Star Atlas Event Recap 70: The Atlas Brew 196

podcast cover-event recap

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 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. 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 your weekly recap! We just wrapped up a high-energy community town hall that felt like a pulse check on the growing Star Atlas universe. The vibe was busy and productive, centered mostly on the ‘Hollow Sim’ experience and the technical wizardry happening behind the scenes to keep the engine humming. We kicked things off with a deep dive into the analytics from the first eight days of Hollow Sim, and the numbers are honestly impressive. The team shared that they’re seeing about 200 new players joining every single day, with tens of thousands of combat interactions and mining notifications firing off constantly. One of the coolest technical updates mentioned was a new mechanism being built to automatically ‘top up’ players’ SOL accounts when they hit zero, ensuring that the gameplay flow isn’t interrupted by transaction fees. But the real star of the technical segment was a peak behind the curtain at how bugs are being handled. After a few hilarious technical hiccups with Discord, John revealed that he’s built an automated ‘intern’—an AI agent that takes screenshots of player bug reports and triages them into a public ‘known issues’ board in real-time. This automation is a huge win for the community because it frees up the developers to actually fix the game rather than just sorting through tickets, making the whole development cycle faster and more transparent. The discussion then shifted to what’s coming next for Hollow Sim in Chapter 2 and beyond. The team is planning a major ‘quality of life’ overhaul for the Galactic Marketplace to make buying and selling much more intuitive. We’re also looking at a crew revamp where crew members will have wages and specific roles, and a new in-game marketplace for ‘catch-up’ bundles to help new players get up to speed. For the explorers out there, the map is getting a ‘fluid zoom’ feature, allowing you to go from a bird’s-eye view of the galaxy all the way down into active combat sectors seamlessly. In other news from the event, the hype for the C4 PTR is officially reaching a fever pitch. The internal team has been testing the build on the Zinc testnet, and it sounds like they are finishing up a massive UI/UX pass to make the galaxy map look absolutely stunning. We can expect a move to a closed beta for ‘Sac Server’ testers in the coming weeks, followed by a PTR that functions similarly to Hollow Sim, where players will receive starter bundles to fight their way through the simulation. Before wrapping up, the team gave a huge shout-out to the community for their feedback on the NPC ‘Nemesis’ system, which seems to be a hit despite the occasional sabotage from rival factions! There was also a special mention of the Lore Wiki launching tomorrow, which features months’ worth of reading material for the deep-lore enthusiasts. To close things out, don’t forget to use the event code ‘Pretty Penguin’ for the Iris Blessing campaign to grab your tickets for the solar ship drawing. If you want to dive deeper into the lore or stay updated on the C4 progress, make sure to join the Lore Keepers session tomorrow. Thanks for tuning in, and we’ll see you in the stars!”


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Star Atlas Event Transcript

Can you guys hear me? Check one, two.

Okay, cool.

Yeah, not sure what’s up with uh Jose’s connection here but am going to give him minute to sort that out. Um, Discord is trolling him.

Yeah. They need me to verify his age. All right, I’m going to get started.

We can um let’s just do this here. I’m going to give you guys some updates on Hollow Sim since that’s why I’m here. Um, and I’m going to skip the formalities since I’m not good at that kind of stuff.

So, give me two seconds. All right, we have uh we have number of like analytic systems that we run internally. And so I’ve got summaries now from the last eight days of hollow sim activity.

And so I’m going to run I’m going to go back few days and give you kind of the what we call the daily capsule, which is summary of of each day’s um reports. And so you’ll see over time um some some trends um starting to form here.

So let’s just see here. We’ve got 316.

So that would have been on Monday.

Okay. Um, so I’m going to start with I’m going to do the whole report from from Monday and then we’ll just focus in on some of the more specific things.

So So we get an idea of how many notifications are sent. Um, so total live notifications, those are the in-game session updates that you get about mining or crafting or combat or star-based defenses. There were 72,000 of those notifications produced on on the on the previous day on Sunday.

Um, five of them were crafting, 3,000 of them were NPCs defeating players. Uh, two 2,000 of them were the NPC Sorry, there were players completing achievements um and so on and so forth, right?

