFX โš”๏ธ Bounties and Challenges: โ€ข Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete โš”๏ธ Localization: โ€ข Added and updated localized text in many places across multiple languages โ€ข Added localization support for new Controller Remapping screen and for various missing localized elements โ€ข Fixed incorrect font on the Activities screen โš”๏ธ Bug Fixes: โ€ข Fixed various enchantments on unique weapons and rings that werenโ€™t working properly โ€ข Fixed Rested Bonuses for sleeping in beds โ€ข Fixed Key Items respawning after pick up โ€ข Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player โ€ข Fixed Echo Knight falling off the arena and blocking progress โ€ข Fixed Cerim Armor missing upgrades at Filmore โ€ข Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models โ€ข Fixed SHIFT key not being recognized in the Main Menu โ€ข Fixed certain environment textures overriding certain armor textures โ€ข Fixed certain armor having missing or incorrect cloth simulation โ€ข Fixed rigging on certain armor โ€ข Fixed The Wallow boss attacks not having sound effects โ€ข Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting โ€ข Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset โ€ข Fixed wall cannons not firing in Cerim Crucible โ€ข Fixed XP UI not showing โ€œMax Levelโ€ after reaching the level cap โ€ข Fixed Level and XP UI being present without a Character selected in the Main Menu โ€ข Fixed โ€œLong Area Nameโ€ appearing on the map where map is unavailable (such as Cerim Crucible) โ€ข Fixed being able to skip through locked doors in The Shallows โ€ข Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena โ€ข Fixed Enchant Item Challenge counting enchanted items that are picked up โ€ข Fixed mortuary guard popping in on screen during Spoken and Unspoken quest โ€ข Fixed extra Elsa map marker during the Spoken and Unspoken quest โ€ข Fixed Giles and Petra standing instead of sitting on the chairs in Carolineโ€™s Inn โ€ข Fixed Arrows not hitting Plagued Wolf โ€ข Fixed Wolf and Plagued Wolf target point โ€ข Fixed Tanth Knight getting stuck during patrolling in Marinerโ€™s Keep at Endgame state โ€ข Fixed Darak leaving his shield in Orban Glades when he escapes โ€ข Fixed chest opening VFX in Performance and Balanced quality presets โ€ข Fixed Wolf having a dance party after death โ€ข Fixed Chest floating in the air in Marinerโ€™s Keep โ€ข Fixed incorrect texture on the Crafting Table โ€ข Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 โ€ข Fixed overblown bonfire lighting at The Shallows โ€ข Removed rogue rim light at The Shallows โ€ข Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

