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. Here is a narrative summary of the latest Atlas Brew community event, written in a conversational style perfect for a podcast or video recap. The Atlas Brew Recap: Building the Future in Real-Time GM, Star Atlas pilots! If you missed this Wednesday’s episode of the Atlas Brew, you missed a session that was part town hall, part strategy session, and part live-coding frenzy. Hosted by Jose and featuring lead developer John (better known as Xcode), the vibe was electric as the team checked in on the Chapter 2 leaderboard grind and immediately began laying the groundwork for what’s coming next in the Star Atlas ecosystem. The event kicked off with a much-needed status report on Chapter 2 of HollowSim. John shared that the team has been in heavy “bug-fixing mode,” specifically ironing out star base upgrades. They’ve simplified the process by removing tool and food upkeep requirements, and as a result, they’re already seeing bases hit Tier 4. One of the biggest updates discussed was the “stealth” cap on crew members. To keep the map competitive and prevent a few players from dominating everything, crew counts are now capped around 800 to 900. To help players hit that limit, a new in-app store is on the way where you can pick up crew packs for a few dollars. John was clear that HollowSim remains a “top-of-funnel” free-to-play experience, meaning it won’t require mainnet crypto tokens to play, keeping the barrier to entry as low as possible for new recruits. The discussion then shifted to the highly anticipated Chapter 3, and the theme is all about exploration. The team revealed that scanning will be the primary new gameplay mechanic, effectively replacing SDUs. This update will introduce a “loot table” feel to the map, where players can scan empty tiles to find hidden asteroids with rare materials or derelict ships that trigger unique quests. They also teased a major evolution for NPCs, moving toward faction-aligned behaviors where your reputation with groups like the EOS or Jorvik will actually determine how hostile they are toward you. In other news from the event, the “live” nature of the Brew really took center stage when community members like NDR and Baker started dropping feature requests in the chat. In a move that delighted the audience, John began implementing these changes in real-time. After hearing that the “Sage” AI voice was scaring players out of their chairs with loud alerts, John added a volume slider and moved the quest UI to the right side of the screen to improve visibility. Looking even further ahead to Chapter 4, the team discussed a massive UI overhaul that would introduce RTS-style “drag-and-select” fleet management, making it feel more like a classic space strategy game. Before wrapping up, the floor was given to Emperor for a quick governance shout-out. He urged the community to check out the current PIPS (Star Atlas Improvement Proposals) up for vote, specifically highlighting the Adam PIP and Funcrackers’ relay program proposal. He noted that the community is just shy of the PVP (Player Voting Power) threshold needed to move things forward, so every vote counts. To close things out, Jose and John thanked the community for their “unheard of” engagement levels, noting that nearly 50% of HollowSim players are already converting to battle passes or subscriptions. If you haven’t yet, make sure to log in and use the claim code PROGRESSING to keep your momentum going. The team is heading back to the “grind” to get these Chapter 3 features ready, so keep your eyes on the stars and we’ll see you at the next Brew!
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Star Atlas Event Transcript
GM, can you guys hear me now? >> Yes, sir. >> Awesome.
GM GM everyone. GM John, >> good morning. Aota MD VB tango Mike CDB Thomas Ferris Jil Lucky Venix Aota Valencian Victoria Suro mountain call mountain Zagato son everyone how is everyone doing on this blessed Wednesday how are you doing John tell me you have been grinding John long nights.
>> Long days long nights. >> It’s been good though. >> Trying to strict balance between your hol scene leaderboard and fixing the game at the same time.
>> Yeah, basically.
Yeah. [laughter] >> How has this be going? Let’s see where John is on the leaderboard.
>> Oh, man.
Something low hundreds. >> That’s not bad, John. >> That’s not bad.
>> That That has been part-time job in itself. 107. Oh man.
Oh no. gota gotta gotta go turn some achievements. >> Yeah, you gota grind, John.
You got to grind. >> You need to establish dominance. You are team.
>> Stuff keeps getting blown up.
That’s my problem. >> You have been part of the great battles between the and mud. >> Uh yeah.
Yeah. was the was the um was Onie’s best friend in that battle. Unfortunately, >> you helped the other faction.
>> Yeah, was helping the other faction. [laughter] >> Don’t tell me that. >> Don’t tell them.
>> Yeah.
No, no, it’s actually serious business.
People get pissed if you mess up the operations. >> Yeah.
Yeah.
