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Road to Alpha

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Episode 152: Road to Alpha
Air Date 2026-03-21
Guest Nobody
Video Watch on YouTube
Runtime 46:28
Topics Apartment ClaimingDLSS 5Final AscentCinematic TrailerMarketplaceDelivery Minigame
Drinks
Rob's Drink Water
Josh's Drink Coffee

Summary

In episode 152 of Cafe Rise, hosts Rob Greig and Josh Jones provide an extensive update on the development progress of their game, Infinity Rising, which is currently in its pre-alpha stage. The episode covers several key topics including the final preparations leading up to the alpha release, the implementation of the new Infinity wallets and marketplace, upcoming asset sales, the integration and implications of Nvidia’s DLSS 5 technology, ongoing game feature updates such as puzzles and apartment claiming, and a heartfelt tribute to community members who have recently passed away. The discussion also touches on the use of AI in game development, the empowerment it brings to smaller studios, and a preview of an upcoming cinematic trailer that showcases the game’s story and quality. The episode closes with a motivational narrative segment that sets the tone for the game's immersive world and storyline. Throughout the episode, the hosts maintain a balance between technical detail, community engagement, and excitement about the near future, highlighting the monumental efforts that have gone into reaching this pivotal stage of the project.

Highlights

🎮 Final ascent to alpha phase underway, preparing for mainstream gamer access. 💼 Launch of Infinity wallets and a secondary marketplace to enable buying, selling, and trading of in-game assets and land. 💰 Introduction of a multi-tiered discounted bundle sale targeting new and existing gamers as a path for onboarding. 🖥️ Deep dive into Nvidia’s DLSS 5 AI-enhanced rendering tech and its potential impact on game visuals and art direction. 🧩 New puzzle mechanics integrated into the delivery mini-game to add engaging gameplay elements. 🏢 Apartment claiming system introduced with improved navigation features like a dynamic pointer and elevator functionality. 🎬 Preview of a high-quality AI-augmented cinematic trailer, elevating game storytelling with professional-grade production values.

Key Insights

🎯 Alpha Readiness and Mainstream Onboarding: The project's “final ascent to alpha” phase represents a critical transition from development to broader public engagement. Introducing Infinity wallets and a marketplace is pivotal in creating a seamless user experience for mainstream gamers who may be unfamiliar with blockchain or digital asset trading. This infrastructure not only facilitates transactions but also drives utility and demand for the Rise token, establishing an ecosystem that supports both gameplay and economic activity. The tiered bundle sale strategy is smartly designed to balance exclusivity with accessibility, allowing early supporters to secure assets at a discount while providing newcomers with an easy entry point. This dual approach strengthens community loyalty and encourages organic growth.

🤖 AI’s Role in Game Development and DLSS 5: Nvidia’s DLSS 5 represents a significant leap in AI-driven graphical enhancement by implementing neural rendering that affects lighting, materials, and character details. While the technology promises substantial visual improvements and performance gains, it has triggered controversy, especially around its impact on artistic direction and character appearance. The developers’ cautious optimism reflects a nuanced understanding: while DLSS 5 can enhance immersion and realism, it must be carefully controlled to preserve the game’s unique art style and IP integrity. The debate highlights a broader industry challenge—balancing cutting-edge AI technologies with creative vision and player expectations. For smaller studios like Infinity Rising, AI tools also offer a pathway to innovate within tight budgets, accelerating development and quality without large-scale resources.

🔧 Iterative and Player-Centric Development: The new puzzle element added to the delivery mini-game exemplifies the team’s commitment to refining gameplay based on feedback. By blending arcade-style mechanics with puzzle-solving, the game introduces diversified challenges that keep players engaged and break monotony. Similarly, enhancements to apartment claiming—such as the dynamic target pointer and elevator system—improve user navigation and spatial awareness. These iterative design choices reflect a user-first mindset, acknowledging that smooth, intuitive interfaces and varied gameplay loops are essential for player retention and satisfaction, especially as the game scales to a wider audience.

🏢 Infrastructure and Worldbuilding Complexity: The description of apartment claiming and the integration of features like monorail systems and multiple fast-food shops within the game’s environment illustrates the depth and scale of the virtual world being constructed. This level of detail suggests a strong focus on creating a living, breathing ecosystem where players can engage in diverse activities, from real estate to commerce to social interaction. The mention of future quests, delivery systems, and cross-dome transportation indicates a layered game economy and social structure that could foster long-term player investment and emergent gameplay.

❤️ Community and Emotional Connection: The hosts’ tribute to community members who have passed away underscores the close-knit nature of the Infinity Rising community. By planning a digital memorial card and sharing personal reflections, the team demonstrates empathy and emphasizes community as a foundational pillar of the project. This approach humanizes the development process and strengthens bonds between developers and players, fostering a supportive environment that values individual contributions and shared experiences.

