Jump to content

Community First

From Riseopedia




Episode 151: Community First
Air Date 2026-03-14
Guest None
Video Watch on YouTube
Runtime 58:20
Topics Quest TerminalsGame LoopsHot ZonesBundle SaleApartmentsServer Nodes
Drinks
Rob's Drink Water
Josh's Drink Diet Dr Pepper


Summary

The video episode from Cafe Rise serves as an engaging update and deep dive into the ongoing development of Infinity Rising, a complex and ambitious multiplayer game rooted in a vast, evolving metaverse. Hosted by Rob Greg and Josh Jones, the discussion covers a wide range of topics including new gameplay features, infrastructure improvements, community engagement, marketing strategies, and upcoming milestones. The episode emphasizes the evolving nature of the game’s systems—particularly questing, mini-games, crafting, and apartments—highlighting how they interconnect and scale to create a rich player experience.

A key focus is the introduction of Quest Terminals in various game locations, which facilitate scalable and layered questing systems that progressively unlock based on player progress and season levels. This quest system integrates with inventory, player perks, and multi-level objectives, showcasing a complex underlying architecture that supports rich gameplay.

The hosts reveal details on two new mini-games: Shooting Alley, a fast-paced target shooting challenge with multiple difficulty levels linked to player progression, and Crazy Taxi, a delivery quest inspired by real-world concepts like DoorDash and classic arcade games, incorporating innovative navigation aids for in-game item delivery. These mini-games are not mere side activities but are positioned as core experiences that add variety and value.

The episode also delves into the crafting system, which will support over 400 recipes, emphasizing scalability and complexity. Players will engage in multi-step crafting quests like ore gathering, smelting, and item creation, all integrated into the quest system for guided gameplay.

The Relic Quest is introduced as a community-interactive quest, initially designed as a partner quest with various aligned blockchain and gaming communities, particularly on Cardano. This quest serves as a strategic tool for partnership and onboarding broader player bases.

From a technical standpoint, the team discusses infrastructure updates, including node improvements and the introduction of server nodes to empower community hosting of multiplayer experiences and custom domes. This decentralized approach will allow players to host and monetize game servers, enhancing community involvement.

One of the most ambitious features under development is the Apartment System, designed as a scalable, persistent personal space for players. The system faces challenges due to performance and data management complexities since thousands of apartments must be hosted and synchronized across servers. The team is revamping the architecture to ensure smooth performance and data persistence without frequent wipes, recognizing apartments as a vital "home base" for mainstream gamers.

Marketing and community management efforts are also discussed in depth. The team is refining their messaging and content strategy on platforms like TikTok to better represent the game’s identity and attract mainstream gamers. This includes launching new wallets that simplify onboarding and running targeted ad campaigns with highly effective customer acquisition costs. A new sale event tied to these efforts aims to fund marketing for the upcoming alpha launch.

Alpha launch timelines remain flexible but are expected soon after the apartments release. The team emphasizes iterative testing and community feedback as crucial to delivering a polished experience. They also outline future plans to unlock land plot building, which will follow apartments and introduce larger-scale player constructions.

Throughout the episode, the developers stress the complexity and innovative nature of the game’s systems, the importance of scalability, and the value of community engagement and feedback. The overall tone is one of cautious optimism and excitement for the near future of Infinity Rising.

Highlights

🎯 Introduction of Quest Terminals across game maps enabling scalable, layered questing systems. 🔫 Launch of Shooting Alley mini-game with difficulty tiers tied to player progress. 🚗 Development of Crazy Taxi-inspired delivery quests featuring innovative navigation aids. 🛠️ Crafting system expansion with over 400 recipes, integrated into questing loops. 🏠 Apartment system undergoing major architectural overhaul for scalable, persistent player homes. 🌐 Infrastructure improvements including community-hosted server nodes for multiplayer custom domes. 📈 Strategic marketing push with new wallets and ad campaigns targeting mainstream gamers ahead of alpha launch.

Key Insights

🎮 Complex Questing Architecture Enhances Player Engagement: The quest system in Infinity Rising is not a simple fetch quest mechanic but a sophisticated, multi-layered framework that triggers quests based on player season level, inventory, and completed objectives. This modular design allows quests to span multiple game zones and requires players to interact with various game systems, creating a deeply immersive experience. The ability to scale and layer quests exponentially increases gameplay depth, fostering long-term engagement.

🕹️ Mini-Games as Core Game Loops, Not Just Side Activities: By framing mini-games like Shooting Alley and Crazy Taxi as core gameplay loops, the developers leverage existing game systems to create varied, repeatable experiences that cater to different player interests. These mini-games serve as accessible, quick-play options that keep gameplay fresh and engaging while also testing new mechanics such as timing, navigation, and quest integration that can be applied more broadly. This approach highlights design efficiency and scalability.

🏗️ Crafting System’s Breadth Reflects Game’s Scalability Ambition: Supporting over 400 crafting recipes is an ambitious goal that speaks to the depth of player creativity and economic complexity envisioned. The multi-step crafting quests—gathering ore, smelting, then crafting ingots—illustrate how crafting is integrated tightly with questing, perks, and player progression. This layered crafting system promotes player investment and creates a foundation for complex in-game economies and player-driven markets.

🏢 Apartment System’s Technical Challenges Reveal Innovation in Persistent World Design: Creating thousands of persistent, player-customizable apartments that sync across servers in real time is a monumental technical challenge. The shift to local caching and architectural redesign to improve performance reflects the team’s commitment to building a scalable, persistent player home system without frequent wipes. This system is pivotal for mainstream player adoption, providing a personalized “home base” that is foundational to player identity and long-term retention.

🌍 Community-Driven Infrastructure via Server Nodes Encourages Decentralization and Monetization: The plan to introduce server nodes that community members can host and monetize using in-game tokens represents a forward-thinking approach to decentralized game hosting. This not only enhances multiplayer experiences but also fosters community ownership and investment in the game’s ecosystem, potentially creating a sustainable economic model where players contribute to the game’s infrastructure.

📢 Marketing Strategy Reflects Learning and Adaptation to Current Trends: The team’s reflection on their TikTok content and marketing approach demonstrates an agile and community-responsive mindset. Recognizing the importance of gameplay footage and clearer messaging, they are adjusting their strategy to better attract and retain mainstream gamers. The integration of automatic wallet creation further lowers barriers to entry, showing thoughtful preparation for a wider audience.

🚀 Alpha Launch Strategy Centered on Iterative Feedback and Quality Assurance: Rather than committing to a fixed date, the developers emphasize an iterative alpha launch process that prioritizes system integration, community feedback, and quality assurance. This pragmatic approach acknowledges the complexities of game development and aims to deliver a polished experience that meets player expectations while scaling up the community organically.

