Star Atlas Event Recap 39: Star Atlas Economic Forum-October 2025

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In this episode, hear an AI summary of the latest Star Atlas community event.  Full video recordings can be found on the YouTube channel of Star Atlas TV at https://www.youtube.com/@staratlastv.



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Star Atlas Event Summary

Hi, this isn’t Matt with the Intergalactic Herald. I am an AI. Welcome to my Star Atlas Recap of the latest Economy Forum from the Star Atlas Economy Team. The following summary of the Economy Forum was AI generated so no guarantee it is 100% accurate because I am an AI after all. If you want to listen to the entire recording, please check out the YouTube channel of Star Atlas TV. Enjoy the summary. Hey everyone, and welcome back to our recap of the latest Star Atlas community event! This was the 17th Monthly Star Atlas Economic Forum, and boy, did we dive deep into a treasure trove of data. The vibe was all about that “October energy,” healing the wounds of a tough September and looking forward, with Chris, Gareth, and Jose leading the charge. Gareth, the mastermind behind the quarterly reports, even got a shout-out for his work! Right off the bat, we got some important news about the community dashboards. They’re temporarily offline, but for a really good reason! The team is actually building their own internal Solana data stream, moving away from third-party providers like Hello Moon and Flipside. It’s a huge step towards self-sufficiency, and a big shout-out went to Daniel Det for spearheading that effort. So, while we might be a bit “blind” on the data front for now, it’s for a better, more robust future. Then, Gareth took us through the highlights of the quarterly report, packed with insights. He shared that overall emissions are down by about 10.5%, which is good, but volatility has actually hit an all-time high, largely due to the FUD redemption system. Interestingly, the increased complexity in that system has led to a major reduction in the share of emissions going to the top 10 “whale” wallets, which means more for the smaller players – a welcome change! Emissions consistently stayed below 5% of the daily token volume, and surprisingly, the data shows no direct visible trend between emissions and token price. Gross Domestic Product (GDP) saw another drop, though not as dramatic as before, with the Oni faction coming out on top in both overall GDP and capital efficiency, proving to be the most active. When looking at earnings, daily positive earnings have been trending downwards, heavily influenced by the Atlas token price. However, the data revealed that players with a wealth of $1K to $10K were actually the most efficient earners. And get this: Ink temporarily became the most valuable resource in Star Atlas! The Oni faction also led the pack in average daily net earnings. Next, we shifted gears to a big success story: Holo Sim Season 1, Chapter 1. This product really shone, acting as a complement to Starbase, not a substitute. Players are diversifying their activities across both, which is a huge win for the ecosystem. Digging into the gameplay, freighting quests were the most valuable per minute invested, raking in about 6 Atlas per minute, while combat, as expected, took more time for less reward. Fleet-versus-fleet attacker win rates hovered just under 12%, with defenders holding strong. The “hot zones” for aggression were mapped out, with the Mud and Oni border, and the edge of the Cataclysm, being particularly volatile. The numbers for Holo Sim were seriously impressive, with over 5,800 players earning positive XP, and nearly 7,000 profiles on the leaderboard overall. It averaged 1,350 daily active users, which is actually more than any Sage product has seen before, and about 2.5 times the numbers from the preseason! They also launched their first Battle Pass, with 436 purchases, using it as a learning tool for monetization and technical implementation. As for Holo Sim rewards, they’re still being processed due to delays from alt account analysis and policy changes during the season, so patience is key as the small team works through it. Then, Chris jumped into Starbase updates and future plans. There was a recent, somewhat controversial, LP rebalance that significantly increased framework LP. This is just the beginning of a series of updates aimed at equalizing incentives across all LP components, making it more engaging for different player types. Another update, dropping today, will further adjust frameworks, electronics, and SDUs. They also removed the 5% crafting fee to relieve pressure on players and updated the Mamba refill recipe to a fully priced, VWAP-based system for better sustainability. The core philosophy here is to make the game more engaging and friendly between now and the much-anticipated C4 release. Speaking of future ideas, Chris floated the concept of a “regular LP shock” system to introduce randomness and combat that “set-it-and-forget-it” gameplay loop that some players dislike. They’re also considering adding one or two new ship crafting recipes for entirely new ships, a very exciting prospect, though it’s a balancing act with C4 development. The elephant in the room – the declining daily active users (DAU) in Sage – was openly addressed. It’s been a non-stop decline over the last three months, largely driven by the macro environment and the Atlas price relative to Solana. Chris noted that the broader web3 gaming ecosystem is down 60-70% on average, and bigger projects with massive VC war chests can weather the storm better with token buybacks, an option not available to Star Atlas. Ultimately, the team believes C4 is the key to introducing more engaging gameplay and attracting a much broader audience. Chris also clarified that existing Phantom Starbases cannot be upgraded or changed as they are on-chain assets, but releasing new ones with different recipes in the future is a possibility. Wrapping things up, Chris talked about the economic pass on C4, which is in progress but constantly evolving, with the goal of ensuring price stability during the transition. When asked about ideal player numbers, he cited targets like 10,000+ DAU, with 50,000+ creating a truly robust market capable of generating significant revenue through marketplace fees. The team emphasized their commitment to transparency, engagement through forums like this, and simply “grinding through” the challenges. Jose echoed this, stating, “We are one of the most, if not the most, resilient teams in web3. There is no alternative here.” A final reminder: the full quarterly report is in the announcement channel, so go check it out for all the details! And don’t forget, there’s a Gala Gaming night happening tomorrow, so be sure to join for some fun and mayhem. That’s our recap of an incredibly informative session. Thanks for tuning in, and we’ll catch you next time!


Star Atlas Event Transcript

Yeah. >> Oh, sorry. How about you, Jose?

>> I’m feeling good as well, Chris. I’m feeling that October energy, you know. >> saw that crash at the end of September and thought this is over.

And then October started, healed my wounds, feeling good. >> There you go. There you go.

October is is great, you know, starts to get cooler here in the Midwest in the US. Um, it’s 90° right now, Fahrenheit, which is not making me super, but in the morning it’s like, you know, 55.

It’s really nice and crisp. >> Ah, that’s good. >> fall.

>> In Brazil, it’s springtime, so everything starts >> Yeah.

Yeah.

Yeah. Everything starts getting >> more colorful. The sun is shining.

Yeah. >> Coming out. >> You can see nature flourishing.