🎥 AI-Augmented Cinematic Storytelling: The upcoming cinematic trailer is highlighted as a major milestone, combining the project’s proprietary assets with AI tools to achieve AAA-level production quality at a fraction of the traditional time and cost. This not only enhances marketing potential but also sets a new standard for indie game cinematics. Importantly, the cinematic is tightly integrated with the game’s lore and gameplay, promising consistency between the trailer and in-game experience, which helps manage player expectations and deepens immersion. The team’s emphasis on direction, storytelling, and emotional impact suggests a sophisticated narrative strategy designed to engage players on multiple levels.

📈 Strategic Funding and Growth Plans: The ongoing seed round and impending crowd equity round highlight the financial underpinnings necessary to push Infinity Rising closer to alpha and beyond. The transparency about fundraising timelines and overlaps with development phases indicates strategic planning to ensure adequate resources for marketing, scaling, and feature completion. Inviting community input on potential investor contacts reflects an inclusive approach to project growth, reinforcing community involvement as a key component of success.

Transcript

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00:00:11 Heat up here. Hey everyone, welcome to Cafe Rise. This is episode 152 and you've got Rob Greg here, Josh Jones and we're excited to share with you what's going on in the world of Infinity Rising, our game that is in pre-alpha and um there's early access pass applications on our website. So, if you're new and you haven't checked us out yet, go to infinity.

00:00:59 com and you can apply for the early access pass. We're going to start letting people in soon. More on that coming in this episode. Um, so real quick, what we'll be talking about today is the final Ascent to alpha. Um, the DLSS 5 announcement, puzzles and game updates, uh, of various kinds.

00:01:22

Um, and then, you   know, a few other things and we'll we'll   close out the episode. Um, so, uh, fun   stuff ahead. Okay,   Rob, before we go too far,   what are you drinking today?   I had a choice of two drinks and um   I think I'll go for this one. H   interesting. Why that one?   >> No, you're right. I'll go for this one   instead.

00:01:50

 >> Yeah, that's a good call. I would have   gone with that one.   >> What are you going for?   >> I don't have two drinks that are the   exact same thing. Um I just got a little   bit more   um   coffee energy. It was a night of very   little sleep once again.   >> I see.   >> You know, a lot going on. So, okay. Um,   >> small glass.

00:02:16

 >> It's like a shot.   >> Cheers. It does. That's what I'm going   to say. Cheers. Uh, enjoy that double   shot of vodka you got there.   >> Yeah, vodka. That'll be good.   >> Jin martini.   >> It's more like white spirit in Russia.   Please drink vodka.   >> Vodka. Vodka.   So, um,   okay, the final ascent to alpha.   Let that not make you think that the   next build is alpha.

00:02:42

However, we are in   the final ascent to alpha, the stage   where we are really preparing to launch   and make this available to mainstream   gamers. and some of the things that come   with that   uh will be disclosed in an announcement   you might have seen already prior to   this episode, but we've got the Infinity   wallets coming um which is pretty   significant.

00:03:08

That's that's what's going   to give um automatic ability to list and   um buy assets in uh inside of our our   store uh for the mainstream gamers. Um   and that those will start off um you   know they'll they'll start off in a very   seamless way where you can onboard with   a credit card and it's made super easy   for them on the back end uh to go and   buy assets from our store etc.

00:03:33

And we   also have the secondary marketplace   coming uh soon as well for the trading   of land um or the listing and buying of   land assets   um that's what we're going to start with   and we'll gradually increase the assets   there. So that's that'll also be an   increase in utility for the Rise token.   So exciting stuff in that regard.

00:03:54

Um we   also have a sale coming that's part of   our prepare uh final ascent alpha and   the sale is going to be the first of its   kind to um   uh that we've offered where it's a   bundle sale. So, we're bundling quite a   few different assets together and uh   we've got several different tiers of   that sale.

00:04:19

So, the founders tier is   going to be the highest value, the most   expensive one, and that will be the one   that we're starting with first. Uh after   the founder tier is the operator tier.   Then there's the Pathfinder, the   Pioneer, and the Citizen. And the idea   behind all of these is they're going to   be a great way to onboard a mainstream   gamer that doesn't have all the assets   that you guys have been playing with and   etc.

00:04:46

And so, um, this is a great way for   us onboard, you know, new mainstream   gamers. They can come in and they can   get a variety pack really easily. The   cool thing about this for you guys is   we're making it available to you early   at a significant discount and uh the   that's going to go up in price once we   launch that and make it available to the   mainstream gamers.

00:05:05

So uh for a period of   time it's discounted and it's actually   the best value offering we've ever come   up with without a doubt. there's quite a   few very rare items in in especially in   the founder tier and um when you when   you look at it this way and the retail   value of it and then the discount on top   of that it's a great offering.