Transcript

View Full Transcript

00:00:03 [music] Heat up here. [music] >> [music] >> Hey everybody, welcome to Cafe Rise. We've got Rob Greg here and Josh Jones talking about Infinity Rising, the game we are building that is beautiful, amazing. We've got an awesome community. uh we talk about this uh game and what we're developing each week and what we're working on and uh this is our way of just staying alive with you guys, our

00:01:02

 community and uh bringing you in to what   we're doing. If it's new to you, then uh   please like and subscribe and and follow   us, check us out because it's a lot of   fun. Um so this episode we are going to   talk a little bit about Quest Terminals.   Um, a couple new games that we're   bringing in, mini games, uh, to the to   the mix.

00:01:22

Um, some nodes announcements,   updates, um, a server announcement, the   apartments and, uh, where we're at with   the apartment status, and, uh, and some   more. So, some marketing stuff as well.   We got a lot of good topics for you. Oh,   well, let don't let me forget, uh, a big   sale announcement. Um, and uh, when I   say that, it's um, it's exciting to me   because of how we're coupling it with   what it's for.

00:01:55

Um,   >> for a boat.   >> Huh?   >> For a boat. It's a big sale.   >> Oh, boy. [laughter]   Um it we're we're coupling it with uh   it's a very strategic move as was some   of the last sales even, but this one is   more directed towards our move towards a   mainstream alpha launch. And so   um yeah, more on that soon.

00:02:20

Before I get   too far along, uh Rob, what are you   drinking today?   Well, I wish I was drinking some kind of   energy drink because I've been some long   days, but I'm going for water cuz   apparently that's pretty good as well.   >> I've just spelled backwards is naive,   >> which is   kind of funny.   >> Is it not water then? Is Is it actually   an energy drink?   >> Uh, it's definitely not an energy drink.

00:02:51

 Uh, cheers.   >> I just noticed you've got a football top   on. It is a football top, isn't it? You   did. Good. Nice catch. Wait, did you   know that just from   >> Well, I bought it. I I bought that   topper. That's right. When I was over,   >> yeah, I forgot. Yes, I do. I have an   Austin FC shirt on.

00:03:06

I'm surprised you   noticed, though. Good. Good. Good.   >> I've noticed about where everywhere I   travel that's that's non UK. [snorts]   Uh well, non England really. Could could   be any country. Um I try and bring back   a football top from that country.   >> Nice. Good. Good. all that state. As it   turns out, there's quite a few states.

00:03:27

 So So I've got I've got like um a Vegas   one. Vegas Nights. Is that soccer? I   don't know. But that I got a Vegas   nights top. It might be ice hockey. I   don't know. But I got I got short from   there. Anyway, what what did you say you   were drinking? I missed that.   >> Oh, all good. All good. Uh Diet Dr.   Pepper.

00:03:42

Um I'm drinking one of my Vice   drinks. I know it's not healthy for me,   but that being said,   >> Vice,   >> it's been one of those kind of weeks. um   in uh a variety of things with work   challenges, life challenges, and   community challenges. Um so sometimes   I'll just resort to, hey, what's the   thing that I want? And like I don't   drink alcohol anymore, so my vices now   are like diet Dr.

00:04:09

Pepper and the   occasional cigar.   >> You're going to overdose on diet Dr.   Pepper [laughter]   >> caffeine. Um all right. Hey, so we got a   we got a fun episode ahead for you guys.   Let's let's get into it. Lots of good   stuff uh in development in parallel with   the game. Um something motor club.   >> Gotcha.

00:04:31

Um a lot of good stuff happening   with the game and uh Rob, I think you'll   give us some good context on what's   happening, but let's why don't we just   kick it off with the quest terminals on   the maps?   >> Yeah, we started we we've added some   quest terminals now to Kid Toledo. So,   Kid Toledo City has I think it's got   three in there.

00:04:50

We've added a terminal   into the pavilion. You'll the nice   little orangey buildings from from a a   company called what do we call them? We   call them Civic Civic Works. Civic   Works. That's where you'll be able to to   go and start quests. It's always worth   popping in and seeing if you can   interact with them because certain   quests start when you've done other   quests and certain start quests will   start when you reach a certain season   level.

00:05:18

So, for example, when you   finished the um   the onboarding,   go to to that quest place and and a few   quests will pop up that are only   triggered by by you completing that. So,   so those will be in there. There's also   one in every single town within all the   solices. So, so lots of places to start   quests from and   >> which to me, you know, this is important   for community to know and the gamers to   know.

00:05:47

As we build out a system like   questing, that's a system. Uh there's a   process involved that enables us to then   take that process and scale it   throughout the game. Uh, so not only do   we bring you a variety of different   questing types and uh what you what   you're being quested to do, what what   the quest may be, um, there's also   terminals that make the town more   interactive and more intera engaging.

00:06:14

 And so it's just adding value in a   variety of ways and I think it's   important. So when we build systems,   they allow us to scale throughout our   massive massive world, which just adds   so much more value. Um, and I I love it.   It's uh, and then you take a system   along with another system and you have   that exponential complexity because   you're layering different things on top   of one another in a way that really   works well.

00:06:42

 >> So exponential value increases.   >> That's right. I mean, the quest system   is actually quite complicated under the   hood because because it works across   different levels, which is actually   quite tricky cuz some some quests are   available on some levels and not on the   other.

00:06:53

We will have quests that start in   one level and then you'll have to go   through to another level, then come   back. So, for example, we might want you   to go and craft something. So, you might   have to go into Solace, go into the   gathering fields, gather some items,   then go and craft them um a bench   somewhere, maybe in a town or or maybe   back in Toledo or maybe at your   apartment, and then you'll have to come   back and and maybe sell the final item,   maybe back in the city.

00:07:18

So, so those are   quite complex because they take into   account not only the quest system, the   the level that you're on as your player   your player season level, they also take   into account um what's in your   inventory, what you're allowed to do.   There'll be some things that we're   introducing perks in the next build as   well.

00:07:39

So, you'll only be able to craft   if you've got a certain um perk, which   we will explain when we have a we have a   leak on that um later on in in in   another show. But, um yeah, the they're   all they're all tying together and   they're all being built on top of each   other. So even when you when even when   you do anything say let's say you shoot   something   by triggering that that the death of   whatever that object is it could be a   target it could be a creature could   could be anything that will then   interact with the with the player which   interacts with the quest system that   goes out you there's lots of things   happening with within milliseconds of of   of of of actions it's a bit crazy it's a   nightmare to debug   >> amazing stuff and I I realized that the   systems and the complexity in dev work.   It's it's I you're just learning more   and more over time. Um what it it's just   so different than just regular software   development, there's so much more   complexity.