Yeah. Coming out of your hibernation. >> Exactly.

>> Don’t believe it’s always shining here. True. Bob is is right.

>> Gareth, the uh mastermind behind this uh quarterly report. How are you doing? >> Doing well.

Doing well. Um, appreciate the mastermind title there, but uh, you know, if it wasn’t for everybody’s review, we’d uh, >> it wouldn’t be as good as it is.

So, >> I’m pretty sure recall one of the graphs me reaching out to you and saying, “You must cut this. ” So, don’t know if that was very constructive.

No, no, it’s uh >> chopping you down. >> Jesus. >> Yeah, that’s that’s peak behind the curtain.

But uh >> yeah, some stuff that uh you know, we omit, some stuff that uh and for different reasons and some stuff that uh you know, decide to add in the last second.

So um no, I’d still consider that pretty constructive. Um it’s uh especially with how small our department is if you know we don’t have back and forth feedback uh it’s pretty tough to um you know have confidence uh sometimes so >> yeah for sure >> all appreciated >> department we we have to include uh Daniel in our count in order to be able to call ourselves department which which you know think think we’re pretty pretty happy little group of uh folks. >> Um all right, we’ve got we’ve got almost 50 people.

think that’s kind of our standard uh count.

So, let’s jump into things. Um if we don’t start uh now, we’ll definitely not have enough time to jam everything in.

We have ton of stuff to go over because the quarterly report came out and we also just finished up the hollow sim season 1, chapter 1.

So, we’re going to present ton of data, tons, tons of uh visuals. Uh especially if you missed the quarterly report, we’re going to go through most of the highlights there. Um for those of you who may be new, uh this is the Star Atlas.

Um let me Can you guys see that? Yep.

This is the 17th monthly Star Atlas Economic Forum.

This is an opportunity for the stylus economics department, me, Gareth, to uh engage with you guys, show you data, uh answer questions, uh talk about decisions that we made. think that that will be an interesting and lively discussion at the end of uh today’s call. We’ll be talking about recent changes to Sage, which I’m sure all of you are eager to uh to chat about.

Uh so we’re going to start off with Gareth is going to give us uh nice overview of the quality quarterly report as well as dashboard update and then we’ll go into some of those updates that happened in Starbase over the last couple of weeks. I’ve also forgot to add this to the agenda but we’re going to have about one slide one or two slides on Hollow Sim uh season 1 chapter 1 as already said and then we’ll jump into that Q&A.

So there you go Gareth. >> Sweet. Excuse me.

Thanks Chris. Um did just want to make quick note uh before we jumped into the quarterly and that is that uh if some of you have checked the community dashboards you’ll notice uh notice uh or banner at the top of the screen um that basically says the dashboards will be offline until uh further notice. Um the reason for that uh is because we are uh well we’re at the stage where we have all the info we need internally to actually stream Salana data uh ourselves without the need uh of third party which previously was hello moon.

Um so given that uh the dashboards are not update were not updating um and just in the interest of some tables potentially uh having errors as the the new pipeline uh comes into effect uh and things like that we decided to bring them offline for the time being. Um know with flip side offline everyone’s kind of just completely blind now. Um, and so, uh, getting those back up will be top priority once the, uh, uh, the streams come online.

And again, uh, shout out to Daniel Det, uh, for spearheading that. We basically, uh, he basically reassured everybody that this is, uh, something that can be done quickly, especially given how many of you guys visit those dashboards.

So, um, just wanted to give you heads up. Um, and see the Dune comment.

Yeah, Dune hasn’t been as popular. Um, it doesn’t in in my opinion doesn’t have as big of uh uh Salana ecosystem presence on there, but I could be wrong. haven’t checked it in while, but yeah, Flip Side was definitely the preferred platform.

There are lot of uh community built tools on there um that lot of people used unfortunately um as we all know they’ve gone down. Uh so, uh yeah, just small note there for any of you guys curious. Um now we can jump into things.

Uh picked four of the four of the primary topics. Um doesn’t cover everything, but did just want to share few things that thought uh people in this call would be most interested in talking about.

It’s about five slides. Keep it short and sweet, so we can uh uh move on. And know there’s been lot of discussion this these past few weeks.

So want to give you guys plenty of time for Q&A. Um so you’re good to go to the next slide Chris.

So page one of the quarterly uh covered emissions. Um something you guys are probably all familiar with. Uh that section is in the number one section um for as long as I’ve been making them um given the relevancy.

Uh what wanted to share today was uh this quarter emissions are down about 10. 5%. Um now there is major caveat to that and that is volatility uh is actually an all-time high as you all are very familiar with uh the thick redemption system uh has caused you know day one refill uh day redemptions uh in mass uh and that’s calling in causing intraday volatility that’s uh peaked above anything we’ve seen before.

Um explain how this is measured. is basically rolling average of the standard deviation uh broken out by percentile.

It’s covered more in the report if you guys are curious but um 10% 10. 5% overall reduction um increase in volatility um that 10. 5% reduction is actually reflected and this is another chart in the quarterly don’t have year but um in the decrease in share of the top 10 uh emissions receivers.

So, you know, we have very uh wealth inequal uh player base. Uh we have lot of whales and lot of minnows or substantially more minnows. Um uh and we actually saw major reduction in the share those top 10 wallets are receiving um just due to the increase in fit complexity.

So um that’s been super cool to see and is uh you know everyone everyone for the most part doesn’t mind decrease uh in emissions which is what we expected.

So um uh we also saw that uh emissions have consistently despite the volatility and despite the spikes consistently remains below 5% uh of daily token volume equivalent. Uh so if you were to convert the amount of emissions on the day generally it’s it’s uh it’s stayed below 5%. There might have been one outlier day, but um uh yeah, that 5% is is solid target for us.

Uh record high volatility. covered that already. Uh and then the chart on the bottom there, um tried to make that as clear as possible in the report, but uh it’s it’s uh basically correlation coefficient rolled over time.

So you basically take uh the correlation on the day.

Now it’s it’s pretty crude measure. Um, obviously there’s lot of things that go into uh the price of the token. Uh, this chart purely uh it doesn’t aim to look or prove any correlation.

It’s just to show the inconsistency in correlation.

Now, if there was anything strong here or something we’d want to uh look further into, which we have, but this is again crude measure, we’d see the line much more stable um consistently below or above zero. Um and uh yes this is this is very uh reader friendly way of just showing you guys that emissions doesn’t have uh direct uh visible trend uh that would suggest that um they directly contribute to token price.