00:05:27

So that   is our our way of basically saying thank   you guys for supporting us. Thank you   for helping us get to alpha. Uh many of   you have been involved from the very   beginning and uh your involvement is   helpful to us building this game. you've   you've helped us to get to where we are   and we're grateful for you guys and uh   we're so close to that moment where we   really get to experience bringing   mainstream gamers in and the real   utility that they bring to our token and   to our ecosystem. And um I mean that's   where the majority of the gamers at. So   I'm excited. We we're we're at a really   exciting phase. Wouldn't you agree, Rob?   >> Yep, definitely. I'm so excited. I've   had a headstock. I've had a um a song   stuck in my head all day.   >> Thank you for that. Um because we have a   cinematic coming uh soon as well. Um and   to be honest, if that's the song you're

00:06:26

 referencing, it's been stuck in mine as   well.   >> I went to sleep last night with it stuck   in my head. And um I think and I even   messaged David and I said, "This song is   incredibly sticky." Um,   >> I I played it on normal speed, double   speed, and half speed as well, just to   have different variations.

00:06:42

It still   works.   >> Okay. I did not do that. Uh, it still   works. Interesting.   >> Well, more on that in our leak. Um, but   let me see what else we covered. The   marketplace early access. Oh, early   access list players. So, the other part   of the road to alpha, um, or the, uh,   final ascent to alpha is onboarding our   early access players.

00:07:06

Um because once   the wallets are ready, we're going to   start onboarding the early access   players. Ideally, the wallets are ready   and the apartments build is out. Um that   would be the preference. And then we'll   start really ramping things up and   getting people into the game that have   applied.

00:07:21

We've got over 4,000 that have   applied for early access. So, um   starting to get those people uh granted   and into the game and into the community   is going to be a big deal for us. I'm   excited about that. And also obviously   ramping up marketing as much as   possible. And then the final point there   is we we are in the middle of a a seed   round still and we have a crowd round   starting very soon.

00:07:42

Um all of these   things are positioning well to launch us   into that uh alpha state uh with   mainstream gamers. So, uh, exciting days   ahead, an exciting stage with, um, I'm   sorry I'm saying a lot here, but like   the amount of work that's gone into   getting us to this place. Um, blood,   sweat, and tears.

00:08:07

Yourself, myself, the   team. Um,   >> even the sales in tears.   >> Huh?   >> Even the sales in tears.   >> Yep. Yep. Uh, I I actually didn't hear   you.   That's all right.   Back. Um, so   my point was I've gone on about this   final ascent, I guess, because we're at   such a meaningful point um in the   project that um all of this foundation,   all of these systems that have just   taken like some of these systems are   really complicated, the combat system,   the avatar creation, just the land and   the the system for building land at   large scale and the worlds and the   infrastructure that supports all of it   and then all of the work that's gone   into this to lay this foundation is   finally coming into fruition in a way   where the systems that we're bringing in   add ultimate scale and increased

00:09:06

 exponential value for the players as we   scale those out. For example, the   crafting, you know, going to 400   recipes, etc. We start scaling out these   systems and now you have increase of   exponential value for the players and   we have a marketable game. We're we're   so close. So, we're excited. Um, the   final ascent is an exciting phase for us   and I hope that you guys will join us uh   in in u preparation for that.

00:09:30

So, uh   stay tuned for the end of the episode   when we've got a pretty amazing leak and   um we can move on to the next topic now   after my long wording on that one. Um   DLSS   5.   I'm excited about it. I know you have   some thoughts to share about it.   Um, I guess we're a ways off from, you   know, just because of our current   roadmap and everything on our plate.

00:09:58

Um,   we're not going to be, you know,   >> it doesn't come out till fall. Fall is   November, is it? December   >> is when it'll be available for Unreal   Engine. Okay. Yeah. So, I mean,   depending upon what's happening around   then, we might be able to make an engine   switch to that release that that's   available for it.

00:10:19

It just depends on   >> Well, it's not an engine switch. It's   just a DLSS upgrade. But but David was   saying we would have to upgrade to the   next um iteration of Unreal Engine to   >> Oh. Oh, well 5.7. Yeah, we're on 5.6 at   the moment,   >> right? So to be   >> we would probably do that anyway whether   we want to use DLSS5 or not.

00:10:42

 >> We and by then I think 5.8 will be out,   >> right? But the point is that we don't   necessarily know how long it will take   and what's going on in the road map. So   it's hard to say that we'll definitely   do that. But I will say this that the   >> enhancement to the look and feel is so   significant.

00:11:02

I'm sure some of you guys   have seen the videos out there um that I   think it's very worth us investigating   uh taking a look at it. I I really like   what it can do for the graphical   quality, but um I'm I'm also still   pretty incredibly proud of our existing   graphical quality, but like we have to   look at what's the improvement.

00:11:22

Um we   have to analyze what's the value ad.   Does it make sense for us and go from   there? But um Rob, your your take?   >> Yeah, I mean I was excited at first when   I first saw it and and then you know I I   looked deeper into it. So, I actually   made some notes cuz I thought we might   we might want to be talking about it.

00:11:41

 Um, so I I mean I'll go through some of   my notes. Um, I I think   I think when they first announced when   Nvidia first announced DLSS5 and I think   the internet absolutely lost it. I I   think they found it very   discombobulating. I think when you look   at the previous versions of DLSS that   they really were all about upscaling the   the different resolutions and um   generating fake frames.