00:08:38

 >> Yeah. I mean,   in in the early days when you had kind   of world, you know.   >> Yeah. I mean, in the early days when you   had kind of like just procedural like   like maybe cobalt, you ran something and   then it ran something else and it was   all kind of very linear and and then you   had maybe kind of like object-orientated   where it was kind of all over the place   that was almost like 2D or even 3D   programming.

00:09:01

For me, it it was a little   bit crazy. But but this game thing where   you got events firing off all over the   place,   but not just events, events on players   and on actors and all over of the world   that's going back and forth.   >> So events firing by multiple parties   that are causing triggers that are back   and forth and the complexity   >> just and you only want some things to   run on the clients and some things only   on the server and you got to do all that   checking and then you   honestly it it's   >> and then you're building on an engine   >> that is just massive. It's the most   massive gaming engine in the world.   However, it's got its own little uh   issues and and you're you're mid dev on   something and it shuts down like you   told me or it freezes or you know and   then this is like every every dev's pet   peeve but um okay so let's move on. So   we got the shooting we got some new game   game loops. Why don't you talk us

00:10:00

 through shooting alley and crazy taxi?   Um, yeah, actually we the the shooting   alley is my camera going going blur. I   don't know what's going on there. It   [snorts]   >> appears to be um I think it's JJ Abrams   is putting like the letters Flynn's   behind me. So So actually the we we   could probably do an early leak on the   shooting alley cuz it's something that   we something that we that we showed a   few weeks ago in in the watch party.

00:10:27

 This is just a a little fun game where   there's a there's a couple of alleys,   couple of of weapons shops, merchant   shops in the global map. And the global   map is where your apartments are. And in   the basement that there is a little   shooter alley. So, we put a little   gaming experience in there.

00:10:43

And um let   me I'll probably   let me share let me share that I think.   Okay. So, so this is this is an early   leak. So, as you see there, we we've got   three different options. You've got   easy, hard, and you've got impossible   with a question mark. And um yeah, the   the idea of this is you're against the   clock, and every time you shoot a   target, you get an extra second or so.

00:11:15

 >> And successful completion yet?   >> Well, don't be honest then. Just go   ahead and lie. Well, I mean, when when I   set the amount to shoot to one, then I   succeed a lot more than I do [laughter]   when it's at 10. So, we have a nice   little quest giver here now. It's just a   little marker.   >> You interact with it. There we go.

00:11:35

Easy,   hard, or impossible.   >> Um, yeah, I I've not managed to get past   the easy bit.   >> Easy is impossible for you.   >> It's it it's quite easy, but um I I   >> So, I'm struggling with the fingers.   >> This This is fun. uh you know and and by   the way if you uh if you are watching   this for the first time and you want to   see stuff like this earlier sometimes we   show this in our watch parties so for   example that some of you have already   seen this we have watch parties in our   discord so you know if you're checking   us out for the first time go get   involved with our discord we have a very   welcoming community they'll show you   around uh they'll um yeah it's it's just   uh it's fun so um we have watch parties   where we'll watch this together and then   we do kind of an AMA with the community   afterwards and uh just engage with   everybody that's a part of what we're   doing because we value the people   >> uh just as much as we value what we're   building. It's like this is all fun. We

00:12:34

 get to participate together. So yeah,   thanks for showing that. Honestly, I   hate to admit it, but I haven't done the   shooting alley yet, and it's just   because I had to resolve that glitch   with Greg. Well, we finally resolved it,   but but I haven't got the build now.   It'll be in the next It'll be in the   next internal build.

00:12:50

 >> Well, I'm good. I'm I'm good now to   download from staging, but it's Yeah.   Anyway, um Okay. So, that's a new little   little game that's going to be in the in   what we're doing. Um but there's   >> and that's and that's a repeatable task   as well. So, so some some quests you go   in and you can only do them kind of   once, whereas that one you can you can   keep repeating it.

00:13:09

So, it's it's a   little bit of fun. But also when you see   there was an easy, a hard and an   impossible level, the hard and the   impossible level is al is driven by your   player level. So you need to go out and   and you know do other quests and do   other tasks within the game to get that   season level up.

00:13:26

It's not it's not a   player level as such. It's kind of like   a season level that the the game will be   >> Yeah. and and then you will unlock the   the hard level and then you do some some   more stuff in the game, get some more   XP, and then you'll then you'll have a   go at the impossible. And I would like   to um I'd like to think that   some people will be able to do the   impossible.

00:13:50

And um I'm not saying   there'll be a prize, but I'm sure   whenever somebody does that impossible   the first time, they'll they'll get some   good curiosity.   >> Yeah, agreed. I don't know what just   make so these mini games   that made me think of so I've been kind   of like making up games with friends for   my whole life and there's one that me   and a buddy made up in high school.

00:14:16

It   was called the freeze game.   >> Freeze game.   >> Yeah. You just walk up to somebody and   if you're in the game, if you've been   initiated, and this was a big part of   it. If you're initiated into the game,   then you have the freeze power, which is   you go up somebody with your finger,   touch them, and you go.

00:14:34

And if you do   that, if I did that to you, you have to   freeze. No matter what you're doing, you   have to stop   until I unfreeze you and then you're   unfrozen. And if you break the rules,   you get kicked out and you can't play   anymore until you get reinitiated. And   so we had these fun initiation. It ended   up taking off.

00:14:58

It got some like viral   kind of deal uh for for you know high   school that didn't really have much of   an internet at that time cuz I'm old. Um   but it it kind of went viral and we   ended up having like 150 people playing   the game at one point and we had like 26   people jogging   [laughter]   through a neighborhood in their boxer   skiibbies late at night just like to get   initiated. And then we did fun stuff.

00:15:24

 Anyway, I derail. I digress. I love   making games   is exciting to us. We love making   a creative way for people to engage and   have fun. Sorry, let me finish. But go   ahead.   >> We might have something like that in   game already. We We call it lag.   >> Lag. [laughter] The freeze unintentional   freeze game. Um, okay. So, good stuff.

00:15:48

 Well, let's get into the crazy taxi   because that's uh that's actually   >> crazy   >> proven it's proven in a variety of ways   that that's going to add significant   value in our game. So, go for it.   >> Yeah. So, um I mean I can give you some   insight into into another game and maybe   the thought pattern behind it.

00:16:04

So, in   building the shooting alley um that was   built up with with layers. We we turned   what was a static shooting zone into   into things moving and then that was   inspired to we tried to make that more   fun by having these doors that open and   close. And then the final thing we did   was added some kind of like music to it   and uh [snorts] and and since then just   for a bit of background I've been   listening to a lot of Offspring which   were you know some good tunes back in   the days of Crazy Taxi.

00:16:34

Um, but then   David wanted this has always wanted this   idea of kind of like a a delivery quest.   Um, but an interesting delivery quest is   it's one of the one of the common quests   that you can do. Go and get something   and deliver it to people. But obviously   we wanted to put a bit of bit of a spin   on it.