Now again there are models that we’ve developed internally that get close um and emissions is uh uh not insignificant slightly significant um but again emissions trends with activity and our activity is related to atlas price there’s there’s there’s lot of um multicolinearity there um all to say that uh discussion I’ve seen about you know emissions and and token price isn’t exactly uh reflect refcted in the data. Um, and think that’s, you know, pretty cool. Uh, gives people some, uh, some relief despite high volatility, you know.

So, um, and again, if you’re more interested in this section, uh, quarterly is in the announcement channel. Uh, next slide, Chris. Uh, GDP, another measure that you guys are very familiar with.

Um, it dropped again this quarter. Uh, not nearly as much. Uh you can see it’s you know the trend is visible but uh uh not as dramatic.

Um sitting around uh over half million in total GDP throughout the quarter 645 uh,000 per capita of uh 378. Um ONI won out uh as as the number one 230,000 GDP. um ster uh most most capital efficient uh high GDP per capita uh and and ONI’s been super involved uh they have lot of um or they’ve contributed lot to the general gameplay of of Sage they’re they’re honestly the most active of the three factions but generally and think this was uh the same in the last quarter as well they’ve been the most capital efficient um so props to uh in that respect and believe we’ll see consistently there uh in the next slide.

So uh can jump again Chris? Uh any questions you guys have? see there’s couple popping up.

Um will go through at the end and respond to those uh individually. Uh but we did take uh larger look at earnings because that’s been another topic I’ve noticed in the Yukon uh chats. Uh these two charts wanted to show uh the top being one that uh uh was mentioned in the foundation room chat believe by Earther.

Um this is uh per day uh positive earnings uh cross faction count of players.

So uh basically the number of players that produced positive earning uh value on that day. Um now one thing that we’ve talked about internally in the past is that you know lot of players go through these production cycles um and either you know preserve lot of their produced assets or um uh crafted ships and uh hold them or you know don’t necessarily liquidate uh or spend lot of time uh or specific intervals before um you know selling on the marketplace or redeeming for Atlas or uh whatnot.

So uh these production cycles do carry over and do you know create some seasonality uh but generally speaking uh you know you can see trend here that’s flattened out at the end um but was trending down and again Atlas price plays large role here. Um, Mud very rich uh player base there.

You know, as expected, going to be the highest. Oni are kind of battling it out. Efficiency versus uh brute force activity.

Um, pretty cool measure and uh for people uh uh on the bottom saying, you know, that it’s it’s it’s very tough out there. Um we get that you know there’s lot of fees uh and you know slight inefficiencies can cause major uh major impacts to your production behavior. Uh but the bottom chart generally speaking and we break it out by wealth group suggests that uh for every additional dollar there is positive yield um or positive earnings associated with that additional dollar in wealth accumulated.

um whether that’s lagged or um uh unrealized, it’s still positive measure. Um and we we actually see the the high group, the green group there um with val with wealth value of 1K to 10K. Uh they are the most efficient in this case.

And this is an actual measure um not um theoretical measure.

So we’re actually taking the um earnings and efficiency over the period of the actual people in the wealth group. Um uh I’m not sure if wonder why is to this or if it was brought to someone else.

But the reason that that in my estimate is is because the whales are generally um and no uh no shade to whales, but uh they tend to be um and this is the same in real life, you know, pretend to be less uh uh motivated by profit. And that’s not to say that they’re not actively seeking positive earnings.

It’s to say that um uh in this case potentially conclusion you can draw is that the high group um was more proactive um uh with their with their uh with their dollar.

So um that’s one way of looking at it.

There’s few ways you can interpret this based on your concerns or questions. Um if you have questions specifically as well feel free to uh drop them. And did make note at the bottom uh ink became the most valuable resource in Star Atlas.

haven’t checked uh again because of our data issues. haven’t checked the price recently, but I believe it’s come down to about 10 Atlas. Uh maybe bit less, maybe bit more.

Um that was the actual uh predicted price believe that Chris had um internally.

So um whether or not that retains is uh uh question that might go and grab after this just to make sure.

But again, our data pipelines are kind of in mess right now. Um, and uh, yeah, didn’t didn’t include the perfaction uh, average earnings, but own chart, but on did lead that um, just because of their brute force activity um, uh, they were able to uh, get the highest uh, in terms of daily average net earnings of $7. 39.

And again, that’s an average across the entire faction. Uh, all right, next slide, Chris. And uh finally the holum section.

Again there’s lot of stuff left out here but uh uh for the sake of time uh move on to the holim section. Uh one one major thing one major honestly green flag of the product is that it acted as compliment uh and not uh uh god I’m missing the word. Oh, it’s gonna haunt me now.

uh uh >> substitute >> Chris home.

Yeah, substitute.

Yeah, sorry. Substitute um and not substitute product.

So um you know, if we saw this as substitute product, we’d see star-based absolute tank as hollow increased. We actually see well, we’re not sure if it’s unique subset of players, but we see players uh diversifying between both products on the same day at very least. Um, currently there’s no way to bridge um the ID of player in Hollow Sim uh with the ID of player in Starbase.

At least how our current data structure is set up. Again, current infrastructure will very much help with that.

But as of right now, uh that complements the substitute um sort of framework for identifying how the product’s performing and if it’s new players. Uh it’s kind of our uh our window into answering that question. Um the charts added here are the uh basically quest efficiency and know lot of you guys are playing holism as well.

So this might uh be interesting to you guys but uh freighting the career path of freighting was actually the most valuable quest uh per time invested. Uh so and this is the Atlas return.

So uh about six Atlas per minute cross freighting quests. Um, and this is actual time that you guys have taken to complete the quests. Um, combat taking you the most amount of time uh, as expected and in turn, you know, getting less sea for your per minute in that in that respect.

Um, in lot of cases, you know, it’s it’s because it’s more difficult. Um, but yeah, for those of you guys looking to hyper optimize and maybe haven’t done certain freighting quests, uh, this could be your, uh, your competitive advantage if you’re in the Yukon caller and uh, read the paper.

So, um, kind of cool insight there. Um, fleet versus fleet attacker win rate remained around just under 12%. Um, again, you know, the aggressors are going to choose their targets wisely.

Um and you know defenders will take be taking more risk because they’re in aggressive sectors uh looking to capitalize.