00:12:08

some of some of   the recent one. I think people nowadays   are are mainly fine with that, but there   was obviously some initial push back at   first, especially when people were   thinking, "Wait a minute, we're paying   double again for graphics cards and   we're not actually getting more power.   You're faking things.

00:12:27 " But but I think the LSS actually does a does a great job. But th this number five AI bit is is I think what they explain that is called neural ren is it's a neural renderer um which is AI generated lighting and materials that goes on top of of of any game um actually changes the game quite a lot and it's all and the internet and and I at first thought is It's almost like a filter.

00:13:02

You know,   in in real life, people put filters on   top to to make them look smoothed out   and stuff like that. This does the   opposite. It takes something that's   smoothed out and then tries to put the   wrinkles and everything back on.   >> And so so so when they showed their   demo,   >> I remember on the screen they had   Resident Evil, they had the the new one,   they the they had Starfield.

00:13:24

Well, that   was quite surprising. They had Starfield   on there and the characters definitely   did look like they they've been run   through some kind of like one of do they   call it like an Instagram beauty filter   or or or something like that. But   obviously I know this is the first look.   It's not out till maybe Christmas.

00:13:41

So   they're going to get loads of feedback,   lots of chance to tweak it. And we and   we only saw like three, four, five   second clips. You don't know what it's   like when you're actually immersed in   the individual games. But yeah, the the   internet absolutely lost it. Thought   that, you know, the the the skins very   plastic, the the eye bags and all this   this coming in.

00:14:04

And I think there was   also quite a few of prominent developers   that that were giving push back on it as   well. Um some of them really really bad   and but then however you look at some of   the environmental stuff. So so so   there's kind of two parts for it for me.   There's there's what it did to to kind   of like the characters   >> and and which I think is the   controversial bit and what it did to   kind of like the lighting and some other   parts which I thought was actually   pretty good quite impressive.

00:14:32

Um   especially some of some of the material   upgrades but but people are not really   talking about that. They're more   concentrating on on the characters. And   then the CEO of Nvidia, U Jensen Hangs,   um he's he says that the critics are all   completely wrong and and that the   developers have actually full artistic   control. So this is what I'm saying.

00:14:56

We   we only saw clips, but you know that   that didn't really help when the CEO   comes out and say you're completely   wrong. I mean yeah, people didn't really   listen to the rest of his message.   >> It it depends on what the essence of   what he's saying they're wrong about is.   um because I think they're wrong about   some uh as well, but it's it's a   different take that I have that I'm I'm   speaking of in particular, which is the   use of AI uh for imagery in games.

00:15:21

There   is a large amount of resistance from the   gamers on the use of AI because of the   AI slop kind of thing for certain   content. Now, I'm not certain of the   exact particulars of the gamer objection   there, but the reality is there's a   really and and here's the other thing is   that the loud vocal   um group of trolls in any internet space   is not um representative of the opinions   of the whole.

00:15:56

And it's it's often a   minority kind of viewpoint. uh of   negativity of people that just want to   jump in and troll stuff. Um right or   wrong in this case. I I'm not really   commenting on that. What I am commenting   on though is that   gamers in general have been complaining   and wanting more out of games.   Meanwhile, VC groups are not supporting   any innovation and so there's not like   significant funding coming into games.

00:16:29

 So, the only way that you're going to   get innovation and new stuff that the   gamers are wanting is if the smaller   studios like ourselves can get there on   scrappy budgets and make it to a po to a   point where they can offer that kind of   value. And the one thing that really   helps them to do that in a variety of   ways can also be AI.

00:16:49

So, gamers are   begging for something that's almost   impossible. They want, hey, completely   pure, no AI. Um, like they're they're   they're tired of the studio cookie   cutter model. They want innovation. They   want all this stuff and the prices are   too expensive. And it's like, okay, what   you want is not possible.   >> It's just not.

00:17:11

But the but the previous   version of DLSS that they kind of like,   you know, whereas before you you might   have only been able to play in 1080p,   you you can now get 60 frames per sec   per per second with DLSS in 4K. I don't   think people have got a problem with   that, putting in the fake frames. what   this DLSS5 does though and and I think   this is in particular where it where it   it could affect us, you know, we we have   um   we we've got an art direction and we've   got lighting and we take our time to to   build all that in, you know, now making   that perform better at say 60 frames per   second on 4K that is perfectly   acceptable. But what the LSS5 is trying   to do is changing it can change the it   can change the art. It it can it's   changing your characters look and feel   which is not what not what our art   direction. This is puts a completely

00:18:10

 different spin on it. It's changing the   lighting. It's changing the whole   atmosphere.   >> It doesn't require us to use it.   >> Well, no. But if Well, I say yes and no.   It dep this is this is where it depends   on how much you you can affect it and   and tweak it. If if like what Jensen's   saying, we have full control over it and   we can turn bits on and off then then   that's fine.

00:18:36

We've got some some great   tools to play around with. But the way   it looks at the moment is that the   with with actually the current versions   of DLSS, you can actually take a game   that has not even been built for DLSS   and doesn't have it integrated and you   can put that on top of it and start   changing things which which is great for   those people that haven't integrated it.