So, uh we have very good idea of how the notification systems working, how many people are getting notified for things. Uh that system is working really well. Um we have on on Sunday there were 449 unique players mining.

uh 344 of them per per uh participated in crafting, 118 of them were scanning. Um 552 quest updates took place and um there were 476 notifications received on average. Um, so then if we get into the quest progress area, um, the most active quests were talking to Sage about Hollisim with the very the first quest, uh, for the ster faction actually.

So there was 912 people on that quest. Um, and the longest average claim times, uh, the longest one is obviously mine diamond, um, at 43 hours.

So, uh, followed by the titanium and gold quests, which average about 20 to 24 hours to complete. Um, let’s see. Achievement progress.

Yeah, I’m not sure if any of that’s really interesting to you guys. Um, the top mind or resources for the day, iron ore is the top one, followed by hydrogen biomass copper titanium gold. Um, okay.

Combat, there were 197,000 combat. um interactions. Uh that’s lot.

Um and actually this brings me to really interesting point. We’ve noticed that uh people were were using lot of soul. Laror pointed this out.

Sorry. Um so so lot of people’s soul accounts are are getting drained.

So, we we have mechanism that’s being built that will um auto top up those accounts as they hit zero or as they hit one. Um let’s see here. What are some other good stuff?

Yeah.

So, lots and lots of uh combat and and so like if we look at combat as whole compared to mining. >> Oh, Jesus. Can you guys hear me?

>> Welcome. >> Sorry, John. Scarred.

hate you so much, Discord. This This is so absurd. Like, had to verify my age to speak on the stage.

This is so crazy. >> That’s ridiculous. >> Sorry.

Sorry, John. I’ll let I’ll let you keep talking and then will Ah, Jesus.

Sorry. Go. >> No.

All good. Um, I’ll just quickly wrap up this summary here. Um, we’ll get down to the player numbers really quick.

So, so on day seven, day over day, there were 194 new players.

Okay. Um, there were 41,000 battles. Uh, of those 41,000, 31,000 were between players and the NPCs.

And um Yeah.

So, moving on to the next day’s capsule. Um, there were an additional 188 new players yesterday. Um and if we go back few days, 181 players.

Um, and if we go back few more days, uh, 219 players.

So, we’re we’re steadily adding about just shy of 200 players day uh to our to our user base, which is great. Um don’t have 7-day retention numbers yet. They’re they’re I’ll have my first round of those uh next time talk to Chris, probably.

So, um we’re expecting pretty high 7-day retention, though. Uh we were we were sitting above 20% last chapter and with all those bugs. How many players total?

Let me find out. Players total. >> Yeah.

And people are asking about the battles as well. >> I think they said 10k PvP battles seems little bit too high. Maybe this is all the battles that we have in Holene.

>> Each battle is one attack. >> So So if it takes you 10 times to kill something, >> it’s 10.

That’s 10 battles.

So, just keep that in mind.

Yeah. don’t don’t have it split up into >> because like if you think about it, the engagements don’t always end with someone getting destroyed. >> So, we don’t have that was actually something that that’s real challenge in design UX because we wanted to show players engaging with each other and showing winner, but it’s like often times there is no winner.

The engagement ends and player flies away.

So, we’re still working through how to show that best.

But, yeah, each each engagement is is um >> is battle. >> Is battle.

Yeah.

Yeah. >> Yeah. Makes sense.

>> Yeah. Uh let me get let me look for totals. Hang on.

>> And while you look for totals, want to ask the audience how you guys are feeling about your friends, the EOS right now. Are you enjoying fighting them? Hollow Sim, want to hear the feedback from the community about the NPC system say he’s love the EOS.

Baker need NPC kills state statistics. Chief Blade is enjoying as well. Groove doesn’t want to fight them.

He wants to join their cause. traitor NDR likes it as well.

Nice. think everyone is is giving positive feedback on the NPC system. >> Nice.

>> Uncracker is saying that they he’s using eco ships and yet they still attack him. >> Mhm. They are not easily fooled.