And thatโ€™s a wrap on First Stand !! Incoming โ€œI ain't reading that, happy for u, or sorry that happenedโ€ post xD First Stand Gameplay - Was pretty happy with how the lane swaps and adjustments to Atakhan worked out. Donโ€™t know the exact number), but it felt like mostly Ruinous with games of Voracious where it made sense and no lane swaps - There was a good amount of AD/AP squishy and tank mix in each role with omega gigachad Zeka pulling out the Sylas Ahri and Akali where it made sense ๐Ÿ™ƒ - Skarner and Kalista were the outliers on priority, but teams didnโ€™t seem particularly effective with Kalistaโ€ฆ - Skarner on the other hand; will discuss with the team about larger work on him when we get back; heโ€™s too effective at too many things, while also being impotent for regular players - As announced yesterday by Greeley, weโ€™re hoping to see adaptive drafts continue with Fearless for the rest of the year, I think diversity will continue to increase as teams get better at finding lines to draft that make certain counterpick/situational champs god tier after certain champs are out; it will evolve into more of a TFT/Chess style โ€œfind the optimal line to draft with the pieces givenโ€, which the prospects are really exciting - An improvement point feels like how long it takes to end if a team gets a significant early lead; part of this is how optimal boringly slowly choking the opponent out is over 15 min, rather than changing the incentive structure so that ahead teams can make major decisive play and can end the game swiftly - Maybe an opportunity space for the futureโ€ฆ but interested in hearing peoplesโ€™ thoughts on this First Stand Experience - It was amazing and inspiring seeing how many fans were coming out to support the teams without tickets - Not only the KC fans who flew from Europe to do a meetup watch party and it was great chatting to a few, but also what felt like an unstoppable number of college girls coming out to support HLE. I think I counted about 100 wearing HLE jackets on finals day, but it was a reminder of how integrated and mainstream popular League feels in the East - As soon as the entry to the cheerfuls (signs) opened, they all charged in to go and start drawing their cards, it was honestly quite shocking the level of dedication and enthusiasm that some of these fans had, but also awesome - I canโ€™t possibly imagine something like that happening in the Westโ€ฆ - We also had the honor to play in a mini Arena tournament with a bunch of LCK Legends that have I've been watching for 15 years and didnโ€™t do too shabby; went 6th, 3rd, 2nd, but Mingyo and Sangho were too goodโ€ฆ - It will be the first and last time I get to say I killed Pray, Smeb, Kuro, Madlife, Shy on repeat :D and the players watching on stream were surprised to see the Devs were actually pretty decent LOL, which felt nice - A fan came out specifically to play with Kuro, wearing a ROX Tigers jersey and seeing the joy of getting to meet and play with your hero, she was laughing, smiling, it must have been the time of her life; itโ€™s just a reminder of how meaningful League can be and just makes us really inspired to keep working hard to make the game good Solo Q Experience and Balance - Outside of the work obligations, had some time to slam 20 Solo Q games; was pleasantly surprised by my level this time around, feels like Iโ€™m playing around solidly KR D2/D1 level, which is quite shocking, because itโ€™s not like Iโ€™m Masters level on NA right now and havenโ€™t been able to play more than 50 games in the last 6 months due to life. Probably would've won more if I wasn't such a kda player xD - Main character syndrome still feels really peak here, the person either goes 8-0 or 0-8 and is spam FFโ€™ing repeatedly, so minimizing my enemy laner impact, scaling and playing defensively to support my jungler feels most effective even though Iโ€™m playing Ori who feels like a dog champ on this server, since itโ€™s so hard to actually land QW on anyone due to their mechanics and itโ€™s risky to walk in river and so easy to die to ganks - Moving to help jungler in lost fights to avoid mental boom is the only thing that Iโ€™m finding annoying, some of these fight selections feel extremely perplexing, like Zac wanting to fight Lee at first scuttle with no prio and I end up having to sac my lane half the time to prevent them from AFKโ€™ing or soft inting because I didnโ€™t move, itโ€™s super annoyingโ€ฆ - Every post game chat also feels like at least 3 players are writing their PhD thesis, which is somewhat amusing, but also really unfortunateโ€ฆ - It feels like Lee Sin or Viego are in every game with a 30% pickrate, so if you can prevent the team from throwing and always follow them around and play secondary, they can carry, whereas on NA, Lee Sins in Diamond can't carry and suck relatively (ping hurts as well), so itโ€™s not like you can play around them reliably - It was interesting to feel again for myself just how different these champs feel in their balance state across servers, indeed in one of the press conferences there was a question about balancing decisions making no sense for the state of the champ on KR server. I can see why KR players get angry when we buff Lee because the other regions suck at him, he unironically feels 2-3% winrate stronger on KR server, same with Jayce who has a monstrous pickrate here as well - We even almost buffed Lee Sin for First Stand because heโ€™s been pretty absent from Pro, so Iโ€™m actually not quite sure what weโ€™re meant to do about thatโ€ฆ - The other thing that I forgot was how good it was to play on 2ms ping. Iโ€™m not sure whether itโ€™s net positive for the person dodging or the person hitting, but since I mostly play immobile mages, it feels like I can dodge line skillshots and range leash people more effectively, which makes Mages feel so much better, though it also means itโ€™s extremely hard to QW tag someone in a teamfight as Ori, let alone hit them with R - Iโ€™m curious if any people have done any analysis on this - I also attached typical KR Lee Sin penta ๐Ÿ˜… Anyway, back to NA tmrw, lots of work to do