00:19:00

 But if you can do that same thing wi   with our game, you can now start making   things photorealistic where they're not   going to. People are then going to start   sharing our game, sharing our artwork,   which has been heavily modified by DSS5.   We've got our certain look and feel,   which is kind not not 100%   photorealistic, but if DSS5 does that   and it shares them, you know, so so, so   this is where it's something to watch at   the moment.

00:19:28

Like I say, I know we're   talking about we don't have control and   and I would agree if we don't have the   ability to to say no what it looks like   it's trying to do. But I don't know,   like I say, I'm I'm open. I don't think,   you know, that they would open them up   for for some too much legal issues there   with with changing the IP of a product   without them having the choice   effectively.

00:19:53

 >> I don't I don't think that that works.   Um   >> I don't know. It's a space we have to   watch. Like I said, I want I don't want   to give full push back because we've not   actually seen it in action and we've not   seen what it can do in particular for   our game. I've seen the benefits for   some other games.

00:20:07

It looks okay,   >> but we'll have to we've got something   interesting to look forward to and and   at the moment it's only for 5090s.   >> So So I mean you need a really, you   know, the next gen 50 top end. So So by   Christmas come down to the 40s. it it's   not going to be here for us until we're   able to make those.   >> It's going to be next year.

00:20:29

It's going   to be 2027.   >> But but   >> either way, I think it's a cool feature   potentially. Um needs more   investigation.   >> Yeah. We'll obviously come with other   performance boosts as as well. So So if   you can just say, "Look, don't age my   don't   >> the I'm only talking about the AI side   uh of the DLSS 5 is all I was talking   about.

00:20:51

Yeah, all the other DLSS stuff is   probably great, but you we'll see.   Anyway, next next up is the puzzle. Um,   did you want to comment on the   uh   >> Yeah. Yeah, we we're building um I think   we we spoke last week about the the Door   Dash mini game   >> and um   that's coming along quite well and and   but we we reviewed it with David and he   thought it might have been a little bit   too arcadey kind of pick up, drop off,   drop off, drop off, drop off.

00:21:18

Um, so   what we've done is we put a little   puzzle as you drop off. So, so as you   get to the destination, you've got to   kind of work out a little bit of a code.   So, it kind of breaks the travel, do the   code, move on, all against the time and   uh just adds an extra element to it and   I think it's pretty cool.   >> Yeah, I'm excited.

00:21:40

 >> So, so we're still in development of   that, but um it's get it's getting   tried. We put a a bit of a a pack on the   back of the backpack at the moment.   Again, he doesn't like that. It's almost   like an Uber Eats a big a big square. So   So it's I'm hoping it'll make the next   build, but um we're going through a few   iterations in test.

00:21:58

 >> Yeah. Yeah. Um okay. Uh the next step is   the updated target.   >> Yeah. Well, along with that you you have   we have this new target. Um, so as what   we have at the moment is what when you   have destinations, you can see them on   the compass and you can follow the   compass at the top or you can bring the   map up.

00:22:18

Well, in the new release, we've   got this new target as well that goes   along there that shows you the the   meters away from the destination. And   it's really cool. If you turn around and   it's behind you, you can you can see   around the screen where you've got to   go. So, we're we're adding some um some   text on that as well. So, it'll   literally say drop off here or it might   say your custom direction.

00:22:38

But where   where I think it'll be really useful is   because we've been testing the apartment   claiming this week as well. So, so I've   seen that for the first time and I kind   of claimed an apartment and then from   nowhere that this kind of pointer   appeared on the screen. So, it was it   was this new target and I'm like I Renee   was saying what what's what's this new   pointer? I was like, I don't think you   you shouldn't be doing a quest.

00:23:05

I don't   think it's a bug cuz we I didn't know   that they actually integrated it. So, I   followed this. Then it almost dawned on   me, well, actually, this must be the   apartment that I've just claimed.   So, yeah, sure enough, it led me out of   out of the claiming um building and to   an apartment.   >> This is a link to me right now, so I'm   incredibly excited.

00:23:30

 >> Yeah, dead easy dead easy to follow. Uh,   but then it put the the pointer right in   between, right in the middle of a   building. Um, so I didn't know what   floor I was on. That's what prompted to   add text to to the pointer. So hopefully   the pointer now will say building   whatever, floor five or floor six.

00:23:46

Cuz I   went up the stairs and I was like, well,   there's no I can see the pointer above   me. So I went up and I went up and I   went up and eventually I I got to my   apartment. There was this um then then   this beam outside the door. I went in   the door and um then there was an option   to to enter the build to to furnish my   apartment and um yeah, testing's coming   along really well.

00:24:13

 >> That was a great leak. Thank you. Thank   you.   >> Um it was kind of also that's not our   leak for the episode, but it was a leak   for me and it's also a leak for you   guys, I guess. So   >> the build now if if you download it   later on, you can can have a go.   >> Okay, we'll check it out. Um, so   well that brings us up to a topic I   don't ever want to talk about.