Yes, Ronald, that’s true. >> Neil Armstrong is asking about the leaderboard prizes. John, do you have any news about that yet?

>> No, don’t.

Sorry. >> You should tag Michael Neil on that one.

That’s above our pay grade. Take saying when you’re running mining for 5 seconds it also spawn still fleet orders not unload our all cargo >> that reflect any PC system. >> Mhm.

So, okay.

So, to that point, uh was little bit out of touch yesterday because was setting up um some automations, some bug handling automations to put it mildly.

So, rather than spend all day every day fixing bugs, uh took yesterday and spent it building system to fix bugs for me.

So, um, each time someone posts bug report now, take screenshot of that and send it to an agent and the agent has full context of hollow sim has has all the previous bugs, has the entire like has the whole thing and goes, “Okay, see that um, you know, Bohemian has reported this bug. ” And it makes note of it. It updates the public um the public facing known issues board.

Uh it’s public to the let me see if this is public. Hang on. Uh I’m just going to share this.

Hang on. Share how view site. Tell me if you guys can see this board or if this is blocked.

Just let me know.

Somebody let me know in the chat if that’s blocked or Yeah. opened.

Okay.

So, I’m going to I’m going to demonstrate this here.

Right.

So, uh when you run mining for 5 seconds, it spawns flex and PCs.

So, so somebody somebody link me in Discord bug somewhere that you’ve reported or someone’s reported that’s not on this known issues list and I’ll like demonstrate this live here and see if this works. >> Uh, basically >> guys, find bug for us right now >> or or make something up in Discord here and I’ll I’ll just show you how things are triaged right now as of as of this morning. see many people typing.

>> Good. want bugs. Want bug reports.

Text don’t get sent while command view is open.

Okay, that one already fixed, so can’t can’t use that. That might be why it’s not on the list is because it actually is in it’s already in review.

So, Groove, we had this problem where the command view is open. You wouldn’t get credit for um stuff that’s being processed.

So, there’s actually PR open to to fix that. And that might be why that’s not on that known issues list. It was Yeah.

Bug number two resolved. Mining completion not registered but achievements page is open.

So, so that one’s actually in review and it’s going to be Yeah. Again, so Neil Armstrong, he’s also reporting and this was his bug that was reported earlier. These these are in review.

They’ve been deployed to the testing server and now our play testers need to or need to go in and prove that they are working. Um, and then we’ll we’ll ship them.

So, need need new bugs, guys. need new stuff like something that’s not on this list or not already marked resolves kind of thing. Um, and there aren’t there aren’t whole lot which is uh patrol automation randomly stops that could be bugged.

Yeah.

Okay.

Okay, so let’s look for the patrol automation one cuz there’s some >> saying just claimed crafted trip that did not register for the rise of the trip quest. >> Okay, that’s good one.

So I’m going to take screenshot of that and I’m going to add it here. Just going to add it over here and bug reports. and my trusty sidekick, >> the intern.

>> The intern is reading it and so bug six has been added to the list.

And then I don’t know like is Pinchy going to like do this in real time? Is it going to Let’s just see if bug sex gets added here. If need to do something else.

Just one second. >> Are you Do you want to share screen, John? How does this work?

Are you going to show >> I’m Yeah.

Okay. One sec. just got to be careful what share at this point.

Um. >> Yeah, true. >> So, here, let’s share.

Uh, you know what? don’t even know if can share on stage from this.

So, one sec. Tell me if you can see this. don’t know.

Uh, can you see this?

You can see the planets in the background or no? >> Uh, loading. >> Yeah.

>> Anyway, uh, my screen share doesn’t doesn’t work uh, in the amphitheater. Um, the point is that lot of my time is spent triaging bugs that you guys report and get up every morning and go through that list and triage these bugs and we make lists of new features that we’re going to do and we make lists of bugs that we’re going to squish and we and so now the the action of actually triaging and fixing those bugs is largely automated. Um I’m still checking the PRs and um proving them or sending them to other developers to to get worked on in some cases, but um there’s there’s a huge advantage in automating these pieces.