So that’s not expect unexpected. Defenders are holding up. believe they’re about 1.

5% uh win rate there and survivability is higher but um win rate is uh is more fun. and did this this map is quite small but did map out the aggressiveness of the fleets uh for you guys that are have operations in these areas. the mud and oni border is very hot um with aggression.

So, and did map the top 20 most aggressive uh fleets and where they’re operating uh generally uh and those are the red dots.

So, mud and border and then the edge of the cataclysm uh just where mud and kind of intersect. Uh both very hot areas. um on ster not not as uh not as hostile although there are there are some big events happening and is not as big of u there’s not as high density of aggressive fleets so do with that information what you will uh got absolutely wrecked that was some BS >> bunch of bunch of dirty tactics byster.

>> Yeah.

Yeah. And uh you know, we we like to keep the orderly pretty reader friendly and pretty new reader friendly. Um the there’s lot more content in there.

Uh if you guys have any Hollison specific questions that isn’t related to the quarterly um that’s pertains to some of the data uh feel free to drop those questions as well because uh we have insights that didn’t make it to the quarterly for specific reasons um and uh things like that.

So there may be answers to things that uh you know aren’t necessarily covered here.

So again, if you want to see the full quarterly, uh, go check out the announcement channel. It was posted, uh, yesterday, believe. Uh, and yeah, thanks for sitting through my app session.

>> Awesome. Thank you, Gareth. I’m just uh I’m just furiously typing in the chat.

Yeah, I’m going to scroll back up and uh >> didn’t realize was muted.

Sorry.

But yeah, sorry. Type in the chat as well.

So much so many lot of sass in the uh the group chat today or in the uh the the the amphitheater chat. I’m just gonna just gonna throw it out there. Um so yeah, thank you Gareth.

Um the quarterly was uh was was just it feels like every quarter we have like kind of new release or something that we’re reporting on uh new data.

So uh it’s funny. remember like 12 months ago or so we were kind of trying to figure out if there was way we could automate the quarterly.

You know, oh we’ll just run this script and it’ll it’ll update everything.

But uh with the the amount of new data sets that we get each quarter, there’s just no way we could do that.

there’s there’s new analyses that need to be done, new products that need to be to be looked at.

So, uh yeah, great job and and uh some cool visuals uh to boot. >> Yeah, thanks.

We have lot we’ve we’ve theorized bunch about where the quarterly could go.

You know, Eve Online has the one that they basically just rerun. um uh you know we’ll eventually we’ll we’ll take once we’re at point where all the data all we’re basically collecting data internally uh henceforth and you know C4 is released and there’s lot more complexity you know maybe the quarterly report becomes lot longer or there’s uh we needed data sets that update in tandem with the quarterly that’s digestible through an API or CSV download and you know lot of lot of additional things that we want to make available and know an API has been hot topic. Um again um can’t speak much on that but it is it is um it has been noted and it is uh yeah I’ll I’ll I’ll be steady but uh it’s we we’ve heard you.

So um yeah, lot of cool things you want to do, but um yeah, appreciate you guys that are still engaged and honestly showing up to the forum as well. One of our favorite times. Um yeah, again I’ll I’ll quit my app and then we can move on to uh awesome stuff.

>> Yeah. Uh just just to address couple of comments, the ink air dropped uh number as Ether has pointed out that’s actually um uh that’s the amount of XP that’s been dropped, but it’s uh distinct from so there there’s little typo there that believe that should be uh divided by 100 uh to get you the actual ink dropped. Um but >> oh did not add the footnote?

Okay, >> it’s it’s possible. Um and we we can double check that but no mean according to my my numbers that that would be way more uh ink than we have dropped so far. >> Oh yeah, good catch.

will actually what we what we can actually do now is re-upload the PDF.

So I’ll actually go in and fix that. Uh good good call again.

We have we have two people uh that read through this.

So good catch there.

Yeah, that’s the magnitude is is bit high.

So >> yeah. >> Okay, good.

Yeah.

Yeah, it’s it’s about 100 lower divide by 100. Um yeah, there’s there’s question also from uh Numeare Numeare Uno um about hollow sim rewards believe. Let me go back up and make sure that that’s the um we are working on is that the concern there Jose is the hollow rewards.

>> Yeah, already replied to him uh that we are still working on the snapshot.

We are clearing the leaderboards, right? And >> yeah, so so we’re we’re actually working on that in the in the background, you know, as we speak.

It’s been something that um has taken little bit more time because of the uh you know I’ll just I’ll just say you know the kind of like events following up you know the last like two weeks of uh of the season where we kind of had some uh some policy changes and and discoveries about about how alts were going to be treated.

So, we’re going through the exercise of of identifying alts and then um what we’re basically going to do is we’re going to use our um our kind of like data identification of alts and compare that to the list of people who have labeled their accounts as alts and just make sure that there’s no uh major offenders left over before we reward uh those um those accounts with the the drop.

So, we we have mean, if we weren’t doing this alt analysis, we would have probably um yeah, we would have probably uh posted those rewards by now anyway.

So, apologies for that. We’re we’re still working through the data. Um it’s it’s an ongoing process.

We’re also working through bugs in terms of performance. Um there’s been lot of really solid uh I’ll switch to the next slide because there’s ton of data on it.

You can kind of read through this as talk about progress on Hollow Sim.

There’s been lot of progress in terms of the performance uh the the like uh performance of the the game client has been you know troublesome to be to to to put it lightly uh this season. And you know you can see here the number of players that we had in Hollow Sim was basically higher than maybe any numbers we’ve ever seen in our Sage product suite.

So like if you go back to like our initial launch of Sage want to say those DAUs were in the like 145 1500 range um you can see we were sitting just in that range uh for for daily active users in Sage uh sorry hollow sim.

So we had more players than we have ever really had in Sage product this season which is amazing.

This is over 2x this is about two and halfx the number of people that that participated in preseason. Uh, so we ran into lot of technical difficulties with the server and and with the um uh the RPC and so you know we’re hoping to kind of have guaranteed fixes before we uh move forward with with the next chapter. Uh so that’s you know we’ve got lot of different stuff that we’re working on uh in the background on hollow sim and ve very small team you know team of of literally less than 10 people.

So, uh, you know, try to be patient. Totally understand the the desire to get those rewards in, you know, ASAP.

But, uh, you know, it was, all things considered, relatively successful, especially from like kind of product standpoint.