00:24:33

Um,   but we've had some some losses along the   way with Cornicopius and with Infinity   Rising. Um, and I I don't even know if I   I'll probably miss a few um here, but we   we had an original community member,   Moody, that had passed and uh we did a   tribute for him back then. Uh my mother   passed um in 2023 and uh recently a   employee of ours   El Knight Lemon uh passed away.

00:25:11

 Um   man, from what I'm gathering, a   cherished member of the community.   So yeah,   he had an impact on on multiple people   on our team without a doubt. Several of   the mods, um my wife, myself, um just a   a friendly young guy. And so,   uh   sucks sucks to have that happen. But   what we want to do is as a community um   make a a digital card for him uh for his   family and so so they can know   the impact that he had in the community   with us.

00:25:57

And so I guess it's kind of a   way to be um grateful and celebrate who   he is who he was. Um so that's all   there. Uh sorry for the uh additional   emote here. Um but uh yeah anyway um   we'll we'll get you guys information on   that   uh through the announcements channel   something like that so that anyone who   he had an impact on you want to say   something on the digital card uh you'll   have an opportunity to do that and then   um I'll talk to one of his family   members who's in our community um and   get him that um so that he can share it   with his family in whatever way. Um,   okay. Um,   uh, moving into, uh, questions. Why   don't we go to the questions next? Rob,   you got some questions for me?   >> We can do questions.   >> All righty.

00:26:55

 >> Question one is from Lofty.   Would like to know, what quarter is the   seed round expected to close? Is excited   for us all on that front?   >> Yeah, seed round.   It's probably a couple of months left.   It'll overlap a little bit with the   crowd round as well, just because   there's still some additional time uh to   bring people in and there's several   groups that we're still talking to.

00:27:20

Um I   don't know the exact date of the close.   I'm just going to keep keep running and   gunning and and doing everything we can   really. uh you know the the ascent to um   to alpha uh the final ascent is it's all   about anything and everything we can do   to have a successful alpha launch. So um   we're just putting all that we can in   into that.

00:27:48

Um so yeah, again if anybody   knows anyone uh that we need to be   chatting with, please let us know. Uh a   crowd round is coming soon. Be on the   lookout for that. That's the uh equity   crowd round for equity. Um, and yeah.   Um, next question. Or do I have one for   you? I have one for you, actually. This   is from Koi Bacon of the Knights.

00:28:06

In   preparation for for building our dome   experience, are there any programming or   application skills we can learn ahead of   time?   >> Yeah, Koi Bacon. I think he'll I think   he might enjoy the um our Uber Eats   delivery game.   >> The what?   >> Working at the burger bar. I know I know   he said he wants to make burgers, so he   might might enjoy delivering them as   well.

00:28:29

Um, but yeah, his question is   about custom domes. Does he need any   programming or application skills? You   don't you don't need to know any   programming whatsoever. The the way the   domes will work is they will we'll have   a builder tool in game. Um, and you'll   just be dragging and dropping and and   and doing stuff and yeah, no no   programming knowledge at all is needed.

00:28:53

 and um you should be able to test them   your yourself and and then publish   publish your your dome and and invite   other people to come and play it. So So   yeah, we we're building it. So So So you   really need zero programming skills.   >> Love it. Love it. That that allows me to   participate   because about all I can do is uh command   line interface.

00:29:17

Well, you know, the way   I AI is going at the moment, there's a   lot of there's a lot of vibe coding now.   Even programmers don't need to program   anymore.   >> This is true. This is true. It is quite   empowering. I've played around with it a   little bit. It It's interesting stuff.   Um, and amazing. And what what surprised   me the most about the vibe coding stuff   is how fast it went from people vibe   coding and not really creating much of   anything maybe something to oh wow all   of the sudden people are vi vibe coding   real stuff. Um, so the acceleration is   what I'm commenting on there.   >> For us, for us developers, you know,   it's very it's very good for prototyping   and and talking through ideas and stuff   like that as well and actually literally   writing code and bug checking, you know.   So, if you're already a programmer, it's   very very useful. Um, and   >> I mean looking now   are getting the programming book. So you   can see what we've been doing all along.

00:30:16

 >> And we This is something that literally   came up this week with the secondary uh   marketplace in the land that that we're   working on. Um we had no idea.   So we're using Anvil's endpoints, Ada   Anvil's endpoints um for the um for the   marketplace, which is which is great. So   anybody that doesn't know who they are,   they're a partner of ours and a partner   of ours. Great project.

00:30:43

 Um, but what's happened is because of   vibe coding, Greg, who is now an   incredibly talented developer who's   developed the node infrastructure and   everything, he has massively sped up to   where we can't keep   we're almost struggling to keep his   plate full. So, we put him onto the   secondary marketplace and he's been um   he's been killing it with that.

00:31:02

So,   we're not that far off, I don't think.   Um Jeff would kill me. I'm not going to   give a date uh because there's still UI   stuff on on the other side of what   Greg's doing. But uh you know some of   the difficult stuff is being is being   handled. So um okay we have another   question for you.