Um, and just wanted you guys to know that whenever you do report bugs, uh, this manual system that had where would keep track of them and work through them, um, it largely relied on me doing the things that got that were the noisiest, right? The people that reported them the most often or whatever, things would fall through the cracks and sometimes it’s few days before get to something. there isn’t going to be an issue now of like prioritization or or me being able to for like forget certain things like it all goes into list check that list that list gets hammered away.

Um so we’re going to like we already had very efficient system and it’s getting more efficient. Um >> yeah, so that think that was >> that’s that’s actually really cool, John. It frees your time.

It allows for the bugs to be fixed much more quickly. Everybody wins. >> Yeah, for sure.

>> But overall, want to hear from the audience how they are feeling about Hollow Scene.

We have been couple days on.

We have fixed some lots of bugs actually, but the game is running smoothly, at least most of the time.

We have equals, we have combat, we have quest line that progresses, we have lore, we have quests, we have markets. want to hear about the about the audience how you guys are feeling about hollow singing right now. And you can be honest.

You won’t hurt our feelings. might hurt my feelings, but >> may hurt my feelings. >> People want more achievements, John.

>> Yeah, man.

That’s the plan.

That’s the name of the game.

That’s why we built system and not just one-off thing.

So, uh likely next achievements will be combat related. Uh they’ll go into the sectors that you already see there for mining. You’ll just have uh you’ll just have target objectives for for the same sectors.

Um >> that’s cool. >> Yeah. And and patrol being overworked so that it’s not firing at everything, but targeting the enemies that are targeting you is another another thing.

Again, those are the things that gave up working on the last two days to get this automation running. Um, so yeah, they’re definitely on the top of the list of features. >> We need to tell the intern the comments here in the Fit, John.

Uh, people are sharing lot like they want things to improve sabotage. heard this was big big situation those past few days.

people going and spawning 1,000 different NPCs in the other factions. was laughing, not going to lie. Watching it was really funny.

Laro is saying that’s happening as we speak.

Nice.

People are asking, are there any plans on monetizing hollow sim John? think this is something that we were just discussing before we joined this bro, right? >> Uh yeah.

So obviously there’s the um there’s the zinc subscription and the battle pass, right?

So if you look at the zinc subscription as broad strategy for Star Atlas and Automata, like we want as many zinc subscribers as possible. We want that network to do well. We want people engaged in multiple products, right?

So there’s that. Um the the battle pass is it’s kind of like the the entry point. Um so you buy battle pass and you get bonuses and we want those bonuses to feel valuable and think they are.

Um so right away there’s that $10 entry point and then if you’re battle pass holder uh we’re also going to and the design is already started for um in-game marketplace.

This is not the galactic marketplace.

It’s not the local markets.

It’s separate window that opens like your like your settings pane opens. And it has inapp purchases available. Um the first of those purchases will be uh crew packs uh crew bundles.

Um there’ll be limit to how many crew you can purchase. Um and that will be implemented sometime in this chapter. Uh in following chapters, crew is going to have an overhaul and crew will be dealt with in very different way.

It won’t be this thing that’s trickled out over the course of multiple days. Um, it will it will be combination of quest rewards and um it will be thing where you can hire and fire crew and they have wages. And so you can whatever you can afford to to have active um you you can you can use to certain limit, right?

Um, but you’ll need to be able to pay the wages of those crew members. Uh, and they they may get they may get killed when your fleets die, that kind of thing. Um, and so that that’s for that’s for different chapter.

So, right away, next step for monetization is small crew bundles with caps. Um, planning to implement those in couple weeks. and advertise them as catch-up mechanic for new players.

Um, players that are already well established will appreciate the the bonus and crew. It won’t be anything game-breaking. Um, but it’ll be another monetization avenue.

Yeah.

Yeah.

Yeah. >> How long is the chapter, John? How you feeling about the time?

So, so far it’s supposed to be two months. Um, and that gives us plenty of time to add new features if we want. Um, yeah, I’m I’m don’t think we’re going to try and add anything that’s super gamebreaking.

Uh, think we’ll want to go through another test phase. Uh, but certainly we want to make some it some changes adding this marketplace in. Um, you guys don’t know this, but the the combat UI wasn’t even supposed to be in this build.