Yeah. >> It’s so funny. was was watching the Brazilian guild.
There were like 23 guys waking up at 1:00 a. m. plotting attacks only.
It was super funny. was having blast to watch them. Um, no, it was probably think the one on Friday anyway was uh I can’t remember exactly what time it was.
It was after business hours, think. And uh we just just saw this giant cloud of red moving toward MRZ13 and thought to myself, is the are the starbased defenses working right now? Like is that that system online?
was like, don’t think it is.
And then was like, well started popping up. >> The [laughter] notification started popping up.
Yeah, man. >> This [clears throat] is funny. >> Sage is screaming in my ear right now in the other tab.
So >> yeah, Sage is Sage is working over time. Poor Sage. Lots of work for her.
>> No, good stuff. >> Just second, guy. My dog is need to open the door for him to leave the room.
>> Sure. >> All right, I’m back.
So John, today we have very interesting episode of the Atlas Brew because today we are going to advance into the next chapter. John is going to do of course review on everything that he’s doing currently on chapter two.
But but we like to live in the future. We like to plan ahead and we need to get chapter 3 started. And was going through the backlog with John before this brew.
And men we have lot to decide on like we have infinite amount of content to develop and we need to make choices. We need to make important choices about what’s goes in, what’s going to wait for other chapters, what’s priority and what’s not. And today today you have the possibility to influence our decision making to steer star atlas into the direction that you feel it’s better.
So what we are going to ask of you guys today is to share with us what you want to to see in the upcoming chapters of hollow scene. Uh what’s the priorities for you? What you are liking the most in the current chapter that you don’t want to change at all.
what needs to be fixed or enhanced in future uh chapters and any other feedback that you want to to provide us on how hollow scene works and lives.
So before we get started, John, you did couple of fixes. think we just have one last bug to squash, but we are getting there, right? think holos scene is running lot better.
mean chapter two was overall lot better than chapter one but even now uh mean holing is is developing and improving by the day.
So Morango is giving very good suggestion here. John wants one of the star bases to be named Morango. I’m I’m actually naming one of them right now.
Just renaming. >> Yeah, it’s the Morango base. >> I’m gonna take one that can’t pronounce and I’m going to change it to Morango.
>> It will be the Morango harvesting base.
You can only find Morangos there. >> Uh let’s see.
Actually, all these bases are pretty good.
You know what?
Okay. Emerz 34 Jabby Java zone. Nah, you’re adding more shoers territory.
>> She’s on, man. >> Well, she’s gonna have to come and take it over. don’t know.
[laughter] >> Anyway, that’s funny. >> Oh, yeah. Um, lot of we’ve definitely been in bug fixing mode.
We’ve also been in new new tooling mode. We talked about all that last week, so we’re not going to talk about that more, but uh really quick recap on what we fixed. um the star base upgrading um those bases that we had upgraded during testing that couldn’t be upgraded, we fixed that issue.
We also simplified upgrading so that there’s no tool or food upkeep requirements for that anymore. Um and right away as soon as that was fixed, we saw few bases go right to tier four, which was pretty cool. Um and what else do we have here?
uh stealth update to crew. Um so didn’t make big deal about this early in the season, but um we had always intended there’d be a cap on the number of crew that you could have in chapter 2, and that was just because in the past the chapters had gone on for many months into the postseason, and people who are diligent in claiming their crew were ending up with 3,000 crew or something, and they could just wipe the map themselves.
So So no more of that. you’ll you’ll be capped around um we’re aiming for about 800 or 900 crew to be the cap and so you can get about 600 through the current quest system and the daily check-in and the battle pass combined. Uh and then we’re going to add some social quests.
We’re going to tie those in with our own campaign, our own advertising campaigns uh to try and drive people from or from Reddit back into Hollow Sim. And so you’ll get social quest that says, you know, post this thing in Reddit and we’ll try and link that to quest uh sorry, crew airdrop. Um and then finally, we’ve talked little bit about an inapp store.
Uh this is freeto-play game, but we’re going to have some inapp purchases. And uh the first one is going to be crew crew pack or multiple crew packs. Uh they’re not going to be lot of crew, and it’s not going to be super expensive thing.
Um but it is going to allow you to we’ve seen lot of people say, “I’d like to buy crew,” and we want to uh we want to let you guys do that, right?
So these would be good for the good for the chapter. Um, and it’ll give you bit of an edge over um, obviously somebody who who can’t field that many crew.
