In this episode, hear an AI summary of the latest Star Atlas community event.
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Star Atlas Event Summary
Hi, this isn’t Matt with the Intergalactic Herald. I am an AI. Welcome to a Star Atlas Recap of the latest Atlas Brew from the Star Atlas Community Team. The following summary of the Atlas Brew was AI generated so no guarantee it is 100% accurate because I am an AI after all. Enjoy the summary. Welcome back, citizens of Galia! If you missed the latest Star Atlas community gathering, you missed one of the most dynamic and candid editions of the Atlas Brew yet. The vibe for this session was relaxed, collaborative, and packed with high-gear momentum as hosts Jose and John—later joined by Michael—sat down to talk through the rapid progress being made on the Phase 3 Public Test Realm (PTR), major game design refinements, and what the galaxy will look like in the days ahead. The event kicked off with a deep dive into the Nemesis engine, which is set to transform the galaxy into a living, breathing ecosystem. John revealed that the Jorvvic pirates will no longer be the only autonomous force wandering the stars. Three new merchant factions are being introduced adjacent to each safe zone, complete with their own territorial headquarters. These NPC merchants won’t just sit idle; they will actively mine their own resources, craft components, transport cargo along supply routes, and maintain their own fleets. Players will be able to build reputation with these factions, take on bounty contracts to defend supply lines from pirate raids, or even side with the Jorvvic pirates if they choose a more outlaw path. In other news from the event, the team addressed ongoing combat rebalancing and bug fixing—leading to an impromptu live-debugging session. While addressing community reports about defender action points not reloading and unintended critical damage spikes, John demonstrated how he uses agentic coding and his trusty AI bot, affectionately known by the community as “Pinchy,” to patch bugs in near real-time. On the combat design side, the team previewed a major revamp coming to the Council Rank combat tree. Instead of a basic stat-check system, different weapon types will now deploy distinct tactical effects. For instance, kinetic weaponry will feature a concussive barrage that reduces an opponent’s hit chance by fifteen percent, giving players deep strategic choices alongside updated dodge and countermeasure mechanics. The discussion then shifted to a major theme of the brew: stripping away friction for players. Jose and John announced that the gating for initial gameplay loops is being significantly reduced. Starting with the upcoming reset, players will be able to deploy Tier 1 claim stakes immediately without wading through tedious prerequisite research or spending early Council Rank points. Similarly, small-to-medium-sized ships will be unlocked for mining and basic tasks right from day one. When Michael hopped on the call, he expanded on the design philosophy for claim stakes, noting that while claim stakes will eventually be vulnerable to eviction if an entire starbase falls in contested territory, the setup process will be far more streamlined so that players can quickly establish, automate, and defend their operations without days of logistical headaches. They also shared an update on progression curves and account migrations. Michael explained that all license XP curves are undergoing a substantial overhaul. The system utilizes a rolling twenty-four-hour soft cap—visualized as an XP bucket that continually refills over time—designed to make early-game progression from levels one through ten much faster, while setting the journey to max level at roughly six months to a year. For veteran players wondering about their legacy progress, Starbased XP will carry over into Sage C4 through a proportional conversion model based on a maximum cap of around thirty-six million XP. While multiple Starbased accounts cannot be merged into a single Sage C4 profile, they will continue to track unified rewards through Zinc profiles. Later in the stream, the hosts touched on the broader tech stack, highlighting the recent upgrade of the Unreal Engine 5 client to version 5.8. This upgrade introduces native Model Context Protocol support, empowering the developers to leverage AI tooling to squash bugs faster and accelerate the prototyping of upcoming AAA gameplay loops. Finally, Michael gave the community an early look at what to expect as PTR moves toward Phase 4. Once the client stabilizes into a release candidate, starter bundles will be retired in favor of snapshots of players’ live mainnet assets, and real emissions will begin phasing into C4 by migrating allocations directly from deprecated Starbased loops rather than introducing new token inflation. Throughout the brew, the team took plenty of time to celebrate the community itself. Longtime community member Larenor got a warm welcome back after a three-month hiatus—and a few laughs when the logs revealed an NPC had barely dodged his fleet attack with a lucky two-percent roll. Community member Tango Mike sparked an essential design debate regarding the emission balance between fleets and claim stakes, while community developer Ryden earned high praise from Michael for his community-built Armada fleet management tool. All in all, this Atlas Brew painted an exciting picture of a leaner, more intuitive, and far more dynamic Star Atlas universe. With Phase 3 PTR gaps closing rapidly, the team urged everyone to continue testing builds, reporting combat and crafting bugs, and providing feedback on the evolving economy. Be sure to jump into the PTR, keep your eyes on the official Discord for upcoming reset announcements, and prepare your fleets for the next frontier in Galia.
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Star Atlas Event Transcript
Hello, GM. >> Hey, Jose. >> John.
Long time no see. >> What’s up, man? Long time.
>> Yeah, we just spent like the last four hours talking [laughter] [gasps] meds nagash. Shift blade mounting defects. Fire knight Matt Victorious.
How are you? Legends. All good.
All good. GM. GM.
hope everyone survived the emotions of Fed Eondra today. GM hotel.
nothing important just inflation the usual stuff. Um we have some stuff to talk about today.
We have some stuff to talk about today.
We are going to talk about our one game design choices. Joe and are going to talk about where we are now in terms of PTR development.
We are going to talk about claim stakes.
We are going to talk about council rank and all the effort that we have been doing on shaping the game design for this new phase. Exactly. Arthur Galon is the matter.