00:16:55

So, so what we're currently   working on, I don't know if it'll be in   the next build or not, but it's   definitely something that we're working   on is a delivery quest where this will   probably start in the burger barn. So, I   know people like to um because we're in   the bare market and and Charles has   shared his his McDonald's hat and stuff   like that.

00:17:15

So, it so if you fancy   yourself as a delivery driver, um it was   it was inspired by that. It was inspired   by aunt back in when he was a teenager.   He used to drive his Toyota Celica and   and deliver pizzas. So the idea is   similar to it was it was also kind of   inspired by Crazy Taxi. We wanted to to   start off we wanted something against   the clock where you go and deliver these   items.

00:17:39

But unlike kind of crazy taxi   where you where you kind of pick up,   drop off, pick up, drop off, pick up,   drop off, this is more like uh like I   say, more like a pizza delivery or a   burger delivery or or a Door Dash I   think you've call it in America where   you get the order and then you drop it   off and then you drop off and drop off   and drop off that there's there's no   kind of coming back to base.

00:18:03

 So we're So So that is that's the idea.   you get an order which may be for four   to 10 different places and it's against   the clock and and the locations will   come on the screen. You got to drop one   off and then go to the next one and go   to the next one and if you do that in   time then you obviously finish that   experience.

00:18:20

But in doing that, we we   kind of had a challenge of   well, how do we show on the screen maybe   10 different locations where you've got   to go to at the same time without having   uploads of the real estate where you've   got to go here, here, here, here, here,   and and all that kind of stuff. And so   and and what we actually found as a   solution is and and it's quite a a   popular mechanic in in some games is we   kind of got like like a little indicator   on the screen which will show the 10   different locations and how far you are   from them. And the trick with this is   these indicators have to snap to the end   of the screen. So if you're looking one   way, you you know you've got to go left   or or right. And and it's and it's   something that that we'll we'll show   you. Um, but the reason I'm going on   about this is is because that was such a   useful indicator. Um, and it complements

00:19:19

 the compass really really well and you   don't need to to kind of look away and   and open the map and stuff like that.   We're actually going to adopt it as as   one of the um the the core um quality of   life uh systems w within the game. So,   so for example, what where we really   needed this is is when you have your   apartment,   you will be in an apartment block   somewhere and then when you so so some   you know there's there's literally   hundreds of these apartment blocks, but   you'll need to not only know which   apartment block you need to go to, but   then you'll also need to know the floor   you need to to go to. And that if you've   just got a compass is actually quite   tricky to do or a map. whereas this new   pointer will take you directly there.   So, um, so it's a long-winded way of   saying we've got a we've got a a new a   new game loop that we're working on

00:20:17

 which is like a door dash, but it's al   introduced really really important game   functionality.   >> Yeah. Yeah. It's again this is a a   system on top of a system even because   it can be incorporated with quests or   whatever but it's a system that allows   for you know transport delivery all   sorts of new functionality and there's   the way we vision casted it you know   like like what I brought up the other   day what if a player wants to request   something um from another player   eventually that's something that we can   do where I could I could be in game and   say hey I really need XYZ Z, I'll give   you, you know, X amount for it and   somebody could deliver it for it for   them. That sort of thing.   >> Yeah. Personal quests. Yeah. Yeah. They   they will definitely come. Yep.   >> Which can be a lot of fun. But that's   not how we're starting off. Either way,   when when can people expect Shooting   Alley and Crazy Taxi?   >> Um well, the the the shooting alley   should be in should be in the next

00:21:15

 public build.   um the the delivery the delivery um   challenge maybe in the next build. I   don't know. This is something that once   we build the I say we're building a   prototype at the moment. It's almost   complete. Um just got to work on the   randomization of of places. Um just so   you don't have to keep delivering to the   same places.

00:21:37

Um, and then obviously it   has to to pass QA and and get through   David's approval and but I mean that may   be in the next the next build. If if   not, it should be in the following one.   >> Cool. Um, all righty. So, Hot Zone   version two.   >> Yes, that's coming in. That's definitely   coming in the next build that we had we   had some issues with that.

00:22:00

Um,   it was crashing the game [laughter]   really, really bad like you do with with   some of the timers. Like I say, they   were they were misaligned. Gaming game   multi multi- um multiplayer game program   is really really difficult like I say   with the amount of things that fire, but   we fixed that.

00:22:20

Um, so that that will be   coming in Solace 2 and   just just so we're going to get some   feedback in Solace 2 because it's that   because it's it's quite complex to set   up. We're going to remove hot zones from   Solace one and solace 3 temporarily. So   So if you want to play this, it'll be in   Solace 2.

00:22:38

You will there's now three hot   zones and in between each hot zone, you   have to go and land on a platform and   claim it for your team. So it's still   red versus blue. So that will be coming   in the next build and and I think   that'll be that'll be pretty good. It it   it's a great upgrade from the from the   original Hot Zone game.

00:22:54

And you can use   your use your jetpacks now and and your   guns. So that so that will make playing   very very interesting.   >> Yes. I love it. U and for anybody new,   there's, you know, we've talked a little   bit about mini games. I I want to   retitle that and repurpose that because   in in a lot of ways they're a lot more   than just a mini game.

00:23:14

Um so I want to   rebrand that. Uh we just haven't done it   yet. But one of the coolest things about   that is that almost   >> if if you're new,   >> we have core game loops that are being   developed   >> that are very wellnown. Crafting. Uh   crafting is going to over 400 recipes as   we've mentioned. Um questing, that's a   core game loop.

00:23:36

Combat, rift combat is   another core game loop. We have core   game loops that are very in development   in parallel on the way. I would say that   mini games are somewhat like a core game   loop because they're thematically around   the game. They just have massive variety   and and a massive way for us to add   value and something interesting.

00:23:56

You may   be into it, you may not be into it, but   a shooting alley is somewhat like a a   little miniame that you can go jump into   real quick, do something fun, super   easy.   >> Yeah, I I just call them mini   experiences. It's it's it's I mean it's   not   >> it's not it's not even a side quest.   It's just it's just something that we   could brand in a cool way for each one   probably. Yeah.

00:24:17

 >> But um but the point being is it adds a   ton of value and they're easy to execute   uh for us because we already have all of   the other elements and all of the other   core systems in place. We're just adding   something that's a small so it becomes   very scalable is what I'm getting at. Um   >> it's like rumble ball.

00:24:34

you know, the   Rumble Balls is is an example of a   multiplayer one where you can just all   go and chill and and the the the   delivery is a single player for now, but   maybe in the future we'll we'll make   that multiplayer.   >> But all all these systems, as as I just   explained, you know,   >> some little nuggets come out of them.