Matt Leung-Harrison

152,058 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

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

Vara Dark

42,375 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

Big Update: Critters Quest Website Steps Into Production State with an Exciting New Design! Hey Critters, we're thrilled to share some major news, our website has officially migrated from mint state to production state, and we're taking our platform to the next level right here at After three weeks of dedicated work, we've transformed Critters Quest into a more organized, stable, and feature-rich experience, setting the stage for everything we've planned for the future. This isn't just an upgradeโ€”it's the first step before the real journey begins! Key Updates to the Homepage and Beyond Fresh Categories and Pages: We've added exciting new sections to help you dive deeper into the Critters Quest world: - Play $QUEST (Explorer Page for Staking $QUEST): Dive into our new $QUEST explorer page, where you can find games to stake your $QUEST tokens to earn rewards, track your staking progress, and engage in strategic gameplay challenges that grow your Critters' value. - Play Spins (Explorer Page for Spins): Spins are now front and center with a dedicated spins explorer page, designed to highlight Multipliers Spins, Terron Spins, Quest Tablet Spins(coming soon๐Ÿ‘€), and more. Organized as daily free spins, limited events, and partner spin opportunities for special loot, offering new ways to boost your rewards. - Breakdown Informational Page: We've introduced a comprehensive guide for new users (and a refresher for veterans) to explore how key features work. This page currently focuses exclusively on the mechanics and info for Master Edition NFTs, Cloned Editions, and Multipliers. It explains how Master Editions serve as the foundation for your Critters' value, how Master Editions allow Cloned Editions to be minted out for others, and how Multipliers enhance your rewards throughout critters ecosystem. Redesigned Homepage: Our homepage has been completely transformed into an intuitive experience that gives you a complete overview of the Critters Quest ecosystem at a glance. It features: - Feature Carousel: Highlighting new additions and important updates - Ecosystem Activities: Real-time data showing active games, spins, or other ongoing activities. - Mini-Leaderboards: Quick snapshots of top performers - PFP Activity Feed: See the latest community PFPs minted - Quick-Access CTAs: Every section includes direct links to the full experience, letting you dive deeper with just one click - Streamlined Introduction: New visitors get a concise overview of Critters Quest right away This overview approach makes navigation intuitive for both newcomers and veterans, ensuring you never miss important information or opportunities. Elevated Designs Across the Board: - Dynamic Castle Layout in the Banner: Our homepage now features a dynamic castle layout in the banner, with castles positioned in the order they appear on the leaderboard. The top leaders are showcased at the top, adding a visual representation of community rankings and bringing our competitive spirit to life. - Critters Terminal (Formerly $QUEST Terminal): Our terminal has been upgraded with a sleek new look and enhanced functionality, now known as the Critters Terminal. It's your go-to hub for finding the most powerful cards and looking for new Crittersโ€”it tracks $QUEST allocation on available Critters for sale, their power, equipment, and more, helping you build the ultimate team. - Equipment Viewing: Viewing Critters and their equipment has been elevated with detailed rankings, power levels, and stats, giving you a clearer picture of your team's strength and hinting at game mechanics like power-based strategies. - Spins Pages Redesign: The spins experience has been completely revamped with a fresh, user-friendly design, making it easier to spin for rewards and track your progress, with a focus on multipliers and special loot opportunities. - Partnership Sign-Up Page Update: On our main page, you'll see mentions of our legendary partnersโ€”GM Capital, Mintify, Sniper, and moreโ€”highlighting our growing ecosystem. We've also updated our partnership sign-up page for those looking to partner with us. This page now includes a detailed breakdown of partnership options and new form fields to streamline the collaboration process. We're excited to expand our network in the future! - Animated Banners: Across all pages, you'll notice new animated banners that bring our world to life, adding visual excitement and guiding you through the platform. - Archived Pages: To streamline the site and focus on the future, we've archived older pages like the Master Edition Mint and Referral pages. These will remain available for reference. Coming Soon: We're already working on exciting additions, including: - SHOP Page: A new experience for purchasing items and gear to enhance your Critters Quest adventures, where you can equip your Critters with power-boosting equipment. - Tokenomics/Liquidty Section (Addition to the INFO Page): We're working on a detailed tokenomics section to add to our INFO page, launching alongside updates to our plans for DEX integration. These changes will add more value to Master Editions, give participants greater confidence, and enhance the overall ecosystem. - Cloned Edition Minting: This innovative feature will launch when Master Editions begin to mint out their Clones, allowing people to mint these unique variations. Cloned Editions will inherit traits and offer new gameplay opportunities, expanding your Critters' potential and rewards. Backend Tweaks: While many of these improvements are visible, we've also made numerous backend tweaks that aren't immediately seen. These optimizations ensure better performance, stability, and scalability for the platform moving forward. Continuous Elevation: This migration marks our first massive overhaul, but it's just the beginning. We're committed to elevating Critters Quest on a continuous basis, refining and expanding the platform with each rollout to keep delivering the best possible experience for our community. Foundation for the Future These updates aren't just cosmeticโ€”they're foundational. After three weeks of hard work, we've created a more organized and structured platform that's ready to support the future rollouts we've been teasing, like Edition Minting, Items Shop, and Quest Games. This migration streamlines our process, allowing us to deliver updates faster and more efficiently for both new users and our longtime adventurers. This is truly the first step before the real journey begins. Our production state sets us up to expand Critters Quest into an even bigger, more engaging GameFi ecosystem, where your Critters can thrive through quests, spins, and community challenges. Whether you're a newcomer or a seasoned player, these changes make it easier to explore, compete, and grow your collection. Your Next Expedition We're just getting started! This production-ready overhaul is the launchpad for all the exciting features and expansions we have planned. Keep an eye on for more updates, and dive into the new pages to see how you can level up your Critters Quest experience. We want to hear from you! Share your feedback, suggestions, and experiences with our new production site in our Discord or commenting below. Your input directly shapes our future updates and helps us create the best possible experience. Thank you for your patience and support during this transition. Together, we're building something truly special!