So, yeah, you’ll be able to purchase some crew.
Yeah.
So, >> that that’s good.
That’s good. When do you foresee this coming, John? Um so had hoped had hoped it would be in the next, let me see here.
had hoped it would be next week. Uh, but designing proper like storefront where you can purchase them is still thing.
So, don’t know. We might put them in with no storefront and it’s just button that you click to buy. Obviously, we want to have better better UX than that.
So there will be proper store at some point that shows you what you can buy. Um so don’t know as early as next week, the following week maybe something like that. >> Interesting.
People are asking questions. We’ll be able to purchase crew with uh yes, we’ll be able to purchase crew. Is there going to be limit per purchase?
What are the caps?
Yeah.
So, we haven’t So, have meeting actually with Chris after this call to determine how many, but um I’m thinking the crew the the cap will be 243, which is exactly the amount that you can that you can use to field another uh imp capital minor.
So, the idea being you own battle pass, sorry, if you don’t own battle pass, you can field one minor, one of those capital miners. If you do have battle pass, you can field two. And if you purchase this uh booster crew pack, you could you could field three, but you wouldn’t have any really wouldn’t have much in the way of fleet to protect them sort of thing.
So, um about 243.
And then, uh to answer Larenor’s question, the purchase would be on top of the current cap. >> How much does the paying crew cost? >> Yeah.
Yeah. don’t don’t know yet. I’m going to talk to Chris after this call about it.
Yeah, >> it’s meant to be affordable.
Yeah. don’t know. Is it Is it Is it worth breaking your credit card out for purchase that’s dollar, right?
Like is that to me seems little bit too >> It depends on how much you hate the other faction, >> right?
Yeah.
Yeah.
So, yeah. Morang is asking could it be implemented the integration of Atlas and Polus in the game dynamics. Um >> not so soon right John this is something.
>> So do you mean like mainet atlas and polus or do you mean do you want polus polus in addition to zed atlas >> poling hollow scene is concept that like honestly something that really want to play with.
Right right right.
Yeah.
No, we’ll have to wait and see.
But um I’ll I’ll make an assumption there. There won’t be any integration of mainet tokens in HollowSim.
This is free-to-play top of funnel, not blockchain.
It’s blockchain game underneath the hood, but it’s not presented that way.
So, if you think about this from like product perspective, we we advertise to the world. We we show them that Hollow Sim is very low barrier to entry.
People come and they enjoy neat story. They they can pay with real dollars if they want to. They don’t need to.
Um and those real dollars can turn into reward at the end of the season that could include something that may go to mainet. And that reward that they get like spaceship or skin leads them to the C4 mainnet product on on zinc or on mainet. um it doesn’t come full circle and end up back in Hollow Sim kind of thing.
So um think Hollow Sim will develop its own community of people who just want the freetoplay thing and we’ll grow like that over the years and um we will do our best to take them from non-crypto to crypto people by giving them mainet rewards at the end of chapter sort of thing.
But yeah, no no no plans to like in to to have any way of making crypto purchases in game in Hollow Sim.
No, no way to link your existing Polus locker or get any rewards in in that respect. That would all happen in C4. And um [clears throat] yeah, >> John, the questions are starting to pile up, so I’ll start >> taking them all.
First one is from NDR.
This is more uh reliability and infrastructure question. Uh NDR is asking one important issue am facing for some days is that whenever leave my screen, my automation stops. >> Mhm.
>> Is this >> So Hollow Sim isn’t an idle game. you’re supposed to sit down and play and then you’re supposed to close your browser and walk away.
So, there’s some automation that works um very well for game that’s supposed to be close it and walk it away sort of thing. Um, and this is this is how treat it. either set it up at night time and I’m like, maybe I’ll survive the night, maybe won’t.
And don’t never survive the night, which is kind of funny. Um, but but it’s not intended to be left on and walked away. Um, if you do walk away from the screen, I want people to come and destroy your stuff and you be like, “Ah, came back and I’m dead.
” Like that’s that’s the intended thing. The NPC is supposed to wreck you and the other players are supposed to wreck you. And if not that, then Braves, you know, auto shutdown the tab memory system will wreck you sort of thing.
So, >> so it’s it’s not bug, it’s feature that’s there.
Yeah. >> Uh have one from Laror. >> John, you mentioned breaking the chapter in two.
>> Can you talk about that?
This is interesting. want to know about that. >> Breaking the chapter into Oh, yeah.