You know, it’s it’s by far the most successful product in terms of daily active user and even conversion rate um, that we’ve seen in quite quite while.

So, we’re happy with with the, you know, the season. It was informative to say the very least. And yeah, we’re working through all those different things, technical difficulties, and then as well as the leaderboard, you know, getting those rewards distributed.

Um, did want to give just chapter one, season 1, chapter 1 recap here. Um, for Hollow Sim, uh, we we launched our battle pass, we call it, or the hollow sim uh, pass for the first time this season. And this was kind of our uh it was it was really mean obviously it provided you with benefits for playing the game and and in terms of your login uh rewards but what we wanted to do was just explore what does monetization look like in this product because if we’re going to be uh you know focusing energy and time into this product it has to have some monetizable aspect to it.

So uh that was the purpose behind the battle pass. We charge basically, you know, 10 bucks for this this battle pass. And um we even debated on, you know, putting almost, you know, instead of battle pass, just having no benefit and just literally adding donate button, but we didn’t really like the the optics of that.

So, we opted for this battle pass, which introduced lot of opportunities for us to uh learn about here’s what our conversion looks like. Uh here’s what the technical components are to introducing battle pass. it it it enlightened us to lot of stuff we wouldn’t have otherwise caught.

So, 436 battle passes purchased.

You can see that we had around 5,844 players on that leaderboard um with positive XP. If you don’t filter on having positive XP, the leaderboard actually had 6,925 profiles on it. Uh which is, you know, really solid number, you know, for program that lasted, think it was six week season.

Um, Mud 1,700 players, Oni 2,300 players, much much larger uh than the other two factions, and then user with 1,700 players.

Now, obviously lot of these are alt accounts, you know, we’re all aware of that. Um, some other interesting stats. Um, 134 uh minute average play session, 157 users completed the intro quest line.

Um, now the intro quest line, uh, can’t remember what the final quest in the the intro quest line is, but basically just kept track of all the players who completed that quest. Uh, 1350 daily active users.

Yeah, really, really solid number, especially when you compare kind of uh, the daily active users of other web three games over the last year.

This is really, really solid.

And then weekly active users is in 1850.

So very high kind of engagement rate. Once you’re player, you stick around.

You can see this 9. 3% day seven retention.

That’s not super great. Um, but lot of uh lot of the way that we measure this is anybody who engages with the ma of the the website is counted as first-time user on the day.

So you can see there’s 140 daily firsttime users.

That’s actually lot when you consider that the total daily active users is 1350.

That’s like 10% daily, you know, first-time user rate, which is which is abnormally high.

It’s probably it’s probably something to do with technical, you know, limitation. Uh that is what is making these people show up as first-time users.

So that retention metric little bit biased. We’re not really I’m not 100% confident in that.

But in terms of the the uh you know the profiles that interacted with the web with the the product um you know 7 days later we had an average retention rate of of 9. 3%. Um now that’s an exact retention rate.

So it means that exactly you know, 9. 3% of people showed up exactly seven days later.

So, if you showed up eight days later, you don’t show up in that metric.

So, that’s kind of very would say like that’s the minimum possible day seven retention rate is probably higher than that. And when we look at our what we call our golden cohort, the people in the first two days, um those retention rates were much higher. Those day seven retention rates were like 25 30%.

Um and then some combat stats. Uh 21,318 kills and 110,000 combat encounters or uh combat transactions.

So uh you know quite lot of uh death and chaos and mayhem. Um some of those were performed by uh you know uh what are they called? The um uh the rogue >> garic pirates.

>> Yes, the pirates. The pirates running around blowing people up. All sorts of fun stuff.

But yeah, data dump for you there. Uh, happy to answer questions. know there’s lot of activity going on in the uh in the in the channel.

So, let me just take gander there. Um, there’s question about daily active user and Sage. um by Armstrong.

Uh uh yes, we’ve been experiencing decline in daily active users over the last three months really. Um it’s been non-stop decline. Um don’t know about this, you know, uh this 15% drop that you’re specifically mentioning, you know, is it have to do with Phantom Starbases?

and we can get into Phantom Starbases uh after this.

But uh yeah, mean it’s it’s certainly possible that there are things that we do as business that impact our our daily active users.

There’s no no question about that.

Now um like said or like you’ve observed here, the Atlas token, you know, the the the macro environment is basically the number one determiner of how many daily active users we have. Um, like to think of the player base um or the universe of Star Atlas players as bunch of concentric circles. The biggest circle is the one on the outside and that’s basically the entire universe of people who would potentially ever play Star Atlas.

And then inside of that you have players who have actually interacted with with Star Atlas. Um, now there’s another circle.

There’s third circle that’s inside of that circle that is the people who are actively engaged. When the price of the token increases, when the yield of the game or whatever you want to call it, the earnings increases, we increase that smallest circle uh size and it can only increase up until the size of the middle circle um when it comes to an Atlas token appreciation. Um because you know that token price is basically making the game profitable for bigger group of people.

And so what happens when this token price is declining over time is that it makes it unprofitable for for especially smaller players who have to face higher soul fees. Uh Soul has been increasing and Atlas has been decreasing.

There’s there’s just no uh two questions, two ways about it. Um we are actually kind of in the middle of an analysis looking at the rest of the environment, the rest of the gaming ecosystem. And yeah, mean the gaming ecosystem on average is down about 60% over the last uh 12 months.

Uh probably haven’t completed the analysis, probably more like 65 70% over the last 12 months. Um, so it’s pretty dismal place. couple of projects have uh have been able to kind of break that trend.

They’re just down little bit, not uh you know, not 60 70%. Um, so we’re going to try to observe those those uh projects and see what they’re doing and see if there’s anything that we can do. Uh common commonality with lot of those projects, at least at first glance, is that they’re owned by massive uh massive VCs or or businesses that have uh hundreds of millions of dollars to perform uh you know, market market behavior that we’re just not capable of doing.

We don’t have the the the capital to perform, you know, $20 million uh token buyback in order to to pump the currency.

So, there’s whole bunch of interesting nuance there, but yes, there’s super strong correlation, super strong causal relationship between daily active users and uh the the price of the token relative to to soul.

No question. Uh yeah, macro is destroying web 3 gaming.

No doubt. Um yeah, totally agree, Jendo. think that hollow sim is very interesting um you know, it’s something that I’ve even sent to my friends, the friends that are not into crypto.