Critters Quest

26,186 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

I played 4 hours of The Blood of Dawnwalker - and it's damn good. My full thoughts below ๐Ÿ‘‡ 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

345,682 ๆฌก่ง‚็œ‹ โ€ข 1 ไธชๆœˆๅ‰

This long TTK tweet holds some facts about The Third Kingdom that you probably havenโ€™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 donโ€™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 wonโ€™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 wonโ€™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 youโ€™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 wonโ€™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 โ€œAND OTHER REWARDSโ€. 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 wonโ€™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 prestigeโ€™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 โ€œAND OTHER REWARDSโ€. 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 thatโ€™s a lot of official sounding text, but what stands out is the โ€œand the resulting contribution to your FutureScoreโ€ 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 youโ€™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 weโ€™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. Thereโ€™s really nothing other posted about refineries in the docs Iโ€™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 Automatorโ€™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 โ€œnew rewards over different seasons and episodes, and those can be from within our ecosystem our even from outside our ecosystemโ€. I personally think itโ€™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 weโ€™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

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The $AEGIS DApp portal is now open to all: ๐Ÿ›ก๏ธ At Aegis, we believe in empowering the blockchain full of security, transparency and innovation. The Aegis Dapp has been under development for several months prior to the launch of $AEGIS and with that we have been able to build what we believe has the potential to change how users go about their day to day security. We are thrilled to share our progress and truly exciting news with you all. ๐ŸŽฏ First things first, at Aegis, we want to make it clear that the value of what we seek to bring to security across the blockchain, comes from our big vision, our strong team, and our commitment to long-term goals. โ„น๏ธ Letโ€™s kick this off with some information that is constantly happening, which is behind the scenes. Our full team is dedicated to the opportunity that lays ahead of us with becoming the leading voice/name for security, grasping every aspect with innovation, hard work, passion and commitment to see this sector grow. Everyone is aware of how important security is, a heartwarming mention to Messari for including us on how they see this sector growing rapidly and pushing a 10 Billion evaluation. We take that recognition with full responsibility and gratitude as we've been working hard on some really powerful stuff that could change the game for our industry. If you read the title and report itself, Iโ€™m sure thatโ€™ll give you some insight to whatโ€™s coming, and to the vast extent of what you can expect Aegis to be working towards. โ€”> ๐Ÿค This comes from teaming up with others within this sector and coming up with new tech to projects driven by our community, within the pipeline you can be confident that what we are building will push the cryptocurrency industry as a whole into a better future, the magnitude to what Aegis brings will not stop until we can confidently say, โ€œNegative security reports across the blockchain are at an all time low, thousands of users are satisfied that Aegis is protecting them and their assets.โ€ We're sticking to our vision no matter what the market does or whatever else comes our way. We plan to build what we set out to and we will see to it that our ecosystem is met. We've been working on some pretty amazing products that will be available within our Dapp, letโ€™s go over what we offer: * AI Audits * Live Monitoring * Penetration Testing * Bug Bounties * Live Watchdog * Token analytics for everyday users, developers, teams, auditors, institutions, investors. โฌ‡๏ธ Letโ€™s break it down for you in some simple steps: AI AUDITS: We have trained our LLM models as AI AGENTS, these consist of 3 people ( AI AGENTS ) for the audits that are performed. - Audit - Reviewer - Judge Each one analyzes with a different personality, letโ€™s check what personalities our AI AGENTS consist of: 3 different perspective auditors. 