Yep. Yep. Oh man, it’s been wild last 36 hours.
Phase three is shaping up.
We are managing to close the gaps. think we were looking right John. We had like 16 20 PRs done Saturday, Sunday.
>> Yeah.
Yeah. >> Each. >> Yeah.
Oh man.
Yeah.
We are.
But we are winning. The good news. The good news, lads, is that we are winning.
We are winning. And every day we get closer to to Galia paradise which is good.
So today we are going to talk about those efforts uh and talk to you guys about what to expect, what’s coming for you all in the upcoming days in terms of game design updates etc. etc.
So, sit tight because this is going to be an interesting brew, chill brew, more like conversation brew. We also want to hear your guys feedback uh your guys feedback on the overall state of the game right now.
We have been shipping stuff one after the other.
So it’s good to do small breaks for us to catch up both the team and community to learn how each other are feeling about everything. What’s the pain points? What are the good stuff that you guys have been experiencing?
So feel free to interrupt me at any point of today’s conversation because today the idea is for us to trade experiences, ideas and concepts on phase three development. Uh John, I’m not sure where to start. wanted to to open up some time for us to talk about the new things coming on Nemesis engine that you were showing me today.
>> Mhm.
Okay. >> Perhaps this is good point for us to get started. >> Sure.
>> People like it. >> For sure. >> Especially now that can see screen shares again.
>> Yeah. don’t know if have anything to share, but can we can talk bit about with the Nemesis engine. Um, >> sure.
So currently, Jorvvic pirates maintain three regions and uh they garrison the bases in those regions and if you go and destroy the garrison, they’ll replenish it and if you destroy the star base, they’ll come and they’ll reclaim the star base as well.
So there’s that.
And then the pirates have the doric pirates have sort of personality, right, that we’ve built. and they harass and take star bases that are near their system.
So they go to adjacent regions and they they take star bases in those regions and that helps to keep the safe zone from sprawling out everywhere.
That’s kind of the idea is that the the Jorvvic pirates are constantly pushing back.
So it should be impossible for you guys to come in and take their region and that space should be reserved for Jorvvic pirates.
That’s that’s my thinking anyway. Um, on similar vein, I’m making three new regions, um, each for merchant faction, and they’ll be adjacent to each of the safe zones.
So, each safe zone will have merchant region that’s adjacent to them, and there will be one faction in each region that kind of controls that region. And so you’ll see their name as being the controller of the region.
And then the other two merchant factions will have star bases in that region. And the NPCs will trade with each other. They’ll they’ll mine their own resources, build their own ship upgrades, transport their own materials back and forth between their systems, their star bases, and host materials for sale there.
If you have enough reputation with those merchants, you’ll be able to dock at the space stations and purchase the stuff off of their marketplaces. You’ll be able to um accept missions from them to go and hunt doric pirates because the pirates are the things that are coming into their space and disrupting their shipping lines.
So this is like loosely the the next phase of Nemesis engine is to provide uh it’s to provide NPC strongholds similar to the ones you see with Dorvic Pirates but for other other merchant factions for the purpose of having uh missions delivered to you building reputation with them. And it’s it’s pretty simple reputation system right now. And so there’s going to be four four NPC factions, reputation, and all that.
So that that’s kind of what’s in my dev branch right now. Um, and it’s also what helps.
So So that plus this Starbase upgrade and Starbase hit point pool rework that we’re doing, that that should provide much more stable environment. You should see upgrades happening slower. You should see the, you know, faction sprawl is lot is lot slower.
Um, yeah.
Yeah. The Jorvvic territories are in that screenshot. If you look right in the center of the map where the dead space is, the the gray quadrant to the right, the gray quadrant immediately to the left, and the gray quadrant that’s straight down and to the left, those are Jorvvic pirate areas, and they should actually be labeled Jorvvic pirates when you zoom in little.
You should see Jorvvic on them territory. The next step is to color code them.
Yeah, John.
People are saying they are excited for this update. >> So am I. >> I’m super excited for this as well.
It’ll give you purpose, right? Uh just like like we’re going to like you’ll be able to build reputation with these other merchant factions, but want to make it so that you could >> otherwise build reputation with the Jorvvic pirates, right? like if you’re going and destroying the merchants, you’re actually aligning with the pirate factions.
And uh the the problem with that is that if you take over those bases, you you do destroy the the um you destroy the productivity that they bring to the ecosystem at this point. Like there’s no guard that says, “Oh, you can’t take this base. ” It’s like, “No, you go in and you take the relic baron’s main base.
” while the relic barons don’t exist anymore.
So, um we’ll see we’ll see how it all plays out, but uh little bit of little bit of twist there for PTR. Um >> yeah, and another cool stuff is that we’ll be able to see how the the NPCs behave in the real economy of Stratus, right, John? Because they will be mining their own resources, they’ll be crafting their own components.
Exactly. Yep. There’ll be uh So, this was what somebody brought this up week ago or two weeks ago like how do you justify the NPCs having fleets?
Well, we’re that got me thinking it’s time for them to justify their existence by mining resources and building their own upgrades and sustaining their own fleets and stuff. Um and so that that kicked off this um this this work here.
So, Yeah, it’s going to be it’s going to be cool. And like they’re they’re not going to be defenseless, right? Like if you come in and you have low reputation with these merchant ships, like they they will have defenses.
They will [laughter] hunt you down just like the pirates were.
So >> yeah. And we will also This will be after the the reset, right John? >> Oh yeah.
Yes.
So there will be also uh new XP curve, right?