So, um what meant by that was splitting the eight weeks is long time to have players glued to their screen competing for spot on leaderboard.
So, all mean by that is let’s split the the the season the chapter’s rewards into two parts and have um like mid-season checkpoint where we distribute something and then end of season checkpoint where we distribute something else. We wouldn’t do any kind of reset or anything in the middle. We would just like take spot, take snapshot at the four-week mark and say here is prize distribution for that.
And that is to that’s to let um the high octane players go at it real hard for month and then choose to either you know change their focus away from the leaderboard or to um you know step back and do real life things. Uh or if they want to continue on and get both be leaderboard spot in both then then that’s fine too.
But was thinking an 8week chapter is too long. We had the chapters at six weeks before. Um, and we didn’t want to do something that was not not in one month increment.
So, that’s my thinking there. >> You want people to have actual lives besides Hollow Sim? >> You know what do?
want people to have lives and and want Hollow Sim to be big big part of those lives, but don’t want it to be like and have negative impact on them.
So, as well, >> this is madness, but okay. madness. know.
[laughter] >> Uh, Baker is asking question. >> Yeah. >> Any ideas on how to tackle the subwar chess play that we have?
Kind of boring. Have raid go six hours because everyone is subworing.
There’s no strategy in this. Who are first losses 80% of the time when ranged attacks. >> Mhm.
>> Interesting. Ranged attacks is idea that like.
So, so let’s let’s go. Um, so warp and subwarp cooldowns are like an onchain restriction that we could we could maybe engineer out. Um, this is good like Okay, you’re right.
It’s It’s not great. I warp into places and just take the just take the uh the downfall of that. Um, it’s not big deal to me.
It I’d get that some people like subwarping around because they think that there’s big advantage there, but um, really what wins is who has more firepower, right?
So, um, don’t know. I’ve got some ideas around how to change combat, but >> I’m sorry, John. He But he’s making fun of you.
He says, “We can’t compare your gameplay, John. You warp into enemies with sleds and tabs.
This is respect for bakery and respect John’s history. >> It’s true.
It’s true. am definitely not the definitely don’t have the best fleet management skills.
But [clears throat] anyway, um yeah.
Okay. What else? We’ll work on it.
>> Uh any other question, guys, before we move on to other topics?
We have lot to talk about today.
So, want to keep moving as quickly as we can. John, think we we can move forward to chapter 3 conversation. >> Yeah, for sure.
>> Oh, no. Oh, no.
Sorry.
Sorry, NDR.
Sorry. NR has question. Did repairing base issues uh did we solve the issue of base repairing?
He’s saying it’s repairing immediately leading to abuse. Um so okay I’ll I’ll answer this one try to answer it tastefully.
So this was brought to my attention yesterday and agree that that is the mechanic and that’s how it works. Um, the base repair is supposed to cost more Atlas. Currently, it’s tool kits is the big drain.
So, um, with it costing significant amount of Atlas, don’t see that it needs any change at all. It just becomes do you run out of money before the attacker kills you or not kind of thing. I’m totally fine with people burning lots of tool kits and repairing lot, especially in defense of their own bases, especially when uh starbased defenses aren’t working yet.
So, for now, the plan is to increase the cost of using that feature, but it’s already very expensive to repair. And so, this idea that, oh, they can repair infinitely, um, it’s not thing. They’ll run out of money eventually if you bring enough firepower.
So, um, yeah, mean, can see how it’s being abused. Uh, think cool down for dock and undoc is in order. We already have that in place.
just need to extend it.
And then increasing the fees um to use the starbased repair would be really good combination. think people would be like, “Oh, shoot. I’m out of money now.
Can’t can’t just sit here and repair infinitely. ” So, >> interesting.
Yeah. Uh, Yeah.
Yeah, it’s it is super cheap and it it shouldn’t be. It should So So the idea is destroyed ship, one that’s um empty on hit points, >> it should cost you 80% of the cost of that fleet to repair it just in toolkits.
Okay.
So the balancing part there is is you’re essentially rebying the fleet when it’s fully destroyed.
So, we’re going to get that 80% out of toolkit usage that that’s coming.
And then we’ll get the other 20% out of the cost in Atlas that you’ll pay at the at the at the star base.
So, if you have tank ship that needs to be fully repaired, you’re looking at 80,000 Atlas worth of toolkits and 20,000 Atlas worth of Atlas to repair it.