1 - Fine-tuned model x amount reads the code and generates the audit. โœ… 2 - Model x amount reviews the code and fact checks thoroughly. โœ… 3 - Model x amount ranks the code based on the severity outcome. โœ… โŒš๏ธ Live Monitoring/Watchdog: The Live Monitoring/Watchdog system is designed to provide real-time surveillance of smart contracts, ensuring the detection and prevention of any potentially harmful transactions or malicious activities. Through the utilization of an AI Agent model, the system is trained to proactively identify and thwart suspicious behavior, thereby safeguarding the integrity of the smart contracts. Also, a paid sophisticated threat detection model is available for more intricate protocols and Dapps, offering an advanced level of protection against potential threats. This proactive approach is crucial in mitigating the risk of exploitation and ensuring the security of the smart contract ecosystem. ๐Ÿ–Š๏ธ Pen Testing: Our platform offers Pen Testing services to developers, providing a controlled environment for whitehat hackers to simulate attacks and identify vulnerabilities in smart contracts and protocols. In addition to human whitehat hackers, our AI Agents function as Red and Blue teams, actively engaging in simulated attacks to stress-test protocols and identify potential weaknesses. This comprehensive approach allows developers to proactively identify and address security issues, ultimately enhancing the robustness and resilience of their projects. ๐Ÿ•ท๏ธ Bug Bounties: Our Bug Bounty listing platform provides developers with the opportunity to list their protocols and offer bounties to white hat hackers for identifying vulnerabilities. By aggregating millions of bounties from various platforms and utilizing AI tools, we streamline the testing process, reducing up to 80% of the workload typically associated with security testing. This allows developers to efficiently identify and address potential vulnerabilities in their protocols, ultimately enhancing the overall security and resilience of their projects. ๐Ÿช™ And lot more token analytics features for regular users, this will give you the opportunity to explore our Dapp for yourself and have some fun diving into the security platform of the future! Iโ€™m sure youโ€™re excited to try it all out yourself, which is why we have some exciting news to bring to the #Guardians of the blockchain! But just before you continue the read and see the beans have been spilled, we have to take this opportunity to share with you that this large step to becoming a security leader is but only 20% of what we have revealed. This will be at the core of what Aegis stands for and hopes to achieve. The focus here is upon our Dapp, and in time we will slowly bring forward information/updates regarding segments of what makes Aegis a force to be reckoned with. Now that youโ€™re fired up and excited to all of the announcements to come, letโ€™s get to the news youโ€™ve been waiting for! ๐ŸŽ‰ Weโ€™re spilling the good news, and are happy to say we are now set for public release! The team at Aegis are overwhelmed with the development, support from teams, community, partners and more on what we believe to be an institutional-grade product. But the fun doesnโ€™t stop there, this marks the start of what we aim to become, as it will take time and cycles to become better and better. Constant advancements will be set in place to attain the goal of achieving blockchain security. A statement from our CEO- Brian Hunt: โ€œI can confirm from the security conferences I attended with Centralized security firms Peckshield, Hacken, Certik, BlockSec presentations, they are trying to achieve something similar and it will take them years. Decentralized AI for Security!โ€ This initial drop of our dapp will be to get users signed up to gain access, in which weโ€™ll whitelist users to get the ball rolling. ๐Ÿ“ฃ To end this segment, letโ€™s get the party started with the long awaited Aegis Ai Security Dapp and sign up now!