Yeah, >> the progression overall is lower. >> This could even be phase four or you might see it start to roll out in in pieces. Um think the merchant factions are prepped and could install them right now, but they wouldn’t have their marketplaces configured and stuff like that.
So, I’m going to try and get it to the point where the the bases are are configured with the new hit point stats.
So, that’s postreset. Then, those bases will be much more difficult to take. Um, and the nemesis engine should protect them properly.
And um yeah.
Yeah.
So, have PR fix for crits already. I’m just reading Marinor’s comment.
So that that’s already been fixed. It just hasn’t been deployed yet.
But the the problem there was, if if remember correctly, the problem there was um so so crits are heavy heavy hits. Like there it’s not double.
It’s like it’s like double.
It’s more than it’s like an exponential hit.
It’s not it’s not just like twice as much damage.
So that’s already by design.
Yeah. by 10x.
But there were there was an issue with the Nemesis engine where its crits were being doubled again, something like that. Um, and fixed that.
So, the Nemesis engine won’t be like insta deleting people like that. It’ll follow the same rules as playerto-player bugs.
Sorry, playerto player combat. And I’m asking the chat if you guys see any other combat bugs like the critical stuff that we already have the fix for.
Now is the time to share break >> is the >> think that’s think >> like how it’s sorry go ahead >> no he’s still typing >> defender >> defender AP not reloading. >> Yeah.
So, defender AP doesn’t reload on its own unless it’s completely drained.
So, [clears throat] if you if your AP goes down from 100 down to 50, you have to reload it. As far as understand, you have to reload it. It won’t auto reload on its own.
Uh oh, even at zero, it doesn’t reload. can look into that. don’t know.
Okay, that might be bug. What’s this other one? Jorvvic shoot only one time.
So that Jorvvic shoot only one time is the exact same thing as if when AP is zero and doesn’t reload, you’re the defender.
So that would explain why they’re only shooting one time, as if they’re not reloading. Uh, so that makes sense. >> Interesting.
>> Yeah.
Okay, then will I’ll I’ll look at that right now. I’ll be back in 20 minutes. See you.
[laughter] >> Be so funny. We closed the brew. Go fix the bug.
>> Okay, bug’s fixed. We’ll have the brew again later. >> Yeah.
claims revamp will be up after reset.
Yes, Sudo, we are work, we are working on claim stakes. >> Yeah.
So, there’s there’s caveat there. The new UI uh won’t be when So, we’ve dug into claim stakes and are fixing bunch of bugs with it. Specifically about how rent is collected, how evictions happen when star bases are destroyed.
And so the the UI work that was doing was put on hold and then reassigned to uh Bunthus.
So he’s going to take on that work once the program changes are finished. Um but there’s there’s two things happening.
There’s the council rank trees are going to enable tier one claim stakes to be placed with no research, no prerequisites. That in and of itself is UX change.
So the research that we were doing in that piece that was building surfaced this like friction just to get one placed. You had to get six council rank points and you had to, you know, upgrade to tier one claim steak. All that junk is all going away.
You’re going to be able to place tier one claim stake >> from the get. >> From the get-go.
Yeah.
So um so it doesn’t make sense to implement the UI that was working through because those changes will eliminate quite bit of that overhead. Then once all that’s done we will we’ll have another go at the UI. Um yeah and as side note this idea of removing friction for all careers and etc that’s something that we are applying broadly.
So, for example, we rem removed some of the council rank uh requirements for players to start using small ships.
So, from the beginning when you go to C4PTR, you won’t need XP to to use ships until medium size.
So you’ll be able to use day one your small ships and to perform basic gameplay loop tasks like mining and etc.
Right John? >> Yep. >> So lot of the initial gating of the game will be removed.
Yeah. plates including Ps. Uh, that’s good question, Jindo.
haven’t Repair is instant. haven’t looked at the repair system in little while, so will have to check that out. Um, and I’m looking at AP regen right now.
repair drains AP and requires AP reload after interesting. John, people are asking you to just screen share and fix the bugs live so we don’t need to talk during the bro. >> No, like [laughter] do that.
We could do that. >> Do you guys want to see that? >> can talk over while John is fixing everything to us, making the game better.
>> don’t know who Yeah, don’t know which of you guys are are building stuff with agents like using aentic coding right now, but it is absolutely wild. Uh, the system have set up here is literally take what you say and have conversation with my bot about it and by the end of this brew there’s literally the code changes are in place to to figure out like I’ll I’ll know in about minute what’s going on with the AP bug and we’ll have it fixed by the the call kind of thing.
So, it’s really cool to have your direct input like this and me be able to convert it right into changes. Um, it’s lot of fun.
So, yeah.
Yeah, I’m doing the same thing actually. I’m trying to finish those claim stakes bugs and crafting habs, man.
So many bugs on crafting habs. Jesus Christ. The good news is that you guys will be able to use those now.
We have the econ team also working on new ecom for them.
So claim stakes crafting habs they will be actually useful and yield positive.
So you guys will be able to play and test and grind council rank there as well which is really good. Um, yeah. >> What else, John?
Maybe >> here. Here’s screenshot of my conversation, my bot.
This is all the context that it needs. I’ve got all the all the repos, all the skills everything.
And then it comes back with I’m checking whether the missing defender refill is in the in sage or in the NPC controller where the repair AP cost is intended to for regression. And yeah, we’ll have the report here in minute and we’ll get fixing stuff.
But >> um we reserve we received that kind match message from Larindor >> the first one in three months. Long time.
Yeah. >> Yeah. Let’s cherish this moment.
He’s happy with the progress we made while he was away. >> Yeah, that’s awesome.