I’m like, “Hey, just like click this link and you’ll be brought to place where you can play game and uh tell me what you think. ” But yeah, the the bugs are are brutal. Very difficult uh to deal deal with those.

Um okay, don’t think there’s any other critical questions. Is there uh Jose, did you see anything? >> No, no.

I think we can move on. Chris, >> uh see Brian did mention the 9. 3% daily uh day seven retention.

think this is really good. uh it it highly depends on the uh benchmark that you’re using.

So if you’re looking at like website, that’s it is good.

That’s pretty good uh day seven retention rate for for like a website. Uh if you’re thinking about like an app, it’s less good.

But the difference is with apps, you have to have first downloaded the app. Uh right, so it’s like you really made concerted decision to engage with that app when you downloaded the app and you opened it up. uh versus website like if somebody accidentally clicks the link that’s going to register as first-time user.

Um if they accidentally click the link with new browser open have multiple browsers on my computer and open link sometimes it goes to the wrong browser and have to reopen it.

So that type of stuff makes naturally uh retention rates for websites much lower than for like an application.

So yeah, mean did have some feedback that 9. 3% D7 is actually pretty good. Um, so you know, appreciate the the comment there.

Um, okay, Chris, please explain your plan for fixing the macro economy. Thank you very much. Um, my plan my plan is, okay, love AI and think AI is is is going to be amazing, but every good technology has bubble.

And so my plan is that the AI bubble will burst and all that money will flow into gaming tokens. Web3 gaming tokens. How do we like this idea?

Is this good plan? >> That’s good plan. >> To mention uh >> you forgot to mention the uh point that we’re sending you to the White House next week.

>> Uh oh yes.

Yes. That is uh forgot about my White House trip.

That’s going to be >> Stay tuned for that. >> Chris White House segment.

Yeah. >> Okay. Uh so those other projects that Chris mentioned that are only down little bit.

Is that still market trends or they have figured something out?

So did mention that uh Red Cali you have really really important point here and you said well what about those projects that are not all down? And I did talk about this already but think it’s important to reemphasize those projects are um you know just to be completely transparent most of those projects are owned by um you know big big giant brands.

So, for example, Annie Mocha, and they’ve got uh, you know, they have they have a war war chest of hundreds of millions of dollars, and they can perform uh they can perform token buybacks. That is not, you know, it’s just not an option for us, unfortunately, with our with our with our treasury. Um, you know, we don’t have $100 million, $20 million sitting around in order to perform uh that type of uh market uh behavior.

So that causes um you know that does allow them to weather the storm much better than smaller projects. You’ll notice lot of Solana tokens, lot of uh smaller gaming projects, those are the ones that are down uh the ones that don’t have you know 100 $200 million war chests. Um when SA uh kiss the ring kiss Chris Okay, Chris is going Okay.

All right. uh we’re going to move on from from the current uh the line of discussion into starbased updates and this will lead us directly into a question and answer session. Uh so the uh the the starbased updates we put these out last week.

Um think we put them out on Thursday. We did an LP rebalance uh that was extremely controversial. This involved almost you know 2 and halfx increase in the framework LP.

Um, and uh, basically this is the beginning of series of updates to LP to try to balance LP. What we want is we want players to we want to equalize the incentive behind producing LP components um, so that there’s better basically if one component is dominant for every player type then players are only going to contribute that component. And so what we’re trying to do is balance the LP components so that each one is going to be um each one is kind of not only equally interesting to players um you know across the the spectrum.

But for specifically hey maybe somebody who has smaller portfolio is better off focusing on frameworks and someone with more sophisticated portfolio is better off focusing on radiation absorbers and somebody with scanning fleet is better off with SDUs.

So that’s the goal that we’re trying to get to. We’re trying to get to place where everybody kind of has an opportunity and no specific component is super dominant. What we found before was that power sources were incredibly mean it was like almost the only thing that people were were uh contributing.

So we’re putting out another update uh today actually. Um not 100% sure when it will go out. Um and it’s going to do the following changes.

Uh just uh you know you guys can review that. Obviously frameworks going to receive big big pullback. Electronics also receiving big pullback.

Uh not quite as large as frameworks and then um SU’s bring seeing small small pullback. Everything else is relatively you know mild within you know 2% uh percentage uh points or 2% change. Um oh did want to mention also the Mamba refill and then the 5% crafting fee.

Um we we we pulled the 5% crafting fee. um uh back because we wanted to kind of incentivize we we wanted to relieve pressure. The the crafting fee is one of those few levers that we do have in terms of attracting players to the game.

Um obviously token emissions uh is the other big one. As you all know, token emissions are are running quite hot. I would love to pull down token emissions.

I’m telling you guys actively that would love to pull down uh token emissions. Um, don’t know how feasible that is uh for for many different reasons. don’t know how feasible that is in the next couple of uh you know weeks or or months.

Um, but it will certainly uh be shaken up when C4 releases. Um, so yeah, that 5% crafting fee, it may seem kind of trivial, but by the time you finish crafting, for example, you know, radiation absorber or field stabilizer, it it ends up adding up over multiple iterations of of crafting.

So you go from 7% fee, 7% fee, 7% fee to 5% 5% 5%. Um, so um, you know, those are some of the other updates and you think they’re kind of reminiscent on on our philosophy with Starbase right now is that like, okay, uh, C4 didn’t, you know, maybe it’s, uh, maybe it’s we’ve got some time that we need to fill between now and C4. What can we do to make the game engaging?

because like said or like we’ve been talking about the daily active user numbers just keep kind of trickling down. Um and so one of those ideas was well let’s make more engaging gameplay loops. Let’s add in ship crafting recipes.

Uh let’s rebalance the LP loop so that it’s uh kind of more enjoyable for everybody. It doesn’t necessarily just uh dominate one specific play style. And let’s bring down fees of playing the game.

Players are already facing rent on Solana. They’re already facing soul fees for for transactions. what’s pulled down those crafting fees to try and make the game little bit um um you know little bit more friendly to those smaller players.

Yeah, the ship crafting is um insanely uh it mean it’s massive increase from the previous recipe and this is for number of reasons. Um uh one of them is that uh every time we update the the refill the new recipe is bigger. Um, and that’s just because of the way the price dynamics work and the way that we we calculate the uh the recipe.