The combat UI was supposed to be an update for chapter 3. Um and uh, some of the team members were super passionate about getting it in, and can see why. And so, uh, the the quote unquote like in development that you’re seeing and the lag that you see in the command UI, well, that was brand new feature that was literally made after we had already it was literally made after we had announced that we were going to go live.

So, um think we have plenty of plenty of stuff to get us through two months of of content with the with the combat UI. We’ll add some combat achievements. We’ll add um an inapp purchase for battle battle crew members and um yeah, we’ll go from there.

>> You guys want to know something sad? wanted to add music to the different space space stations in Holene and John didn’t allow me. >> I’m dropping some of the the songs that had for the space stations, but he told me that would be too much for the current scope.

Kind of sad. >> It is sad. I’m Yes, it is sad.

open I’ve actually been like looking at some royalty-free music options. haven’t found anything that I’ve that I’ve really liked.

So, literally just put YouTube on and stream music like.

But I do want do want music track. If any of you guys have friends that >> create created all of them already. >> Oh, okay.

That’s what you posted here. >> Yeah, some of them.

Yeah.

But this these are like individual per star base, right? >> Exactly. >> Yeah.

Okay. I’m thinking like we need like just like background intro music at the very least. >> Yeah.

Uh John, about the next steps in your head for Holene, like what are you looking for in the next updates? >> Uh I’m going to bring it up so I’m not going by memory here. Um give me two seconds for this to load.

Okay.

So uh okay so chapter 3 maybe not even let’s go with chapter 2 maybe some options coming in chapter two.

So um we already implemented the uh form fleet replacement view. Ton of feedback came in saying it was confusing. don’t know how to form fleet.

don’t know why need miners in fleet or why need whatever.

So we overhauled that UI. That was very quick and very effective. Um, we want to do similar quick and dirty update to the Galactic Marketplace so that when you land there, um, you’re not toggling between two buy and sell views.

You have both of them on screen at the same time and you can just buy or sell whatever it is that you want. Um, same with ships and resources. Um, categorizing ships by their role.

So miners and freigherss and combat instead of by their class, right?

So their class would still be there, but their role would be the main category and then their class would be, you know, subcategory of that, something like that.

So have have some really early designs that I’m looking at right now on that. Um and then is the crew revamp that we talked about which comes along with the inapp purchases. Um the map it still needs some work when you click on star base and you have that menu on the left side that that all has to go and be replaced with um starbase controls underneath the star basease the way that they are underneath fleet.

And uh so we call those Starbase entity cards and fleet entity cards. Um and then having a fluent like a fluid topdown view where you can zoom out from the entire galaxy and see just points of interest like major battles going on like contested territories.

And then as you zoom in you start to see more information like oh there’s enemy fleets here. And as you zoom in, you see the fleet composition. And as you zoom in further, you see the combat view that’s happening.

And so this like this idea of opening separate windows and and having combat and stuff would be hope replaced with zooming in and out of those sectors. And as you zoom in, the controls naturally appear on the screen. Um, achievements for combat, achievements for scanning, and along with scanning would be new scanning loop or multiple loops, finding treasure, finding derelch ships.

You’re not finding SDUs anymore. You’re finding like actual things when you scan. Um, the NPC is going to get uh haven’t even didn’t look at the results from the from the thing.

have feeling the NPC is going to be called the Nemesis engine or one of those variants because that was what was leading in the polls yesterday.

So, um the NPC system will get, you know, separate.

It’s completely separate system.

So, it’s going to be modified as we go. Uh so, then after that, we have to redo the views for crafting. Uh, we have to add repair and rescue.

Um, mobile support is already well underway, so we’re working through that. Mobile support might be coming in chapter 2. Um, starbased upgrades, the LP system.

Need to see how those fit in.

But, uh, yeah, gives you an idea of what we’re up to. >> Absolutely. Uh something that see lot of people talking about is that we they would like to see ship stats integrated into the game uh on the marketplace UI for example things like that John.

>> Mhm. >> Yeah. would too.

would like to see all that too. Um, so the marketplace um the marketplace UI update that we’re doing right now is supposed to be sort of quality of life thing.