Thanks, Laror. >> Thank you, Laror. >> Great work, Pinchy.
Yeah, [laughter] >> great work, Pinchy. >> Pinch is getting all the all the [laughter] >> all the good stuff. Pinchy.
Pinch is hard worker. He is right. >> Yeah.
>> Isn’t working.
Yeah, can. >> Let’s find out. >> So, the funniest thing was had I’d hooked up Pinchy the way that chat GPT bot would be hooked up.
So, he had voice and everything so could talk to him. He was little bit slower than GPT but >> yeah, >> could just ask him. >> Hey, why isn’t >> Pinchy became John’s best friend?
[laughter] >> At least he’s the one John spends the most time with his life right now. >> Yeah. >> Isn’t this funny, John?
Like for real now with the two of us. Uh, we spend more time talking with our AIS than pretty much everyone else. >> I set aside time to talk to real people every day.
>> Yeah, like 20 minutes, right? >> Well, today is an hour.
There’s full hour in the brew here.
So, >> yeah, exactly. Maybe everyone in the audience is an AI and we just don’t know.
Actually, >> talking to AI girlfriends doesn’t count. Why not? Come on.
This is so 2020.
Okay, this is getting weird. Maybe we should move to the next topic. >> Next topic.
Next topic. >> Yeah. Uh let’s talk about council ranks, John.
>> Okay. >> Let’s share with with the community the exercise that we spend the whole morning talking about and doing. >> Okay.
Okay.
So, um, as [clears throat] you remember last week, we we did UI update to council rank that shaded bunch of nodes yellow. And those nodes we went and investigated and figured out whether they’re what like what the status was, what why were they blocked, why were they unbuilt or whatever. Um, and so after doing that, we’ve narrowed down which nodes are going to stay and which ones are going to go for the next phase.
And so it won’t be this like you won’t be able to see everything that’s planned. You’ll just be able to see what’s active. And so anything that’s white right now, almost anything that’s white right now will will stay.
Uh, few curated yellow unfinished ones are going to be finished. Um, for example, on the combat tree, you’re going to have the option to improve your hit chance, right?
So, there’s been lots of discussion in chat about about missing all the time, right? And the the fleets do miss quite bit.
So, we figure adding that hit chance is the lowest hanging fruit, the thing that people want to see more of that. And so, we’re going to build out the hit chance tree inside of combat. And along with that, you’ll see the unlocks for different weapon types, which is the the and the counter measures.
And those are those are currently designed but not built out yet.
So, we’re going to build those out. >> Man, the design is so cool. >> Yeah, there’s Yeah.
So, um, Joseph has been working through really cool design for combat and the >> Can we share that?
Sorry, John. >> Good question. Let’s see.
Let me see if was given copy of it. >> People will like it.
It’s very cool design. >> Yeah.
So, think just have it as HTML file.
So, I’m going to take screenshot of it and save it here. Share it here. can find the file.
What’s up?
And then where is it? Under executive current.
Yeah.
Okay. Proposed abilities and counter designs and counter measures.
Okay.
So, this is work in progress. Don’t take this for gospel.
But here is something here is something we can do can give you good idea of what the intended damage types mean. What is kinetic damage? What is energy damage?
What’s EMP damage?
Right?
So the kinetic damage is concussive barrage and it reduces the the player who’s hit by it. It reduces their hit chance by 15%.
So, we were looking at hit chance or aimability, and we decided to go hit chance. Um, and we’re going to tie hit chance into broader broader skill.
So, you’ll be able to improve your hit chance and you’ll be able to use kinetic weapons to reduce the other players hit chance.
That’s kind of what’s coming through the combat tree.
And then each of those other ones below there, there you can see what the future effect will be of each of those things. >> Yeah. And it’s not Pokemon where fire damage does 150% to grass type.
>> Like every type of weapon has an actual ability that generates effects either on yourself or on the enemy fleet and it’s really cool because they have different durations. They have different cooldowns. In the future, this will be further improved by your other council rank nodes and cheers and etc.
So, I’m super excited for us to build this. >> Did you just make that right now or is that something you like does on the inside here? >> You’re talking about gender wolf.
Yeah, the the the thing that he made >> the the image. >> Yeah. [laughter] Uh that’s old from you guys first release.
Oh, perfect.
Great. Um can the effect be dodged?
Yeah.
Yeah.
So, as understand it, the dodge roll happens after hit chance rolls.
So the player rolls their attack on you, it goes through roll for hit chance. If it lands, you can still dodge it after the fact. And so um that was actually compounding some of the things that people were seeing with Nemesis engine.
They were like, “Hey, should be hitting more often. ” And it was because um sometimes their hit roll would land but the the enemy would dodge afterwards and they they they showed the same status which is that you missed.
So >> thank you pirates. >> Yeah.
Yeah. It it was about 2%. It was about 2% [laughter] uh dodge.
But yeah, it did happen to Lanor. did look through his log and found it and oh yeah NPC is dodging.
Okay. >> Unlucky. >> Yeah.
Okay. Uh Pseudo asks about the daily cap for XP per day building. Like Swagner is looking at all those XP caps and we’ll adjust them as he see fits kind of thing.
But agree. think 40 is too low. Uh there was another one that was too low with only several hundred.
Um we’re going to we’re going to boost those so that we have more flexibility with XP gains. >> Yeah. And although the game will be kind of grindy because it’s of the ecom repercussions of that, we are really looking forward to adding content that will allow you to have fun the game while grinding your way through the council rank levels.
things like missions and etc.