Um, for this update in particular, we decided to go with um we decided to go with um VWAP or or origination price uh recipe. Previously, we had used market price uh plus premium and we decided that we wanted to get to place that we felt was more sustainable uh by introducing fully priced Mamba recipe. Um now think now is pretty good time to get into kind of future updates to Starbase like what are things that we are interested in doing.

Um, had thrown around this idea of doing regular LP shock. Um, where kind of mixes things up.

There’s concern obviously with Phantom Star Bases that, um, is my understanding of the primary critique of Phantom Starbases is that it creates very trivial gameplay loop where people can just, you know, set it and forget it uh, for, you know, uh, as figure of speech.

So, you know, how do we get around this set it and forget it uh mentality because people seem to be very upset about that. Um, there’s also discussion in terms of, you know, why phantom starbas are problematic. Uh, there’s additional discussion.

We can talk about that, but just want to kind of get at this set it and forget it um idea. What what wanted to do was create system where there’s randomness and you know the shock basically requires you to at least come in every once in while to update things and and make sure that your operations are optimal. Um you know I think that there’s plenty of of uh debate to be had there but that was one of the the ideas that was floating around.

know there was some resistance uh defiant wyvern you know stated that oh people will just you know they’ll still focus on the um the single you know best option or whatever and then they’ll just deploy that but um you know kind of understand the where where that line of thinking comes from but the reality is um uh you know that if you’re let’s say you you write now frameworks are the best thing you say Well, I’m going to focus on frameworks and then one day when they update the LP rewards, my my framework is going to pay off.

Well, you don’t know if your LP rewards are ever going to pay off because we might not send it back with the same LP reward. It may never have that yield ever again.

So, you know, this idea that you can just craft one thing and hoping that players are going to uh or hoping that we’ll one day update the LP recipes that will reward that one thing, you know, in this fantastic way is is pretty unrealistic. And in the meantime, you’re not earning anything at all. Uh so, don’t think that that’s super great rebuttal.

Um but yeah, this is one of the things in our mind. Then another component that we’re we’re considering pretty heavily is uh maybe one or two more um uh one or two more ship crafting recipes and these would be new ships. really like the idea of this.

Uh we’re still trying to get traction within the organization to see how feasible something like that would be. Um, think this was part of there was plan by Defiant Wyvern that was that was pretty pretty wellreceived and it was kind of uh, you know, hey, we’ll add in add in ship crafting. think it involved shutting down fix or slow easing off fix and so on and so forth.

And did like that idea. mean, that’s well aligned with our internal kind of uh, plan. Um but you know all all these things uh require an analysis in terms of how much it’s going to cost the team because there’s trade-off.

Uh right. Um okay let’s let’s go back into the comment section to look for questions. Is diminishing returns not feasible at the moment as to do you Pam.

Um so like the idea of diminishing returns. Um it it it caught pretty heavy scrutiny internally. Um, so we will not be doing it un uh sorry that’s about as as much as can say on the topic.

Um, but yeah, thought it was very interesting proposal. Chris is focusing on uh Starbase inhibiting C4 production. just wondered because C4 economic values are so much more complex.

Uh, Starbase is good and with today’s patch even though the SU is bit low. appreciate this uh this point of feedback bod actually. think this is really valuable to us because yeah, think that’s one of our main concerns when we see these declining DAU numbers.

Obviously, lot of it is out of our control. The lower Atlas goes relative to Soul or the higher uh Soul goes, you know, relative to Atlas, the lower our player numbers go.

But we have to, you know, I’m up at night just thinking about different ways that we can improve this game and are there things that we could do to make the economy better. And so, you know, the idea of sitting on my hands is is obviously uh doesn’t feel good.

So, hearing you say like, “Hey, well, why don’t you just, you know, with this new update, everything’s okay. Just just sit on it and and and you know, we’ll make it to C4. ” That’s valuable because it, you know, it reinforces this because that is another internal conversation.

It’s like, okay, well, should we just should we just wait? Um, don’t think none of the updates that we’re doing, none of the changes that we’re doing are inhibiting C4.

No. Um, but you know, for example, let’s say we said, “Hey, we want to activate combat zone in Starbase. ” That’ll be very boring, but it’s one sector in the map where you can go and you can blow each other up and or couple sectors.

That’s the type of update that may sound really cool, but it’s going to involve more work and it’s going to be harder to implement and it could potentially pull away from C4.

So, um, yeah, definitely number one criteria for any update is, is it going to pull away from C4? And if so, we can’t do it. Um, see, Chris, when are you planning your economic pass on C4?

Um, once everything’s finalized. I’ve spent quite t bit of time over the last six months um in analysis. We’ve got all of our our like data, all of our pipelines in place to um analyze the C4 economy.

Um but those numbers are constantly changing. The the the you domain of of resources and recipes and uh items and all that stuff is constantly changing uh you know throughout the development process.

So, uh, we’ve already done our kind of preliminary pass on C4. Um, but we’ll definitely do another one, uh, you know, hopefully hopefully soon here. Uh, when I’m looking at that economic viability of C4, uh, I’m looking at the current emission rates of ships.

I’m looking at the current yield of ships, current yield of crew, current price of ships, current price of crew, current price of all the assets in our marketplace. I’m trying to make sure that those things remain stable uh over time, right? don’t want those to receive massive shock.

So, that’s kind of my number one KPI is looking at uh price levels and making sure that those are maintained uh as we transition to C4. C4 is obviously paradigm changing. Uh so, it’s it’s it’s going to be challenge.

is going to be little more complex than the R4 transition for example. Um, is there chance team makes PB uh phantom bases upgradeable instead of meta with infinity best?

That’s not going to be mean we certainly cannot update the phantom star bases as they are.

There’s there’s nothing those are done. Uh those are onchain assets that have state that is on we can’t edit those.

We can’t just like change the recipes unfortunately. um we could release additional phantom star bases with different um recipes. Uh the way that it works is once once recipe is begun, it cannot be undone.

And so the way that starbases work is that starbase upgrading is big massive recipe.

It’s literally giant crafting recipe. And so once the level one starbase recipe begun begins, it cannot be undone.

So, what we could do is with the um phantom star bases begun already, we could release new recipe uh new crafting recipe um and release new phantom star bases. Um so, that’s that’s definitely something that we’re kind of, you know, interested in in exploring. Um saw maybe another question >> uh PGS it’s not directly related to this but uh PJ ask as ask this following question after the data analysis that we have been doing for the previous years in start atlas what would be the magic number of players that you think we need to have in our economy so that it grows every month like think his idea was what kind of how many players we need for us to be stable >> as project overall.