So, that that is that that’s the intended um mechanic. Um, again, combat hasn’t really heated up just yet, and and did want to make sure that everything was working properly before started slapping those repair costs on.
So, >> which makes lot of sense. >> Yeah.
Yeah.
So, it is it’s an 80% high-risisk zone.
It’s It’s soft complete destruction mechanic, and you get to keep the fleets, and you get to keep the ships, but but you don’t get to just let them get wrecked [clears throat] and repair them or whatever.
So, Yeah. >> Awesome. Awesome.
think this was good introduction to our conversation today.
Now, let’s move our eyes towards the future.
Everyone, want to talk about chapter 3. And think the best way, John, to get us started here is to showcase or at least discuss what we are thinking about for our chapter 3 in terms of mechanics.
Okay. Do you want to do you want me to just get into it? You want to >> Yeah, please go ahead.
>> Okay.
So, let’s let’s go chapter let’s go chapter 2. 1 first. Um do do want to add couple more achievements to chapter one based on combat.
not not like full full feature set, but since we have combat and we have it at star bases and the star bases already have achievements attached to them, uh want to add some um some combat related achievements to this chapter. Um want to unblock mobile so that you can log in with your phone and you can do basic fleet management and you can move stuff around. um the the the bigger views like the the the quest view and the achievement view don’t have mobile support and probably won’t for this chapter or the next, but but you’ll be able to do most of the other things that you want to do with your fleets.
Um and that would kind of wrap up um chapter 2. We also we also have like one small marketplace uh view change that we want to do just to make purchasing and selling um resources simpler. You have to toggle >> you have to toggle views and you have to like >> we just want it all on one page and we want the things you use the most at the top of the page stuff like that.
So >> yeah, and this one is actually pretty important for new players as well because >> yeah, >> it will be easy to identify what is mining ship, >> what is combat ship, >> cargo ships, how how your fleet composition look in terms of fleet compositions. >> Yeah. >> Yeah.
think that’s huge huge one. >> Yeah.
So that would round out chapter 2. Um, chapter 3 would be probably an extension on the chapter 2 story rather than not an extension. We probably have in addition to the chapter 2 story.
Um, would like Okay, we can do anything.
We can pick anything. The feature I’m thinking of picking to do next is scanning. And so we’d remove SDUs from the game.
And scanning would be um you’d have trigger conditions to your to your to your scan.
So you go you scan an empty tile and an asteroid is there that has rare materials on it and you can mine those materials, get big profit, bring it back to base or whatever. Or you tie it to quest that you got. Like you have to scan until you find derelch ship in this area.
And when you find the derelch ship, you um rescue the crew on it or you um you see that it’s completely destroyed and you just bring that message back. That type of stuff.
So those types of scanning things um allow us to broaden achievements to not just like star bases and those sectors, but the quadrants in the map and to um all we can take you anywhere on the map basically to do these things.
So, that is kind of the the one that I’m zeroing in on. Um, and think that we could do quite bit of content that way. Um, so chapter 3 would be content update, new achievements, and scanning.
And um that would bring us through till think that would bring us through till um so chapter 3 would start in June guess. June, July, August or or July, July, August, September.
No, June, June, July, August.
And then um chapter 4 would be September, October, November type thing on ju just to recapitulate the focus for chapter 3 is first uh canning as gameplay mechanic. Yep. Uh, sorry John what?
see lots of people chatting so my mind is >> Yep. turned the chat off so could speak. >> Yeah, exactly.
>> So we have we have scanning achievements associated with that RNG right for the the scanning feature. >> don’t remember if you mentioned the the the NPCs. >> Mhm.
didn’t.
No.
So the NPCs treat as separate branch.
It’s its own product and then it runs in Hollow Sim.
So there will be NPC upgrades all the way through chapter 2, 3, four, five. Like it’ll just be constant evolving thing. Um, and that’s safe to say cuz it’s completely different repository.
There’s no there’s no like constraints changing it versus changing some other UI component or whatever because it operates completely as player. know. Um, and then but but good point to get in there is like at some point we want to go away from or in addition to factional aligned NPCs, we want unaligned NPCs or we want multiple factions like the EOS would actually be the EOS faction and the Jorvik would be Jorvix and all these other races would get their own NPCs as well.
um long term that ties into um your uh reputation with those factions and then it ties back into like whether or not you have good reputation with them or not uh determines how hostile they are to you and [clears throat] >> really want you to do this man. That would be the coolest thing ever. >> Yeah.
>> Yeah.