This is where all those gameplay loops getting you played. Exactly.
That’s why we are focusing on adding the crew PDA mechanics and the mission system. Painy says he needs screenshot of the error you’re seeing when you’re looting because there’s number of options.
So, it could it could be that the the loot pile is not in range. It could be that it’s reserved for the player who actually defeated the fleet and not you. It could be that uh there’s an actual failed transaction.
And uh yeah, so need more data. Give me an example screenshot of failed transaction or something like that. or progressive XP curve for combat board.
>> Michael GM sir, >> hello.
Hello. >> Hello.
Yeah, we we’ll definitely go through the combat XP curves. think actually um Michael, think this is something you’re working through right now is just refining combat curve, not combat curves specifically, but XP curves for each of the council rank points.
Yeah, 100% um significant overhaul across uh all of the license XP curves um all of the XP events per activity or license that you’re engaged in and then also um reassessing all of those rolling soft caps. Um so think everybody is aware um XP is capped.
It’s not fixed daily basis.
It’s not like an epoch like we have in some other cases.
It’s actually at any time that you complete an event.
So, complete warp or um or subwarp for pilot license, it calculates the maximum amount of XP that you can earn within that 24-hour period relative to how much you’ve already earned in that period.
So, you might have described this before, John, but it’s it’s like an XP bucket that refills slowly over time. And so, um, you can’t exceed that. Any XP that you generate beyond the maximum amount in your bucket is just lost.
But you can constantly at every event, at every second through the day, um, earn up to maximum rolling amount per 24-hour period calculated at the time of the XP event. Um, but more specific to the question, yes, all of the XP curves are are getting an update. um we are going to be little bit more generous with the early stage progression.
Uh it’ll be significantly easier to get up to roughly level 10. Um and we are maintaining the longtail progression requirement which is really roughly targeted around specific timeline. Uh so the average user would be able to get max level around one year.
uh if you’re maxing out your XP every single day, then you’d be uh reaching max council rank in roughly 6 months uh would be the idea. It would actually be much shorter if you’ve been playing Starbased and you get that XP carryover from um you know from earning XP over the years of Starbased. will add just one caveat to that and I don’t know how much you guys have already talked about uh the council rank adjustments that are going in right now.
Uh but the XP curves are subject to change bit depending on where we ultimately land with uh with the council rank system. And based on our conversation in the meeting yesterday, my suspicion is that that the max level is actually going to be bit shorter simply because don’t think we’ll have as many license points uh on the initial release. And so um you know it’s it’s probably going to be shorter to reach max level.
However, that gives us the opportunity in few months um you know, call it six months to release an expansion pack, so to speak, of new uh perks and skills that you can assign license points to. Um and uh and you know, we need to factor for that in the overall curve of what the long-term anticipated skill tree looks like when building out the the curve. Today, >> see people typing Uh in Larenor’s question, al also see um yeah part of uh part of the XP per event um analysis is uh you know you’re pointing out that ships right now don’t give any type of scaling function to the the size of the class of the ship.
Um am assessing that as well. uh looking actually looking specifically at pilot license first and moving into the other licenses after that. Um Chris intentionally scaled it to one on every single asset.
Um there’s reason for that and and realistically if we do scale up the amount of XP you earn per event with larger class ships, you will just reach that uh that rolling cap more quickly. still think it’s appropriate for us to do that.
So, I have to figure out exactly where we’re going to land on that. It it won’t be as aggressive or exponential as our price model is. Uh which is one of the things that’s created lot of challenges for us with balance historically is that, you know, you can buy, let’s just say origination price of an extra extra small is $15, but uh origination price of commander ship is $100,000.
Well, there’s significant difference in uh like the price multiple between the two. And so, how do we create balance uh between those while still creating fair environment? All that all of that is just to say instead of you know 80x uh for operating commander, it might be something like 10x the points that you get.
So, there will still be some benefit, but not quite as large as our um price model. uh on is asking what will happen to the council rank XP and starbased license XP during the migration to C4. >> It will be carried over at at conversion rate.
Um so it’s not necessarily onetoone because the council rank system is completely different uh from how we established generating XP and the license system in Starbased.
So there it’s I guess to give you the most concise summary is that there’s going to be proportional carryover relative to the maximum amount of points that we want to assign to somebody’s new account in C4. Um describe it little bit further. If if you’ve reached the maximum amount of XP in Starbased since inception, which think is is like right around 36 million XP, um then you would get 100% of that carried into the level cap that we provide to someone in C4.
Um and that actually won’t go into specifics on uh where we’re going to land with that, but it’s going to carry over into the four licenses that are in Starbased.
And then um you’ll get those points in those licenses in C4 and that carries up into uh your council rank as well.
So one council rank point is you know every six license points that you earn. If you’ve earned um yeah so the 36 million that dark void shared there 36400 if you’ve earned $18 million over the course of Starbase then you would get 50% of that maximum level cap that we want to apply in C4.
So it’s going to be kind of proportional distribution model is how we uh is how we manage the conversion rate.
Good stuff. Uh, Michael, had question from Tango Mike earlier today in the foundation room chat, which think you probably can give some general insights without needing to go into the specifics. I’ll post it in the chat and read it just second.
He wanted to learn more about the intended game design balance between claim, stake, fleets, and other games assets as general topic. Uh we prefaced this conversation here saying that we have been trying to eliminate first day uh gates to all gameplay careers.
So for example, the idea is that you can play with your claim stakes day one and progress using this career.