AEGIS AI

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Dear ICP community, the Internet Computer has now been running strong for 5 years ๐Ÿ‘๐Ÿ‘๐Ÿ‘ Here is a celebratory preview of ICP "cloud engines," the sovereign frontier cloud technology the network shall soon provide from Main points: โ€” Cloud engines enable anyone to spin up their own sovereign frontier cloud. The technology involves an extraordinary inventive step, in which cloud is created from a mathematically secure network of nodes. The nodes run as part of the Internet Computer network ( but are selected and configured by the cloud engine's owner. โ€” The frontier cloud provided by engines is strongly focused on enabling AI agents to build and update online applications and services for us. The world is changing fast, and nearly all new online apps and services are already being built with the help of AI, and thus cloud engines target the future of cloud. โ€” Software hosted on cloud engines is tamperproof, which means that it is immune to infrastructure hacks, because it runs inside a mathematically secure network protocol, rather than on computers directly. This means that AI agents, and those building with them, don't need to have a security team in the loop, or to trust someone else's security team. This is crucial, because in the future, non technical people will demand the freedom to build with full automation โ€” where they just need to issue instructions to AI about what to build, and don't need to worry about anything or anyone else. Of course, apps and services running on engines are also vastly safer from the new breed of hacker being enabled by frontier AI. (The cloud engines themselves are also "tamperproof." Even if a hacker gains physical access to some portion of a cloud engine's nodes, and can make arbitrary changes, the computations and data of the hosted apps and services cannot be corrupted or interrupted so long as the network's fault bounds aren't exceeded. The recent hack of Vercel, a major cloud platform, which gave hackers access to the apps it hosted, provides additional perspective on the importance of this advantage.) โ€” Software hosted on cloud engines is guaranteed to run, so long as a sufficient number of the engine's nodes are running. This means that AI can build applications and services without the need to have a human systems admin team constantly tinkering with the underlying platform to keep it running, which is again crucial, because in the future, non technical people will expect the freedom to use AI to build without the support of others. โ€” New frontier programming language technology, in the form of the Motoko language developed by Caffeine Labs, leverages seminal "orthogonal persistence" technology that unifies program logic and data to deliver further unlocks for AI (Motoko is the first computer language being developed that targets agents that are writing software rather than humans engineers per se). Nowadays, AI can build and update production apps at a prodigious rate, even at the speed of conversation. But it can also make mistakes, and there's a risk that an update it creates might be "lossy" in the sense it causes some transformed data to be lost. Again, in this new world, it's both undesirable and impractical for everyone to have to have a systems admin team on-hand to detect lossy updates and roll them back, but Motoko provides a solution: it can detect new software updates are lossy before they are applied, reducing potentially catastrophic errors by AI to harmless coding retries. โ€” Software hosted on cloud engines is "serverless" but unlike traditional serverless software, directly it directly incorporates data through "orthogonal persistence." Another key purpose is simplify backend software logic and fuel the modeling power of AI by increasing abstraction (sorry for the technical language!!!). Put simply, this enables AI to produce more sophisticated backends, faster, and at dramatically lower costs, as measured by the number AI API tokens consumed during coding. (Tip for the technical: orthogonal persistence is a new paradigm where "the program is the database," and data lives inside program variables, which is possible because it's as if hosted software runs forever in persistent memory). โ€” An expanding database of skills at shall make it possible to develop and directly deploy apps and services to your cloud engines directly from Claude Code, Perplexity, Codex and other AI platforms. Further, your account on can be connected, so that new apps and updates created through conversation automatically appear hosted from your cloud engine. In the future, R&D is going to be very seamless. You converse with AI, and your secure and unstoppable apps or services are created or updated. Cloud engines are designed to directly support this "self-writing cloud" future where we can work hands-free. โ€” Tech sovereignty is becoming a huge issue worldwide, with governments and corporations seeking to create sovereign tech stacks owing to geopolitical tensions. Increasingly, people are realizing that tech provided by foreign nations can come with hidden backdoors and kills switches, from the base platform, right up through hosted apps and services. ICP technology is open source, and those building on ICP using AI own their own source code. When you have the source code, you can verify that there are no backdoors, and when you own the source code thanks to AI, you can update it at will, freeing you from vendor lock-in. But cloud engines take sovereignty much further... โ€” You create a cloud engine by selecting the nodes that will be combined. You can choose the class of nodes used, and their number, but more importantly, you can choose who operates the nodes, and where they are located. Almost any configuration is possible, because the Internet Computer scales the security privileges afforded to hosted software within the network according to configuration (software hosted on cloud engines can directly interoperate with software on other engines and traditional subnets, but base restrictions are applied according to security rules). A cloud engine can be created within a region such as Europe, to comply with regs such as GDPR, or completely within a sovereign state like Switzerland or Pakistan. But cloud engines go further still... โ€” Sovereignty is also about freedom from vendor lock-in. Cloud engines are essentially ICP (Internet Computer Protocol) network