>> Yeah, mean daily active users obviously is very very important piece here. um more players is just naturally going to lead to um is just going to lead to more stable market, you know, and and obviously more revenue, which allows us to have more control over kind of the macro side of things, of course. Um so, you know, would would love to target uh like Eve numbers.

want to say at their peak, I’m going to butcher this. want to say at their peak they had like 50,000 daily active users. It could be like 1.

5 million though. could be completely off.

But, you know, think think uh 10,000 plus DAU is is definitely where I’d like to be. Um 50,000 creates much more robust kind of uh interesting market. Um but yeah, mean the number of users required to you know generate stable revenue via secondary market because that’s one of the main um that’s one of the ma main revenue sources for the business in the long run is is secondary fee revenue from from uh the galactic marketplace fee.

um you know think with about 10,000 let’s say you know the average fee generated uh and we haven’t done this calculation in quite long time but the average um the daily average fee revenue from marketplace activity per player is uh let’s say it’s $2. think the last time checked it was $5, but that was like six months ago and uh go and marketplace activity has has uh shrunk since then.

But let’s say it’s $2, you know, with 50,000 daily active users, um, that’s $100,000 of revenue per day. Um, you know, times 365 is $36. 5 million year.

And that’s like a, you know, that’s pretty pretty hefty chunk of change for, you know, video gaming studio to be making. And that’s just based, that’s purely from Sage. And that’s with 50,000 daily active users.

Um, uh, do we have any idea what EF Frontier’s DAU is? Uh, it’s it’s probably not anywhere near as much as their main game. Um, don’t know if they published that number.

Um, I’m part of their Discord. should probably go take look, but uh, not sure. would guess around what we have to be honest.

Um, Tropia Universe achieved 400 million GDP.

Yeah. and and you know that $2 uh you know volume per user or or should say fee volume per user is is rough estimate, right? The more active the marketplace is that could go up to $5 per per user.

You’re talking about $5 per user and 100,000 daily active users all of sudden you go from uh you know 36 million uh to you know hundred million or something like that.

So, um, yeah, how do we better question, Earther, how do we get to 200 DAU? Um, yeah, think that’s actually, uh, think that’s really good question. Um, uh, you know, think that obviously more favorable market conditions would would help for sure.

Um, but think it really just has to do with Oh, Drum Carlos just said it. think that it really just has to do with getting C4 out. Um, that’s the kind of reality that we’re facing.

We just need um more engaging gameplay mechanics. Um obviously stability is is very important, but um as C4 um as C4 comes out, we’re going to see much more engaging gameplay loops and mechanics that are going to be attractive to much broader audience. Um and they’re going to have more opportunities for kind of arbitrage and profitability uh for smart people.

Um, and think the win question is great final question um to uh not answer and end the uh conversation. Uh Chris uh drunk Carlo is asking here question. think it’s more of Michael Wagness question but but you can feel free to shing or just redirect it to Michael Junk is asking my concern is startless income streams.

What are the principal streams of income outside ship sales and crafting fees? And are you guys confident on sustainability if bare market hits next year? Going over the DA income monthly was surprisingly positive, but got feeling the DA was getting higher income than the team.

100% uninformed opinion on this. don’t think that’s the case, but if you want to comment anything. >> Um, yeah, mean the Dow the Dow the Dow is um it is sitting on like a decent chunk of cash all things considered, but um yeah, probably won’t say too much on this topic.

It it is um obviously do have something to do with kind of revenue streams and and strategy and stuff like that but uh don’t think I’m super comfortable talking about um uh about that right uh right now. >> Yeah, that’s above our pay grade for sure. >> Well, what was the Dow Dow DAU for Hollow Sim?

At its peak there was 5k playersish. don’t remember if daily so uh hollow sim uh daily actor of users average 350 throughout the whole period obviously the peak of like 4,000 that’s just day one you know if we kind of ignore the first three observations think the peak was around 1500 um uh total total uh but yeah mean we really held up solidly you can see we started to decline here at the end um this was partially because people were hitting the end of the the this was couple things. One of them was obviously stability.

Another one was people ending the campaign. They finished the campaign.

And then another one was um kind of eliminating alt uh activity.

Right around here, we introduced marketplace minimum uh bid that kind of eliminated lot of wash trading that was was happening. Uh 1350, not 350. 1350, not three.

Um, uh, how do we keep people from leaving as we wait for C4? H, yeah, it’s good question, Arthur. Um, I you know, like in order to save myself some brain power and just kind of speak from the heart here, think that it it’s me and the team being in the community and keeping these monthly economic forums going and keeping the engagement going and uh doing whatever we can to let everyone know that we are still, you know, we’re still actively interested in keeping Sage uh strong and and keeping it uh sustainable.

and then obviously releasing C4 and you know working towards these things and and being transparent and being honest. Those are the those are the things that you know we can we can do. Um so you know I know you guys have probably noticed I’m little more active on the Discord than have been.

Um and you know think as long as people stay respectful I think can maintain that. Um it’s kind of you know there’s mental mental component to all of this. trying to maintain composure, trying to maintain uh you know uh mental uh acuity while you know this stuff is going on is is uh is paramount and uh as we all have seen you know it’s it’s kind of difficult to maintain that uh you know if you’re if you’re engaged in uh you know say negative you know uh negative negativity on you know on the internet or whatever but yeah no think think uh we just got to we just got to keep pushing through.

Uh that that is the answer and uh we’re here to we’re here to support you guys. Uh so yeah, thank you guys for coming and uh yeah, it was it was hopefully informative and thank you for for your questions and uh yeah, we’ll see you next week uh month. >> Thank you Chris.

Thank you G. It was pleasure to be here with you guys. Thank you community for showing up asking the questions and you’ll keep grinding guys.

Don’t worry, we are used to it. think we are one of the most if not the most resilient teams in web three.

So don’t worry, we’ll keep grinding till we succeed. There is no alternative here.

So see you guys and tomorrow we’ll have the Gala Gaming night.

So join us.

This is going to be lot of fun. You guys will be playing with Santi and dying to us the the flow that you guys are already used to.

So yeah, have good day and you’ll see each other tomorrow. Bye-bye everyone. >> Thanks guys.

See you. >> Bye guys.

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