It’s not meant to be complete overhaul. Um, each of the views that need to be redone are probably the most time inensive things.

So if if it’s if it’s one change on one page, totally fine. if it’s like, hey, this needs to show and pull data from this other structure and it needs to be well thought out and those take time.

So, >> John Funker released contrarian opinion. >> He said, “I would love if mining and crafting would still be the most optimal way to play the game instead of soly mining the most expensive resource at location X, selling it, and then buying everything else wherever you want. ” Definitely hope to see that return in chapter 3.

Now this game is less interesting for new players feel as it is counterintuitive to play it optimally or even sustainably. would love to hear the audience comments on this as well. Bakering saying he loves to buy and sell things.

Jindo say he feels the opposite. love the hustle game. Bring it.

Bring the feedback. Leno say he’s like the concept but needs should be great. >> will comment on that too.

the the system that that we have now is largely in place because of um the alt account situation that we had last chapter and it’s I agree it’s not optimal it it but it certainly is preventing along like it’s layered approach so it is preventing along with all these other things that we’ve done um alts being effective uh at least to the extent that they were last chapter.

It’s my strong belief that as we add more gameplay loops like scanning, like like improved crafting, like if we add something like claim stakes or whatever, um the more of those things that we add, the more of the the more of the fine details we can add back into the market, right? Um the the marketplace was just such easy thing to leverage. Um especially when we didn’t have, you know, we didn’t have all the resource emissions sorted out.

Um even now I noticed resource resource emissions are little bit high.

So probably be um dialing those in little bit better. Um but yeah, no, I agree.

I think we do want to aim to bring back fully functional market where players can trade with each other and uh we just want to have we just want to have enough game loops to support that. >> Yeah, this is kind of buffer right John to get us through the current development stage. >> Yep.

>> We’ll surely bridge this back once you are ready to do so. >> Yep. Uh Baker wants to talk about some of his suggestions.

Battle log e-haul. He feels it’s unreadable and he wants tutorial that’s longer and more detailist. >> Mhm.

>> Yep. >> Maybe include the NPC’s system there.

Something like that.

Yeah.

Yeah.

Yeah. think we could do definitely do more with the tutorial. Um, so it’s interesting like if you think about the game from different different pipelines, the tutorial and the story line, the notification systems, it’s it’s very it’s like content creation pipeline.

Um, so what we wanted to do was get enough content to get us through the season and right in the first release and then um if things go well, if everything’s smooth and there’s not lot of bugs, then then we add new features and and produce more content uh either in the way of different story line or or daily quests or social quests or more notifications, different notifications. Um, the tutorial is certainly something we could we could improve on, right? Um, so yeah, agree.

Any last questions about holos? Because want to talk about the C4 PTR and about the bro tomorrow.

Yeah, about learner made good point about progression, right? Um, so the the reason why you don’t need council rank right now to fly your tank ship, for example, uh it was incredibly difficult to to create leveling system that that worked well. Uh I couldn’t appreciate now how hard it is to create leveling systems.

So um the open beta that we did where there was no restrictions on what you could use and you could race all the way to the Titan ship if you wanted like that was the most fun that people had playing the game versus having permits and having restrictions and having to get to this and that.

So, so we we opted for open progression and letting people get to the end and limiting them with crew. And so, yeah, you can get tank ship, and you can get multiple tank ships, but you can only use as many as you have crew for. Um, if you guys saw the announcement today, like we’re putting those 18our respawn timers back in for the for the commander ships and capital ships.

So, um, that will go long way in curbing those that progression, right? Like people put all their eggs in one basket, they send it out, and then they get wrecked by the, you know, by the random NPCs that were going to start spawning uh that have that are that are on threat system, right?

So, so the progression part is very difficult. We’re going to combat that with the Nemesis system and we’re gonna we’re going to make sure that people have some random 18our timers and that’s just going to be part of being in the medium risk zone.

So, >> yeah. >> Oh, last question about Hollow Sim. >> Yeah.

>> NDR is asking when more tank ships will be added to the marketplace. >> Yeah.