You can go if you have mining ships, you can use them small mining ships. If you have fighters, you can go fighting etc etc. Is this the general principle here that we can share with the players and do you see for for example the the progression while using claim stakes should be something similar to using ships or are you going to favor one career loop in general or how do you see this playing out in general?
No, mean from the from the progression standpoint, and I’m not sure if that’s specifically what he’s asking here, but from the progression standpoint, you should be able to um well progress along in your license careers at approximately an equal pace, assuming that you have, >> you know, similar asset distribution or similar similar asset value across those. I actually think it’s going to be relatively easy for people to reach the daily or or that rolling soft cap on the amount of XP that you can earn. Um given our player base and the assets that people own today, lot of the analysis that we put in is is thinking about the new player and when somebody comes in and spends $50 or $100, um what is progression going to look like for them?
and and that’s likely and naturally to be slower uh just given most of our players have more significant portfolio of assets than that. Uh but generally speaking um like pound-for-pound if you have the same dollar value in chips and claim stakes then you should approximately progress both of those licenses at the same pace. What think he’s asking here though is probably uh more to do with uh with uh resource emissions.
And if he’s here, maybe he can clarify if that’s the actual question. >> Yeah, never mind. >> Um, and you know, can just take stab at it.
Uh, whether or not that is the question, but um, can’t give very accurate answer right now just because I would actually need to look at, you know, everything we do is essentially proportional to dollar value that’s been invested into the ecosystem. And so um so naturally we’ve sold far more ships and ship value than we have in claim stakes. Claim stakes are pretty limited supply today.
Um however 90 plus% of the ships have received 95% reduction to their mining rates. Um now part you know one of the other systems I’m working on right now is is full refactor to ship configs. And so you can get a, you know, healthy boost, an 80% boost to your 5% uh star-based mining rate.
So up to effectively 9% of your original star-based mining rate. And so we get little increase on non uh non [clears throat] Armstrong line mining spec ships. Um, and so my suspicion is that most resources uh just because of the dollar value invested into ships will still be uh emitted via ship mining.
Um, claim stakes are going to be far more productive and claim stakes have the added benefit of being really much more of passive loop once you set them up. won’t say risk-free. Uh, and don’t know if we want to go down this rabbit hole, but uh, you know, John has an opinion on claimstake destruction.
I’m taking pretty hard line on this that if if star base is uh, flipped or captured by an enemy faction that you do lose all of the buildings and structures on that claim stake and uh, you know, you don’t lose your claim stake. It goes back to the CSS, but you essentially lose your opportunity to mine at that system.
But generally speaking, think most resource emissions are going to come from ships. Um, again, simply because of the dollar value invested into ships. Uh, from Strong Line, I’m worth clarifying, it has no reduction to its mining rate from Starbased.
Um and uh and otherwise yeah claim stakes are are really more of of aive mining plus crafting system.
So, so, uh, Joseph actually mentioned really interesting really interesting scenario that actually made claim stake building destruction and eviction through Starbase takeover uh, seem more palatable today.
So, I’m starting to become believer in this idea, which is that if we can lower the barrier to entry, lower the complexity of creating the claim stakes to the point where it’s very simple thing to deploy and it’s not days of setup time or hours of setup time.
It’s like have this claim stake. can get it up and running in in no time and get the buildings established quickly then losing it through the course of combat or through starbased loss. It isn’t days of um logistics work that you had to do that’s gone.
From that perspective, could totally see uh Starbase Destruction and evictions being being okay. I’m just thinking of it through the the current lens where it’s like takes so much time to get it all set up, but we’re already making strides to making it easier to place. And think as that gets as it gets simpler to place claim stakes and that workflow is figured out, um people will have less time invested in them and they’ll be more apt to spend their time defending them with their fleets and actively participating in that territory control aspect of it.
So anyway, all that to say that am slowly becoming more warm up to the idea. >> So think that’s very fair fair point, John. Um yeah, mean the claim stake loop right now is completely suboptimal.
mean we we need to do lot of work there to make it not only more intuitive to actually engage in but more enjoyable as well. Uh and would just couple that with you know the game really is risk versus reward uh driven.
So this is why the whole barricade system and expanded safe zone system was so important to me and why never wanted to introduce combat into Starbased without system like that. um which led us down the path of saying well it’s such considerable feature to build out we might as well just not do it in starbased and just build it in C4 is think for the most part expanding into MRZ is still going to be relatively safe for most players. Um, and if you’re establishing claim stakes in expanded safe zones, you at least have some confidence that, you know, as long as you’re checking the game relatively regularly, um, you call it once day, uh, you’re still going to know what the state of the map is, and you’ll be able to make decisions based on the state of the map and whether or not you see enemies invading into your territory.
But couple of that with uh you know, we just did the big overhaul of the um Starbase upgrade recipes and star Star Star Starbase HP. Um we were we’re kind of going back and forth on that yesterday. And so when you factor for capturing territory should be pretty hard.
Upgrading should also be pretty difficult, but capturing territory is difficult. Um you can establish expanded safe zones.
you can establish automated operations in those safe zones and it will take time for anything to you know flip or be captured by an enemy faction. Um it’s you shouldn’t be in scenario where you just build uh you know you spend all this time building claim stake and then somebody comes in and immediately destroys it.
Now, for the risky player, they might decide, want to be on the very front frontier where there’s very unique resource that is difficult to mine, and I’m going to invest the time and energy to build claim stake there. Uh, but that player should also be prepared to fully defend that star base as well. And presumably, they will need to be more active in monitoring and patrolling that frontier if they don’t want to lose their claim stake.