00:24:53

 you you know the timing comes out of   them. Some of some of the the navigation   comes into them and and the and they've   all they've all got an eye and a nod to   the custom dome functionality cuz that   that's what the the custom domes will be   all about. You creating your own little   games, your little game experiences.

00:25:08

So   So that so that's that's where they're   all coming out of. So, you know, if you   want plans of making a a Door Dash or or   maybe even an an Uber delivery um mini   game in in your custom dome in the   future, well, this is where it starts.   >> Yep. Yep. Did you talk about the ore   gathering and smelting?   >> Nope.

00:25:31

 >> Nope. Not   >> because we did cover questing and and is   that on the way as a particular quest?   >> Yeah. So, we've we have um   we're we're working on a couple of   quests at the moment. We're working on a   um   which order did I put them in? Um   so, we So, we'll start off with with   with the main one.

00:25:52

The main one is is is   a relic quest. So, this is actually part   of the law. So, so we're building some   law around this. So, so the idea is um   some ship or ships I'm I'm not too sure   on that has crash landed somewhere in   Solis and it's and it's you know shared   a load of cargo. So players will go   around all these different crash sites   and the artwork for these crash sites   looks really really good and and then   look for the look for the first of all   look for the crash sites and then look   for these ancient relics or or maybe   relics from the earth something to do   with the law. Um you will start off in   the antique shop that that's where you   you the the quest giver will be you'll   go and find them and then you'll sell   the items back to to the antique shop.   So so so that that's the that's the the   main one. Um, another quest that we're   working on is um is is kind of like a   crafting crafting quest. No, sorry. It's

00:26:50

 a it's a town. What did we call it? I   can't remember what we call it. It it   was it's kind of like a town foundation   quest. So, the idea is you'll start in   the town,   >> the [snorts] crafting bench.   >> You'll you'll end up there, but but you   you'll go and get some some ore. So So   you'll go and and get some ore maybe in   a mine.

00:27:10

Um, you'll then take that ore to   one of the ore processors which are   outside each of the mines. It's these   big buildings that that we pass by.   They're now they're now going to be   interactive. From there, you will smelt   that ore into raw ore. Um, and you will   then take that raw ore to a crafting   bench. You will need a perk for this.

00:27:34

 So, you get a perk, one perk point every   time that that you level up in the   season. And later on you'll be able to   convert those into into different kind   of skills.   And then you'll you will so that raw ore   that you've smelted from the from the   the gathered ore, you'll then craft that   into um an ingot. There'll be two.

00:27:52

I   think there's an iron ingot and   [clears throat] a copper ingot. And you   may have different crafting benches for   that. I'm not quite sure. It might be   the same one.   >> Um and then you'll be able to sell them   to the shop. And and this is a this is   another one of these crafting loops that   that via the quest system.

00:28:10

The quest   system will show you the recipe. So it   show you the recipe how to make these   ingots, how to do it. Um and then you'll   be able to go and and and craft as many   of those as as you want.   >> So again, a system on a system.   >> Yeah, it's part of the onboarding. But   we have over 400 um different recipes   now for you to for for you to go and   discover.

00:28:35

So, so we'll share some of   them v via crafting   >> over 400. So, that again is to emphasize   the point of scalability. The system was   developed and now there's over 400   recipes on the way.   >> Um,   >> it is crazy and some of them are quite   complex,   >> which is fun. And I know that   everybody's craving Josh tacos after how   I explained that um a few weeks ago   because, you know, clearly that is a   mouthwatering delicacy.

00:28:58

But okay, you've   got new stuff uh as well on um the relic   quest and that's on the way. Correct.   >> Yeah, we just   >> So the relic quest originally, just let   me uh give some context for it. We you   were talking to me about the questing   system and and and then we started kind   of ideating on how do we get something   that's um a little bit more community   interactive.

00:29:24

we can empower another   community maybe from Cardano to get in   the game and do something fun and have   collaborative kind of uh questing   challenges. And so we ended up coming up   with this really awesome idea   uh that the relic quest was about   originally.   Now that's on the way um and we'll have   that technology to do when the time is   right.

00:29:46

Um, ideally the market is in a   bit more of an excitable exciting uh   kind of uh place before we uh before we   launch that so that the communities are   more active and   >> Yeah. You mean partners? Yeah, it was   going to start off as a partner quest.   Partner.   >> Yeah. So partner quest what we were   going to do. Thank you for that. Uh we   were going to go to you know world   mobile uh different projects on Cardano   uh maybe uh Snack uh Hoski you know some   of our fun groups that we like to do   things with. uh a book or stuff.

00:30:15

We we I   talked to them about it. We already got   several of them that are ready to go uh   in reality, but we want to wait until   people are a little more energized. Um   so we're going to delay the fervor   there, but you know, the idea is great.   You want to tell us what the relic quest   is?   >> Yeah, we've just gone through that.

00:30:36

 >> We went through that at the start.   >> Oh, you covered the relic quest. Sorry.   >> Yeah.   >> Okay. It was It was nice that you leaked   some projects in there.   >> Yeah. Well, um there's more than that   that are going to come and and be   involved. Um the idea is that we we get   communities that are aligned with us   initially on the Cardano side of things   uh engaged with our project in a new way   so that they know how far we've come   along and they know that whoa wow this   really is a real game and um so we were   going to start with Cardano but this is   not limited to Cardano by any means.   We're going to go to other uh groups as   well. So for example, the base community   meta and some of their their things.   >> Yeah. Because because what we have is is   it's part of a obviously a a bigger   strategy of of including partners. So   although it looks on the surface like   you you just go in game and you just do   something. What what we're actually   doing is we're collecting the metrics on   that. We will we will have a dashboard

00:31:34

 for the individual projects. if they   then want to give some of their own   rewards, maybe their own token or or or   maybe their own NFT or anything they   want to, you know, the the the system   will um send a notification to them that   people have completed their quest and   then and they may they maybe do an   airdrop or or whatever.

00:31:52

So, yeah, it's a   it's a really um important   um system that that will help us to   onboard more players in in the future.   And um it's ready to go.   >> Yep. Love it.   >> Okay. Sorry, I was a little distracted.   I missed the relic part. I to be honest,   I'm I'm also watching. There's a lot of   community engagement around a certain   thing that's been occurring lately uh   with us.

00:32:18

Uh and I've I've kind of had a   little bit of an eye on that as well. Um   and I I'll talk about it real quick. So,   we we did some videos for Tik Tok that   um we were testing kind of a new   messaging and a new content direction.   Um, the reality is I think that what we   needed to do was visit and meet on that   a little bit more before we just hit the   ground running.

00:32:41

That being said, it's a   very small market for us because we   don't have any followers there. We're   building a new channel. Um, however,   we're going to take a a slightly new   approach for sure in how that goes. But   the point here is really like it got it   got some people fired up and there's   some controversy about it.