00:31:18

Uh MSP driver I have a   question and hopefully somebody can   answer. When the new build is released   is it going to be a race to who can   download first as far as apartment   placement or will that part be delayed   for a bit of time or will it be on the   website like the land claim?   It's an interesting question that   because   the the way you claim the apartment is   in game.

00:31:48

 So So you do have to go in game and you   have a list of these different buildings   and and and there's there's different   floors and different apartments. So you   could say it's kind it's a it's a it's a   kind of a a bit of a race unless you   unless you you own your own.   No, but even then even then you've got   to claim it from a certain place.

00:32:07

So I I   would say let let let's wait and see on   that because we've not actually got to   the part where where what it's going to   look like when the public are claiming   it. Although in game we are going to a   building. We're going through a long   list and and then we're claiming them.   At the moment I looked at that long   list.

00:32:26

I had no clue where I was   claiming. I just thought right I'll just   have you. So, so yeah, you can be the   first or the last in there, but actually   where you're claiming from, I I don't   know. I I I need to look into that more,   but um yeah, it we we'll we'll take a   we'll take a pause on that question and   and come back to you.

00:32:45

But um yeah, it's   it's different from claiming from from   the website, which is like the land grab   and we will do actually another land   grab in the future. Apartments are   different. So, it's   >> significantly and and it's it's not   going to be as   significant uh the time because your   your view is not going to change a ton.

00:33:06

 No.   >> So, oh,   >> they're all they're all there. There's   no bad view in the global map.   >> Okay. Well,   >> we all have jetpacks. It's very easy to   get around. Even even the elevators   work, though, so you can have a nice   little elevator experience.   >> Yeah.   >> You can go in and press the button, get   in the floor and and go inside. Yeah.

00:33:25

 You can go in and press all the buttons   >> and and actually to when I went in that   you can press all the buttons. I've done   that and it will stop at every single   round, every single floor. When I went   in today, what we've actually done now,   one of the buildings in the middle has   this tunnel through it.

00:33:41

Almost looks   like um when when you go to like um a   theme park, you know, you sit on the   rides and you have those the buildings   that just have two ends with a with a   hole at either end. And um actually the   the the mono rail is actually working   now. So we've got a working monor rail   in there in there as well.

00:33:58

So every time   every time we get a new internal build   is really good to go just go and have a   good nosy. And we've got burrito boss   they've now set up store within there.   Um the burger barn damn they they've got   about six different shops in that   apartment. So I mean people are going to   be having a lot of fast food.

00:34:18

There's no   delivery service yet, but we do know.   >> They've really been blowing up Burger   Barn. Um they're hiring actually.   >> They are. I I think they are. Yeah. And   um you know, they're definitely hire.   They definitely want people to to to   work on their delivery. So um and and   now we've got potentially delivery to   individual doors.

00:34:37

I mean, in the future,   you'll be able to to order all kinds of   stuff to to your apartment door and to   your lamp lot as well. And people will   go out. You'll be able to create your   own quest. We segue into this. Create   your own quest for other players to go   and get you stuff. That is definitely   coming.   >> So, so, so yeah, this is this is where   it starts.

00:34:59

 >> Agreed.   >> Um, but there's so much fun stuff coming   in this game. you. Everybody that's been   a part and with us for so far is here   for an exciting phase of uh just all of   the systems coming and unfolding um   right in front of their eyes. And so I'm   I'm thankful thankful for that.   >> These these are personal stuff as well.

00:35:24

 what we'll talk about here, you know,   delivering people burgers and and and   maybe the odd building tools and stuff   like that to your landlots, you know,   that that those in themselves are two   different individual loops. But then   when you when you talk about crossdome   transportation as well, you know, with   the Atmos and and and some of the other   large transportation vehicles, the trans   transport and delivery, it's going to   going to be hu I mean, we're talking   game economics there, aren't we? On a on   a whole different level. Yeah. Amazing.   >> Amazing stuff. Okay. Well, that brings   us to the final segment of   152. And   um I guess what Rob and I can say before   we play the segment um will get you guys   fired up. I'll I'll just say this. I've   seen it about five times now, and the

00:36:22

 first time that I saw it was at about   10:30 last night.   Blew me away. uh goosebumps multiple   times. Um, it's the new cinematic and   uh, it's just I don't know, man.   Whole new level.   >> Well, I think when you when you look at   the the cinematic is heavily law-based   and and it's something that you we you   know, we we do talk about a lot of AI.

00:36:57

 Is it good? Is is it bad? What what has   helped us to do for this cinematic is   is take our cinematics to a whole new   level. Remember, we're we're we are a   tiny team to to create any kind of   cinematic to to this quality in the past   would have probably have taken about a   year cuz cuz that's what the AAA   companies do.

00:37:21

They take about a year to   make something like this and it their   budget is somewhere between   >> 500,000   >> easy. Yeah, easily   >> maybe more   >> over a million some of them some some of   the big ones and what we've managed the   team's managed to do you know within a   few weeks with AI   >> um and a lot of it uses our   >> assets caveat AI with all of our assets.