But generally speaking, don’t think we’re going to be in this situation where people again put bunch of time into building claim stake.
It’s very difficult.
It’s not intuitive and then and then they lose it immediately only to be incredibly frustrated by that outcome.
So still work to do on our side to achieve that, but uh I think it’s very valid point you brought up. do want to just touch on uh on here. He says, “Can we still hope to reach that high level of quality, affinity, functionality, and good feelings that was defined at the beginning of the project of the essay?
” Uh, yeah, absolutely hope so. mean, we haven’t changed our vision or our goals on developing an ultra highfidelity space adventure open world MMO. Um, that’s still what we want to create.
We want to create highfidelity experience in web as well with Sage. Um, one that is very strategic and engaging. Uh but you know ultimately we we still fully intend to build out uh aaa gaming experience with the MMO as well.
Dark Vard is asking about something kind of specific here.
Not sure Michael if we are going to tackle this anytime soon. >> Let me um I’m just kind of going down the list here. just want to or going down the comments.
So just want to touch on uh Jindo. Uh we do have plans to build out his questions about more uh higher fidelity claim stake building mechanic. Uh we were also just was chatting with Danny and Jacob about that earlier this week.
We have some ideas for that. Um, you know, part of our our strategy here is making sure that we can get C4 out first, uh, so that it’s playable and we activate the economy. And and from there, I just want to reiterate and emphasize, still think there’s an enormous amount of work that Sage is going to require to get it to really the final product.
Like C4 is not the end state of of Sage.
It’s the next iteration, the next evolution of Sage, but there’s lot we can do to enhance it from there. Add new features in, build deeper elements of the economy, build more governance into the game. Um, add new features.
So, uh, short answer is yes, there’s more we want to do for the visual fidelity of claim stakes, and make that more enjoyable, uh, loop to engage in. And ultimately and and again what the you know the team and have been talking about and part of this objective of making sure that players can access every one of the licensed gameplay loops immediately when they start the game is that you should be able to focus on one of those loops if that’s your goal. Like in in uh participating in claim stakes should be something that you could spend all of your time on and have fun doing without doing everything else in the game if you don’t want to.
So, let me see. Just run it down through these here. Uh, Tango, don’t don’t have the math on that off hand, but you know, if if had to uh Yeah, don’t have the math of that offhand.
lot of variables in that equation. You’re you’re saying VWAP of fighter fleets. It you know depends heavily on which claim stakes uh which tier of claim stake you place down what buildings and structures you put on it how optimized you have that claim stake.
So don’t don’t have an answer for you on that one. And Jose, were you referring to this uh the one that starts with description? >> Yeah, one of the claim stakes.
Yeah. mean functionally that is Yeah.
So the first item on any this is the description of claim stakes think that we added. Uh yeah it doubles as radar to scan for oncoming threats. That might be bit of an embellishment.
Um mean really you can you can already see all of the other fleets on the map so it’s kind of non-factor right now. >> think he was highlighting that specific piece >> when zero knowledge on stage 4. um it’s getting more and more feasible uh with with the so Salana introduced an increase to compute unit block size not don’t know if I’m using this right it’s not really block size it’s uh compute units in programs that can be executed uh from well roughly 4x and think that’s right um so it’s uh what is it 4,000 bytes now.
Maybe it’s more than 4x, but it’s think it’s 4,000 bytes now. And one of the benefits of that is that you can now include full full ZK uh or ZK transaction in in single uh program execution, which wasn’t possible before because zero knowledge um proofs require quite lot of compute to execute. And so with that compute unit upgrade to Salana, which we can inherit into Zinc, executing CK transactions on Zinc is now more feasible than it’s ever been before.
Not to say it’s not going to be an enormous amount of work. And I’m I’m uh not knowledgeable enough to say specifically what we can do within those ZK transactions. Uh but in theory, it’s at least more possible to have real fog of war on sync than it than it ever was before.
Man, that would be kind of wild. Bohem is asking, “How will XP be handled for players who use it two or three accounts to play Starbase? Will the XP from those accounts be combined if they link all their wallets to single profile?
” Uh, there will be no merging of XP. If you if you managed multiple uh star-based profiles, then all of those would have new profile on sync and XP would be distributed to them individually. We’re we’re not allowing people to merge multiple uh starbased profiles down into single one.
If you’re referring to C4 um with respect to zinc CXP in your ZP profile, you can already link all of those accounts and so all of the ZXP from all of those profiles already acrru to single profile.
But just distinction there not merged for for Sage C4. Uh but it is already consolidated down into your profile for zinc. Uh, Larenor, no.
have not tried Ryden’s uh latest update, but he did share some information with me yesterday before publishing it, and think it is incredibly cool. Kind of the um that Armada concept. don’t know if guys from the team have seen this yet, uh, but essentially being able to create squads of fleets and manage their movement.
Uh, that to me was one of the coolest features and something, you know, really want to see native into our game as well, into our client.
So, take look at that. Michael, earlier before you joined, Onizuko was asking about the 5. 8 update to Unreal Engine 5 client and how things are moving over there.
think you have more context than Joe and I. Just to provide the community with an overall feeling on how things are moving on that front. >> Yeah.
Yeah.
Well, mean, first of all, the the 5. 8 upgrade was significant just because that introduced uh native MCP support, which allows us to work uh more efficiently with our agents building in Unreal Engine 5. Um, anytime, so project like ours has number of uh kind of like dependencies and modules um and plugins that we use.