configurations, and this means the underlying compute nodes they combine can be swapped out without interrupting their hosted apps and services. This is a big deal. In addition, cloud engines now support nodes that are instances running on Big Tech's clouds, in addition to nodes that are dedicated specialized hardware, as per the Gen I and Gen II nodes that dominate the Internet Computer today. For example, it is possible to have an engine running across different AWS data centers, say, and then reconfigure the engine to run across a mixture of AWS, Google, Azure and Hetzner for even more resilience, without the users of hosted apps and services noticing a thing. That's true freedom. โ€” Sovereign AI is becoming increasingly important too, and cloud engines allow special "AI nodes" to be added to them, so that hosted software can perform inference on hardware provisioned by the owner from a location the owner has selected. Even though the AI nodes are only accessible within the cloud engine, they can still benefit from the forthcoming Internet Intelligence Gateway (IG), which will make it possible to validate inference performed on key frontier open weights LLMs, even when the inference is performed on completely independent AI clouds. When the results of inference are received, this technology can verify that neither the prompt+context (input) nor the inference result (output) have been modified, and that the results were produced by the precise LLM expected. This ensures that AI clouds don't cheat by running inference on cheaper models than are being paid for, and bad actors aren't modifying the inputs or outputs to surreptitiously insert advertising into results, say, or change facts, or insert malware when code is being generated. What's super cool about this technology is the cost of the verification is scalable. A very valuable additional security can be achieved with only 1-2% of extra cost. โ€” Scaling apps and services when they hit capacity limits is another thorny problem that cloud engines help the world address. Engines make scaling possible without rewriting or reconfiguring software. The query workload capacity of hosted software can be horizontally scaled simply by adding new nodes to an engine, and nodes can also be added in geographical proximity to demand. Meanwhile, update workload capacity can first be scaled-up by swapping an engine's nodes out for the next class up, and then when no larger class of node is available, horizontally scaled-out by "splitting" the engine into two, which doubles available capacity. (Technical tip: horizontally scaling update capacity by splitting engines requires multi-canister architectures). โ€” For those who have been following how Caffeine builds apps that can efficiently store large numbers of files, I should mention that apps built on cloud engines will also support the new ICP Blob Storage cloud network (since cloud engines currently have up to about 3 TB of memory, which apps storing large amounts of files can easily exceed). We are also working on allowing blob storage nodes to be added to cloud engines, to enable sovereign mass blob storage within an engine, similarly to how AI nodes can be added currently. โ€” Lastly, but certainly not least, I should mention that cloud engines are multi-blockchain capable, and ready for digital assets, thanks to the clever math at their core. For example, an e-commerce service built on a cloud engine can securely accept and custody stablecoin payments, or a multi-chain DEX could be hosted. Further, engines can support software autonomy (software orchestrated and controlled by other autonomous software, in a decentralized way) and can themselves be orchestrated by SNS technology, and thus run autonomously too. Today, though, the focus is on *mainstream* cloud. This year, the cloud industry will generate approximately one trillion dollars in revenue. That number is already huge, but is expected to grow to two trillion dollars by 2030. After years of continuous development, which have seen more than $500m spent on R&D, the Internet Computer network is now tacking directly toward this mainstream cloud market with cloud engine technology. In their first version, cloud engines are not meant to be a cloud panacea. For example, currently they are not ideal for working with big data. You should use something like DataBricks for that. Cloud engines are carefully targeted at enabling AI to produce traditional online applications and services, including SaaS, in a safer and more productive way, which represents a new market segment with tremendous potential. Of course, DFINITY will continue to work relentlessly to push forward ICP's capabilities, so expect further developments. It's worth mentioning that this cloud segment isn't just about creating new apps and services using AI, it's also about replacing legacy systems and apps built on super expensive SaaS services. Caffeine Labs is working to produce technology (Caffeine Snorkel) that can study an enterprise's legacy systems and app built on SaaS, create replacement systems and apps, and migrate the data, while supporting key stakeholders through the process over email and chat, with full automation. Thus the legacy systems and SaaS markets shall also be addressed by cloud engines. Zooming out, and reasoning in a more metaphysical way, we believe, as we always have, that there is room for a new kind of cloud created by mathematical networks, that provides seminal advances in the fields of security and resilience, as well as true sovereignty and freedom from lock-in. That this same technology, with the help of additional technologies like orthogonal persistence and Motoko, enables AI to build for us without the need for so much oversight, and to create more backend sophistication while consuming fewer AI API tokens, enables ICP to bring game-changing advances to the world. Cloud engines will work synergistically with the Intelligence Gateway, which will enable apps and services running on engines to seamlessly leverage AI, wherever that AI is running, while providing verifiability at extremely low cost for open weights frontier models. We believe that cloud engines represent an inflection point in the storied history of the Internet Computer project, and I'm very proud to be sharing the details with you on the network's fifth birthday ๐Ÿ’ช I'll be back with more news soon!!

dom | icp

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