00:32:58

In reality, I   like that sort of thing. Um, what I mean   by that is I like it when our community   chimes up, gets fired up about something   because it's an opportunity for us. I   think it's one of our biggest   advantages. We as a web 3 game over a   mainstream game that's out there um that   builds in the dark and doesn't have a   community.

00:33:21

We have a community building   with us and so we get to hear opinions   and feedback and all sorts of stuff. And   now granted, we still have a vision that   we're sticking to, but it's always good   to hear and utilize collective   intelligence and and take a new look at   things. And so, um, we we utilize   feedback from the community, and that   makes us more powerful as a whole.

00:33:40

Um,   I'm not going to get into the details of   the discussion, but what it does do is   it enables us, wow, okay, if it's that   loud, we need to take a look at   something and learn from it and um and   keep going in the direction that we   believe in going. uh but always valuing   the the uh community feedback and I   think we've done that.

00:34:00

Now [snorts] the   more important thing I I think that some   things can get lost. Um you know the   forest in the trees analogy like or we   can look at a small detail. Really what   what people need to see is that we're   moving in a direction towards mass   marketing and testing and refining that   messaging and getting it to where we   want it to be so that we can have the   most effective push for alpha launch   which is what we're we're gearing up   for.

00:34:27

Um, and so the forest right now is   we're running ads pointing them to our   trailer, our pre-alpha trailer, which I   think is incredibly powerful. David's   working on another one right now that's   going to be even better, and it is   freaking sick. So, we've got these   incredible assets that we're pushing the   masses to with mass marketing.

00:34:46

So, we've   got adfunnels working and the customer   acquisition cost has been incredible.   We're doing really, really well. And you   guys, the community, have seen the new   people that are coming into our Discord   that have discovered us through   adfunnels. There's been quite a few. And   they're not only just coming into us,   but they're going, "How do I get a lace   wallet?" Well, guess what? We have   wallets on the way that are going to be   automatically made for any of the   mainstream gamers, and that's coming in   the next couple of weeks, which is huge.   Um, so we have a lot of really really   cool stuff that we've been working on   behind the scenes uh to welcome our   mainstream gamers and prepare us for   this alpha push. So very exciting stuff.   Um, this marketing is is all in an   effort to move us towards the mainstream   gamers and it's working. So please   people, if we make some mistakes here   and there, sure we're going to make   them. But like,   don't miss the main freaking success

00:35:45

 here, which is that we have mainstream   gamers coming into the game going, "How   do I get a wallet? I like what you guys   are doing."   >> Yeah.   >> I think we have   >> I think we have episode two of origin   point.   >> Freak out and speak from the mountain   tops about Sorry. Go ahead.   >> Yeah, we got we got episode two of of   origin point coming out and and that's   that's with um that's with Jillian.

00:36:02

So   So we're going to have lots of lots of   shorts on that as well. that that that's   all gameplay. And I think that's   probably where we we missed the mark a   little bit is is those first lots of Tik   Toks really should have had lots of of   gameplay with them as well. That's   definitely what the community pulled up.

00:36:20

 And as you zoom out and we get more and   more episodes, then you'll have more   context that it's a game. But yeah, it I   think where people went were right to   pull it up is is it looked like this if   people see this and this is the first   thing they see. There's no real   >> misrepresentative of who we are.

00:36:35

We're   going to address that, but I mean, yeah,   we're good.   >> It's easy to address [clears throat] and   there the consequences were small.   Sorry. Go ahead.   >> Yeah. Yeah, there's a great point. And   so, we'll restructure how that content   is delivered. And also, you know, and   there's there's also things that I was   looking at with it.

00:36:51

It's like it's not   just what you're delivering, it's how   you're delivering it. And so, there's   there's nuance to all of this. And um   you know, we look at stuff and we hear   feedback and uh we make adjustments.   >> I think marketing changes all the time.   you know, the marketing that you do for   games in in 2026 is is different from   from what you would have done in in the   year 2000 and and so on.

00:37:13

 >> Yes, agreed. So, so that marketing push   is also in line with our strategic plans   for this year. We're moving towards an   alpha launch. Um, that's also what the   sale is about. So, we are uh running a   sale in a new way that is crafted to   appeal to a mainstream gamer that's   coming and jumping in uh to the game.

00:37:37

 Now, for that launch prep, we're   offering it to you guys early in tiered   packages at a discount. So, for those of   you that are involved with us now, um,   and yes, the point of this is   fundraising for marketing so that we can   have a great alpha launch. It's not   inexpensive to do. So, we invite you   guys to participate.

00:37:59

Again, you don't   have to if you don't want to. It's your   it's it's your choice. We put together   some really fun, appealing packages that   I think you guys are going to We have   This is totally new. We're we're doing   bundles and I believe the wallets are   actually going to be live when we do   this as well.

00:38:17

So, there'll be bundled   packages uh with different assets and   I'm excited about it because we're   introducing the bundles. Uh so, new   technology that we're building right   now. Um and uh yeah, we're just doing a   sale in a in a whole new way. So, I I'm   excited about I think you guys will be.   If you want to participate, great.

00:38:37

 Please do. it helps us with that   marketing push for Alpha Launch uh which   is uh not so far off. So, we got amazing   things in the works and you guys get to   participate in that with us and so we   thank you for being involved uh and um   for all your support and yeah um I'm I'm   excited. I I wish I could tell you more.

00:38:57

 It's coming very very soon. That's all   I'll say.   Okay, so some infrastructure   announcements. Rob, you mentioned uh   some well some stuff with the nodes. Do   you want to update us on the nodes?   >> Greg's been working on some updates for   the nodes and and he's fixed some some   issues, so hopefully those have settled   down now.

00:39:15

Um, so we're we're constantly   looking at improving the infrastructure   wherever we can. Um, yeah. Um, and   obviously in the future we're looking at   introducing new nodes and one of those   new nodes will be a server node. This   this will be especially useful for um   for custom domes where players will be   able to to host that that you you need   somewhere to host your game.

00:39:38

If if you   want it in multiplayer, if you want it   in single player, you know, that that's   different, but if you want it in   multiplayer, you you'll want to host it.   And this is a great opportunity for the   the community to host server nodes and   then also charge people um to use those   nodes.

00:39:56

So, so the charge will be in Rise   in the in the Rise token. Um and and   what we were thinking of this is rather   than introduce um a cost for those   server nodes to begin with, we will   probably give away 50 of these server   nodes um probably free just just for   testing because it'll be it'll be a   while before um custom domes go fully   live.

00:40:22

Um but there will be requirements   for this. those. So we'll we'll look at   giving um   the the the server nodes to to those   people that have existing um file nodes   and and that are running at at full   capacity. So, so if you're if you have   10 personal nodes and and you're at full   capacity, you know, o over 40 cuz people   come and go, so you don't necessarily   need 50.