And so anytime we’re upgrading from uh from one prior version of the engine to another, it potentially creates lot of complications for us because there might be compatibility issues with all of those plugins that we’ve already been working with. And so we’ve [snorts] we’ve kind of lagged little bit in making those more significant upgrades over time just because it it tends to break things and then we have to go in and fix them. Um now we did get this 5.
8 an 8 upgrade done, which again gives us uh more efficient agent use within the game, [snorts] which then gives us better capability of solving the bugs that are coming in through bug reports. Uh but I’d say more importantly is that it it gives us a real opportunity now to more rapidly build out new gameplay modes in Unreal Engine. And so that’s really exciting, building new gameplay modes, getting closer to our vision.
uh where still think there’s call it deficiency in AI development in AAA gaming is that um the asset creation itself isn’t necessarily quite there yet. Uh Danny would probably have some thoughts on this and he he’s been saying some really incredible things about Opus 5. 5 and and using Blender and building 3D assets that are usable in game and uh so with enough time it will absolutely get there.
uh where we already have big advantage is we’ve spent significance uh significant amounts of capital building out our asset library of you know AAA highfidelity assets and so the harder part immediately is how do we get more programming done to build out the gameplay loops that we want to build um well AI can help us tremendously with that aspect of it and then we have this asset library um that we can pull from and maintain maintain um the uh you know the game aesthetic uh while building game loops faster.
So that’s why 5. 8 was significant upgrade for us and uh we’ve already been doing some initial planning on what the next game loop is going to be. Brad shared something this week.
Uh mentioned think it’s little premature for us to announce what that game loop is going to be, but um you know think soon enough we’ll be able to uh share what we’ve been working on on that side.
So work is still going into Unreal Engine. lot of it’s been focused on fixing infrastructure and fixing game bugs. Uh but we are planning right now for what the next phase of of Unreal Engine development will look like.
Exciting.
Looking forward to see the demo here on the brew. Um guys, any last questions?
We are almost at the top of the hour. see Fauler typing. Faul, you have the floor.
Oh, this this was pretty big question as well.
Yeah, pretty big topic from Laramore uh Larenor, but the how will the emissions migration go into PTR? We’re still discussing this just just to be clear.
So mean can can share some early thoughts but um we are thinking that when we get to the point where we have pretty stable game client um won’t necessarily say feature locked but well maybe feature freeze. Um but when we get through most of the bugs and we polish the game loops and we fix up the economy and we go through uh game balance changes and we we get to pretty comfortable state where we say this might be a release candidate. Um, that’s when we want to shift into what we’ve been calling phase four.
Now, in phase four, we would eliminate the starter bundles where everybody gets the same set of free assets to use in the game. Um, we would at that point take probably take snapshot of the assets that you own on Salana mainet and then those would be the assets that are usable for you. Um, that’s when we would start to likely introduce emissions into C4.
Uh, I think there’s benefit to this in that we can actually start to incentivize gameplay through the live economy without necessarily committing to a mainet release timeline. And also, realistically, in my opinion, one of the most valuable features and the thing that’s going to drive some growth and and drive more users into C4 is really just the activation of that economy. And so in lot of ways if we start to introduce emissions into C4 uh we can actually give our buy ourselves little more time on uh final polish on the release candidate and then committing uh to hard timeline on the release of C4 with confidence that we’re not going to encounter any delays because we already know that the client is where we want it to be.
Um and so will we do that over couple of stages? I’m not entirely sure just yet. It might be something like we pull 25% of emissions from uh starbased and start to introduce those into C4 and then over second phase another 25% and then that would probably be it.
Uh where we reach point where it’s 50/50 between the two and then ultimately we just shut down Starbase and we uh we execute our mainet launch. Let’s go. Michael, you open the doors for more questions.
Extra Atlas pool or percentage of Sage pool? It >> it would be percentage of Sage. We’re not adding new emissions.
We’d be pulling from uh Starbased. Uh there’s there’s handful of ways that we could do that. Um but uh one more thing on that too that we still need to work through and I’ve been chatting with Jacob about is that um we don’t necessarily want this to be single snapshot in time because you might be motivated to buy some more game assets over the course of that phase 4 and we want you to be able to use those game assets in uh in C4 after purchasing them.
So, we have to figure out effectively an escro system that lets you kind of refresh your ship balance. Um, and likewise, if you if you say sell your game assets uh from Starbase, then they would need to be removed from C4.
So, there’s some technical aspects that we need to work through on that uh to make sure that it’s not being exploited, but that’s the general idea.
But no, no, no new uh emissions.
It’s it’s going to be a share of the star-based emissions going into C4. All right, everyone. think this is good point to close.
Maybe Tango Mike when we have something more formalized, we can come back to this topic, discuss it little bit more with the overall community. >> I can just quickly touch on that.
It’s it’s not that we’re going to reduce the emissions from every loop by 50%. It would be probably the deprecation of certain loops that just don’t exist anymore. And so mean really right now you have phantom star bases and you have fix are are the two econ loops.
So we’d have to decide if one of those gets eliminated and then those emissions are the ones that move into uh C4. >> Interesting. >> And Arthur does make great point.
if you’re if you’re earning in PTR as well with you’re essentially getting double the game assets because they’re still usable in in Starbase, but you also get to use them in PTR.
So, that’s a very good point as well, you’re offsetting any losses from Starbase by earning in in uh C4. All right, everyone. think this is good moment to close this brew.
Thank everyone for joining us today for one more Atlas brew. We’ll keep grinding and building the future of Statlas with your support. John, Michael, always pleasure.
Thank you guys for joining us and have great week everyone. >> Thanks everyone. >> See you guys.
Bye-bye.