00:37:45

 >> Yeah. So   >> it's with assets that we've built and   then AI has empowered it to go further   >> and and although the entire world now   has asset now has the ability to use AI   that doesn't mean to say if if we gave   this task to 99.999%   of the world they could achieve the same   results as our team have done with this.

00:38:11

 You know, you have to have direction.   You have to have the the intuition for   the shots, the lighting, the whole   storytelling. That's what pulls all this   together. This is not here's a load of   assets, go and build something. The th   this is weeks and weeks of planning, the   individual shots, putting it together.

00:38:30

 >> The soundboarded   sound. Yeah,   >> agreed.   And I know I've given it a big buildup.   It's worth I think this is an   award-winning trailer   >> there. I agree. There's there is no um   discounting it because of AI at all. In   fact, the the power of this is that we   get to tell more people our story in a   quality way with our assets that   represents our project well and pulls   more people in over time uh by helping   us with the production cost.

00:39:05

That's what   it is. It's it's it's helping us with   the production cost. This alone would   have taken so much longer and so much   more money uh than what it took that we   wouldn't have been able to go to market   with it. And the thing is funding   constraints.   >> When you look at some game cinematics or   even if you look at a movie cinematic,   when you come and look at the the final   game or look look at the movie, you you   get something different.

00:39:33

what our   cinematic does. You you you will get to   to do in game. You there won't be a   surprise. You know, you'll see this big   glossy cinematic. And when you get in   game, you won't be surprised when you're   when you're flying jetpacks, when you   see rift battles, when you see things   coming out, when you're mining in caves   with lasers, where when you have these   quantum monsters coming at you, you   know, everything in this trailer.

00:40:00

 There's even a special guest star that   not everybody will get, but all the OGs   and and by OGs, I mean everybody that's   been in this project for say 2 years   previous, you know, every everybody that   knows, there'll be there'll be a special   nod in there um holding holding a some   corn up.

00:40:21

So, I mean, it it's, you know,   it's got it's got the a little bit of   the flashback in there. it. I I cannot I   cannot say how how good this trailer is.   What it does do though is it raises the   bars for trailers in the future and we   and we look trailers and we go, "Oh my   god, they look so out."   >> It does. But here's the deal.

00:40:41

We're   already talking um with marketing team.   So David, Scruffy, Matt, we're we're   getting together to chat about a   production uh house to scale this out.   Um and so we're going to duplicate the   skills. We're going to get the process   down and we're going to start telling   our lore story.

00:41:01

We're there's so much   that we can do with this. Uh it it   enables marketing in a whole new   ballpark that was just not available to   us before and it's still using our   assets. And so, um, yeah, we're we're   kicking off a, um, yeah, a new a new   direction with with cinematography and   cinematics in the game, uh, that will   pull people in with a with an emotional   response.

00:41:26

I don't know about you, you   don't get as emotional as easy as I do.   You're you're a little more level. Um,   but for me, that grabbed me. I was like,   >> it was And you know what? I remember a   few years ago, um I'm not going to name   any names, but we were at CNFT Con and I   and I was talking to um I'll just say I   was talking to somebody and and he said   to me, you know, we're going to fake   this until we make it.

00:41:53

 >> Oh, it was a competitor.   >> Yeah, I know who you're talking about.   >> Everything with AI that you see looks   like you we are we're not faking it cuz   we're making it. We are making this. AI   is just he's just adding this nice and   you've got a   >> Yeah. Yeah. We've already built the   assets. AI is   >> augment this AI is saying okay all AI is   fake but what it's representing is   absolutely real and there is no one that   is going to look at that trailer play   our game and think actually you were you   were misselling me cuz the the trailer   is so good. The law is spot on. the the   the music is music that you've seen us   put to well the the style of music that   we often use, you know, the cinematic,   the epic, the the the the marching bands   in there. It introduces the some of the   terror, some of the earth, you see the   calamity. You Yeah. I mean,

00:42:52

 >> we're it's more encompassing.   >> And everyone's going to see this trailer   within   >> we'll play you out with the leak, so   stay tuned.   And uh thank you all for watching this   episode of Cafe Rise. We'll see you in   the next one.   Welcome.   You're here early. That's good. Means   there's something special about you.

00:43:40

 We got a whole lot going wrong around   here. You better train up. We got terror   knocking on our infrastructure   and some mighty 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.   A storm is coming. I can feel it.

00:44:15

 I'd like to say we've been worse, but   this time I'm not so sure.   Good luck out there. You're going to   need every bit you can get.   >> Children of the multiverse,   you have crossed the veil through the   gate to stand with us in cornucopia.   You have my appreciation.   I am but a messenger, a guide sent to   show you the path that must be walked.

00:44:51

 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 you face   are not born of this world alone, but   from beyond it.   Some of you will fight the tide. Others   will build and restore.

00:45:20

Some will weave   knowledge while others will sustain   through trade and creation.   strength, will and unity. These are the   bonds that will endure when all else is   broken.   Rise now. Stand against the tide. For   infinity does not end. It begins.   Infinity is rising.   Heat