00:40:50

But if you've got people   delegating to you and and we can see   that you're that you're running um you   know, a successful node, then um we'll   give you the opportunity if if you're   chosen and and we'll we'll give you that   free server node in the future. Now   there's there's no dates as to when that   server node will will start testing and   come come public.

00:41:10

I think it'll be a   while, but that's definitely the the   thoughts. I think that's the the the   best way to start in in in in like a a   testing phase.   >> Yeah, agreed. Okay. Uh so Esparanza   internal development. So we're working   on Esparanza as many people know which   is exciting. Um, and we also have the   Europe servers that have not had a ton   of traffic.

00:41:35

So, we're going to grab   those servers and use them for Esparanza   development. Shift everybody to the US   servers is is the current plan. Now, in   my mind, it's about strategically using   everything possible that we can towards   the alpha launch. Uh, so uh we're not   really scaling back. we're more of   repurposing uh funds in a direction of   of the alpha launch because that's   that's where we're headed, guys.

00:42:03

We we   need um to build up as much traction as   we can for a successful al alpha launch.   And uh I'm talking actually some fun   stuff with Regiment Gaming again in   about a week uh when he's back in town.   Uh they were interested in working with   us. Uh and so we're going to invite a   lot of them into the game uh by doing a   backpack.

00:42:24

I'm pretty sure he hasn't   fully approved it. It's not fully signed   off on yet. However, the discussions are   there and um and he's excited to talk   with us again when he gets back in town.   Um so, fun stuff there. Okay. Um final   discussion. Um the apartments. Uh you   want to give us the the full details on   on where we are with the apartments?   >> Yeah, everybody's excited.

00:42:50

Well, there   there's there is, you know, in   programming there there is many ways to   to do a certain a certain task. So, with   the apartments, we claiming the   apartments and then setting the   apartments up, you know, we we tried a   certain way and it wasn't very   performant at all. So, we had to relook   at the infrastructure.

00:43:11

[snorts] Um,   we're now pulling the we're pulling a   local cache of the database on the   server. So rather than just going purely   to the cloud were were coming through   here. So it's caused a bit of a delay,   you know, because we, you know, the   original plans had to, you know, quite   drastically change for performance   reasons.

00:43:29

So So we're we're we're still   hard at work on that and and it's really   important because because what we could   do the the existing way that we that we   had of of sharing apartments and and   that code will also be used for for land   plots kind of worked. But we do know   that in the future, we're going to have   to revisit it.

00:43:48

But the the the question   is when do you if we don't tackle this   problem now, we're going to have to   revisit it in the future. Now, do we   revisit it in a year from now? Because   if we re revisit this in a year from   now, that's most certainly going to   require a wipe of everything that people   have done.

00:44:05

And people are you know thing   some builds that we that we come you   know we we we we do wipe data but this   will be you know the depending where we   are in a year from now you know that   affects an awful lot of a lot of people   and and we and we are sensitive. We do   know that we we we try not to wipe data   if we can.

00:44:26

But something as personal as   your apartment that you you may have   built up, you know, months and months of   putting that together is is not   something that we really want to do. So   so so we are taking our time and and   we're trying to get this right at first.   And the reason we're paying so much   attention into the apartments because   that code also goes towards land plots,   but the majority of of of players that   come in, everybody will get an   apartment.

00:44:56

So the the apartment   >> home base for the players,   >> it it has to it has to   >> mainstream gamers, they don't have a   home base. Um they don't have land   necessarily like a lot of you guys have.   Um, so there's multiple home bases that   you can have, but when we go to   mainstream, they're not going to just   come in with a piece of land.

00:45:13

Anyway, go   ahead.   >> Yeah. No. Yeah, that's right. And and   and it and and it's so important because   we the we have to have that local cash   work that it's performant for the   apartments. Now the apartments in one   sensor are a lot easier than land plots   because you'll go up to an apartment,   you'll go on a floor and as you go into   the apartment, we can load that data in   real time and nobody really gets to see   it except for you and maybe some other   people that go on there.

00:45:38

Now, when we   zoom out and we and we actually look at   how that works on um the land plots, all   those land plots are are almost   certainly going to be loaded   w with within the vicinity of of players   cuz as because you're flying over land   plots and as you're flying over them,   you're seeing a lot of of what people   have built up in in real time.

00:46:01

So,   there's a lot of data to be drawn in   there more than the apartments. So it's   easier to go up in stages, but the   apartments will have thousands and   thousands of pieces together where of   land plots are more kind of prefab   buildings. So so there's different   challenges with each, but but those land   those apartments as well.

00:46:20

You know,   there's there's up to 50,000 that that   are in each of the global hubs. So   there's a lot of data that's going going   back into and it's persistent data as   well. If you're in the American server   or the European server or the Asian   server in the future, you're all seeing   the same data. People are coming in.

00:46:37

You   might you might be in one server, but   you're writing back and and it has to   redraw on another. It's it's it's super   >> been done in in gaming in this way uh   where you you have your own unique space   and there's that many of them and your   own space that nobody else can access.   And so we're doing something incredibly   innovative here that you know I I can't   I don't know that I could say nobody has   done it but not many and definitely   nobody has done it in this way.

00:47:06

 >> It's very very tricky. Yeah. Yeah. I   mean, you get you get um maybe games   like The Sims where you're building one   or two places up, but but that's kind of   one or two or it's kind of single player   where whereas we're, you know, we're   we're we're looking at 50,000 players in   the same server.

00:47:21

And and then 50,000   apartments, sorry, in in the same   server. And then when you go on to the   land plots, we're we're looking at um   like 8,000 land plots and then all the   pieces that go together within them, you   know. So some people yeah we're we're   attacking all these major systems in one   game where whereas others you know they   have different approaches.

00:47:42

So it is   tricky. It's so it may cause a little   bit of a delay. Um but fortunately I   don't think that delay is going to be   months and months which normally   something like this should should take   you know maybe a year or so. I think I   think it might add a few weeks on to to   where we are and but this software   development so it could go on a little   bit more. So it has added a delay.

00:48:00

Um,   but the the the thing is as we talked   earlier about all these mini experiences   and and adding the new recipes in and   the quests in, you know, we're adding   more and more content in all parts of   the game. So, okay, one part of the game   might be delayed, but we're going to   make up for that by adding more more   features and and eventually they will   all come together and we're still   working on the   >> in parallel, so it's nothing to worry   about.

00:48:28

 >> So, uh, okay, question for you. Uh,   forget the question I was going to ask   you. Are we going to be able to use some   items, this is from Japper of the   Knights, are we going to be able to use   some items from the apartment building   kits for our land plots as well?   Um, I I I think that's quite a tricky   question because the the a lot of lot of   the items that um and the and the   building um the building tool is built   for the apartment.