So, need to look I need to go and physically look and do gut check on tank ships and just make sure that um make sure that there is good reason that all gone before go and fill them up.

So, they’ll get filled up as soon as we’ve just checked that that they were legitimately redeemed and that there isn’t some leak somewhere.

So, >> awesome. Awesome. >> Yeah.

>> All right, guys. think that was good holing segment.

Now want to talk little bit about the C4 PTR. Is there anyone interested in this topic at all in this audience? don’t think so.

Yeah, we go back to Hollow Sim.

Actually, we’ll do better. We’ll talk about lore even more interesting. All right.

So, C4 PTR, spoke with some high-profile personnel in Automata, namely Brave Target. He’s having lot of fun playing the C4 PTR in our internal build. Um, he said that the testing is going well in the zinc test net.

He has been playing for couple weeks. And the Sage team, the C4P PTR team is actually doing right now big UI UX pass as well as updating the galaxy map and visuals.

This is actually something that Michael dropped sneak peek. Let’s let me get the link here. can show you guys.

It’s looking beautiful.

You can see it here first hand.

So, oh man, we are excited.

We are excited. Things are going well. And the thing is C4 is massive.

And the current uh the current moment that we are right now, the current stage that we are is we are wrapping up the internal team testing and we are going to move on to broader closed beta testing sack server testing that will start on this next iteration is over.

So very soon uh you guys will receive uh the forms to to to participate in the sex server the C4 Vara.

Yeah. 4 to six. Don’t don’t quote me on dates, but four to six, we’ll move to this uh we move to this stage and then we’ll have period of couple weeks on this closed beta uh before we go to the PTR.

And also heard that the way that the PTR is going to work will be pretty similar to how hollowosing works. The moment you connect your wallet, you receive starter bundle uh with Atlas R4 some resources and etc.

And then you need to fight your way uh through the PTR.

So, this is going to be very intense. can see the competition happening and it’s going to be it’s going to be cool. I’m really looking forward to it.

Honestly, the game so big, so massive. We’ll need lots of people actually to test this out. And Yeah, that’s that’s the the updates that have on the on the C4 PTR side.

Things are moving. We didn’t encounter anything that would be deal breaker or showstopper.

We are doing massive EUI UX pass to C4.

So, it looks good. Uh but yeah, things are progressing well on that front as well. And that’s good to know.

Any questions on the C4 PTR? don’t know much but we have Michael here so he can address those questions answer to you guys throwing Michael under the bus but he’s here so blow groove low blow All right.

So think that’s the update that we have for this week around C4 PTR and but tomorrow tomorrow something really cool will be deployed for the lore people of Staratus. Tomorrow I’m going to deploy the alpha version of the Stratus lore wiki. dropped by mistake few screenshots that wanted to actually share.

Now, uh here, let me grab the link here. You guys will be able to see how much work was put on the Stratus so far. Uh it’s not complete by any extent but there is enough content there to last you for couple months reading Status Lore.

Even if you read file every day, you still need many months to read everything.

So if you are interested in the Status lore or in the Status lore content, join the lore keepers tomorrow.

It’s going to be blast. Uh, I’m going to break down the whole wiki logic. I’ll talk about the lore layer that I’m building for C4 and many other cool stuff regarding the lore status lore.

didn’t forgot got the code, guys. The code for today is pretty penguin. Go get the codes.

Any last questions for John, for me, for Michael before we wrap this up? The code is for the Iris blessing campaign room runner. You get tickets that you can use to participate in the solar kint bot.

Thank you, center ring. You get tickets and there’s chance on getting some cool Starat items and assets if you if you win Bohemian.

It’s on the It’s the don’t remember the channel, but it’s where the the drawing is done. All right, everyone. think that’s it.

Thank you so much for joining us for another week of the Atlas Brew. We keep going strong, surviving fighting shipping. Thank you everyone for being here supporting Star Atlas Holene Automata.

We love you guys and we’ll see you all tomorrow on the lore keepers. Don’t miss. Let me share the event.

Make sure you be there and have nice day. We love you all. Thank you.

Bye-bye. See you everyone.

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