00:48:58

 So the majority of those and we've got I   think we've got over now definitely over   600 700 probably getting close to maybe   like a thousand assets. I think they are   for the apartments   and the reason for that is cuz cuz we're   like we explained before how complicated   it is to save all the all these items   and and having 8,000 plots then all with   thousands within them on top of the it   gets complicated.

00:49:25

But but the the land   plots themselves, they'll all be prefab.   So I'm sure that some of the assets that   we build for apartments will be   compatible with both. But I think it I   think it'll they'll either have their   own set of of items or they'll they'll   be like kind of like a ven diagram where   there'll be a small section in the   middle that you can use in both.

00:49:44

But   yeah, I I I I don't I don't think the   majority of them will we'll be able to   use in both.   >> Yeah. Okay. So, um, but yeah, possibly   in the future we'll add more and more to   that. Um, and you had some questions for   me or at least one question, I think.   >> Yeah. Um, so from Scooby-Doo bopb   um, is alpha still expected to launch   before Q1 ends or are we now looking at   Q2, Q3? Um, what are all the game   components expected to be included? I   mean, Q1 ends in few weeks.

00:50:22

 >> Yeah. Uh, so definitely not Q1.   You know, timing wise,   I'm not going to give an estimate on   timing. I'm going to say that we're   working hard towards alpha. Um, and the   reason I'm not going to estimate on   timing is because I want to see how all   these systems work together. Rifts,   apartments, crafting, questing, how is   the game experience at that point? And   how are people perceiving it, receiving   it, what's the feedback, that sort of   thing.

00:50:49

So, there's an iterative process   to Alpha Launch. We want to we're right   now the goal is we've been building up   with the ad funnels. We're getting lots   of new people in that have filled out   the uh early access form. What we're   going to do is open those gates very   very soon when wallets are ready tested   and working well.

00:51:05

We're going to open up   those gates to the large number of   people we have that have filled out the   early access form. So, you guys will   start to see a ton of new people coming   into the community, which is great. We   want to get their feedback. So, we're   going to let them in. I'm not exactly   sure the date of when we'll let them in.

00:51:22

 It might be right after we release   apartments because we want them to have   like a lot to do and have a home base.   Probably right around then. Um, but then   we want to get feedback from them on   that and uh grow that community.   Continue to grow and hear feedback and   then release riffs and things of that   nature and see how is it how's it going?   What's what's it feel like? What's the   vibe? Um what's the feedback? What do we   want to what do we want to fix before we   do a launch? So, we're all of these are   systematically done in preparation for a   really successful launch. Um, yeah. I   mean, I think it's it's one of it's one   of these things where, you know, we if   we look at something like GTA 6, you   know, which got an initial delay and   then it got an entire delay of over a   year, the the danger is when when you   you you do your best estimate, and it   really is a best estimate that if this   is a perfect curve, a perfect straight   line, and nothing ever goes wrong in   software, then then that is the the date   because without if you don't put a date

00:52:21

 in the sand,   Then you people's psychologies   they they just kind of drift. So you   need a date to keep people focused.   >> 100%.   >> So we have that date.   >> You need a high pressure date as well   that feels urgent. Yeah. Late date   people are like oh I'll get to that   because we've got these priorities and   then everything gets delayed.

00:52:40

So you got   to keep a certain level of pressure and   there's a balance there.   >> Yeah. So, so we have that internally and   and you know we we also talk about those   dates externally as well because that   also keeps us keen because there's no   point in in in having it internally cuz   cuz they can just delay but then with   things like you know like I say with   with with the new architecture then for   the apartments and and and this is when   these kind of delays come in and then   they stack on top of each other and and   then before you before you know it yeah   you are you are in danger.   of, you know, maybe talking about dates   a bit too soon, but but we we we really   do try to to give you the the the best   estimates.   >> Of course. All right. Next next up, you   had one more question, I think, for me   and then we're done.   >> Um, I think this is from the the Sunny   Veil kid.   >> He he or she would like to know how far

00:53:40

 after apartment building could we see   building on our land? Well, the systems   are being worked on already for both.   Uh, but what we're going to do is   release apartments first and then next   up in the next following build after   apartments. Uh, ideally we open up the   land. So, it would just be in the   immediate build after.

00:53:56

Uh, so exactly   how far that is is partially determined   by how well rift combat and and that   sort of thing is going because that's   but that's in the works and we're moving   through that and uh things are going   well. So, um, that's the answer for   that. Um,   >> yeah,   >> sorry. Because the the the apartment   itself is is not it's not just go and   build in your apartment.

00:54:18

It's quite a   complex system. You you've got to we've   got to give the ability to to to give   away an apartment to the players. And   we're not just giving we're not just   saying you log in and we're going to   allocate an apartment to you. You're   actually going to go and claim. You're   going to go and look around at what   apartments are available and go and   claim them in game.

00:54:38

So we now have that   working. So so that that's that's one of   the the prerequisites of of that. Um and   then we talked about this this whole   building tool of of going in that we   have to build and then the loading   process. So the apartment is really   really complex but um we we're almost   ready to to to start testing that   internally now but we are testing some   elements of it.

00:55:03

 >> All right. Well that wraps it up. That's   the end of the episode. That's Kobe Cafe   Oh Cafe Rise. That's Cafe Rise, episode   151. Thank you all for watching. We   appreciate you and we'll see you on the   next one. Bye-bye.   >> Bye-bye.   >> Welcome.   You're here early. That's good. Means   there's something [music] special about   you.

00:55:32

 We got a whole lot going wrong around   here. [music] You better train up. We   got terror knocking on our   infrastructure   and some mighty [music] strange   occurrences going on.   I'm afraid our world is at risk.   Without people like you, cornucopas   might fall into darkness.   Better get smart, get trained, and be   ready.

00:56:03

 A storm is coming. I can feel it.   I'd like to say we've been through   worse, but this time [music] I'm not so   sure.   Good luck out there. You're going to   need every bit you can get.   Children of the multiverse, [music] you   have crossed the veil through the gate   to stand with us in cornucopia.   You have my appreciation.

00:56:31

[music]   I am but a messenger.   a guide sent [music] to show you the   path that must be walked.   But know this, the rifts are only the   beginning. What you have seen is but a   shadow of what is yet to come.   The path ahead is dark and the cost will   be great. For the dangers [music] you   face are not born of this world alone,   but from beyond it.

00:57:08

 Some of you will fight [music] the tide.   Others will build and restore. Some will   weave knowledge while [music] others   will sustain through trade and creation.   strength, will and unity. These are the   bonds [music] that will endure when all   else is broken.   Rise now. Stand against [music] the   tide. For infinity does not end.

00:57:33

It   begins. Infinity is rising.   [music]   >> [music]   [music]   >> Heat up   [music]   Heat   [music]   up   here.