Yeah.
Guys, um think it’s time for us to hear what are the community’s thoughts on this plan. How you guys feel about this dynamic, guys? Please share with us in the chat what you would like to see next in in hollow scene in chapter 3.
Tell us. >> Yeah.
So, Laror said, “Can we have RNG? ” That’s exactly what the anchor program on Salana does is it gives us the RNG that we It’s so funny, guys. get all these messages from people that say, “I’m mining here and mined 10 things, but it only shows nine showed up on the thing.
” And then it’s like, okay, well, that’s that’s a bug in Anchor or it’s bug in the code somewhere, right? Um, and so we squish all those bugs and then we go and we add RNG, which is essentially adding this this unknown of do mine something and actually get something for it. Um, so so think that’s hilarious because we we do have RNG.
It’s there built into the into the program and into the interweb dropping our packets or whatever. Um, so but yeah, no RNG. We we’ll fix all the bugs.
Everything will run perfectly and then we’ll make it random >> and then we’ll randomize everything. think they’ll randomize everything.
Yeah, it’ll be good. Uh, okay. Here’s question, too.
Like, what’s the intersection of Hollow Sim and U5 in the future? Um, Hollow Sim is top offunnel standalone free-to-play game. Um, it takes people from introduction to Star Atlas and its IP and its beautiful art and its wonderful story and it directs them to to to either Unreal Engine or say C4.
The the main net assets that you get um to the extent that they exist in UE5, that’s how we get people into UE5. If UEI5 has use for the thing that is dropped in Hollow Sim chapter 2, then then people will go to UE5. Um, don’t see there.
So, let me preface this. This version of Hollow Sim is also based on Starbase like Sage Starbase and and will be deprecated at some point, right? anchor and this old way of doing things through Sage uh will take backseat to new version of Hollow Sim in the future based on Starframe and the C4 engine.
And to the degree that those products are integrated with UE5, so will Hollow Sim at that point.
But that’s in the future.
But right now, we are going to continue releasing stories through this engine and improving it and being top of funnel and bringing more users in. Um, we’ve seen really great, really, really great numbers as far as like new user acquisition, converting to battle pass purchases, converting to zinc subscriptions. uh something like 50% of everyone who plays Hollow Sim purchases either Zinc subscription or battle pass, which is like unheard of in web gaming freetoplay.
It’s like unheard of.
So, we want to continue that track record. We want to reach new people and we want to offer really good value for the entertainment they’re getting in the way of battle pass and then in the way of microtransactions. [clears throat] That makes sense.
like this John. Uh, another thing that VB raised here and something that we were discussing uh before this conversation here, John, is changing the format of the faction borders and systems. VB is asking for us to have free-for-all where you have you don’t have faction borders etc.
etc.
But maybe we could try uh season where we have one single faction or maybe two factions or maybe have one faction for each star system.
So players choose star system to be their home and they lose the game when their star base is taken by other factions. think this would create really interesting gameplay loop as well. >> Yeah.
Um do too. Um you and have like offline we’ve discussed this kind of thing. >> Yeah.
>> And it’s definitely like like we have the sandbox like Hollow Sim is is sandbox and we could easily rearrange the map to have two factions. Adding fourth one is harder but just having two is fine. having completely different map with two star bases or 10 or something that’s totally doable.
Um, so yeah, could could see us running something like that. Um, think we’ll probably think we’ll probably get four or five chapters out of this version before we explore that. That would put us in 2027.
Um, but yeah, think it’s it’s definitely doable. Um, like this idea lot. >> People are asking us to remove the sidebar at the top.
John, >> the track west one. >> Yes. >> All right, I’ll do that right now.
>> Or move it to the right.
No, >> I’m doing it right now. I just keep forgetting. What else?
What else do you want changed? What else, guys? We do it live.
Tell us live.
Something that people are saying and think this is something that we really need to pay attention to John is can we move or find way to balance the different factions in terms of number of players is at clear disadvantage against mud. >> Yeah. Um, yeah, we can, uh, we could do that through couple things.
We could offer players, new players, bonus for joining the faction that had the least amount of people. And we would, uh, we would only enforce that when there’s like clear discrepancies in power and and player base. Um, we do that through the Nemesis engine and the way that star bases are protected.
When there’s like clear imbalances, star bases get better defenses, right? Um, or less defenses. And we’ve already seen this in practice.
Um, mentioned it at the beginning of the call, like when Anie was getting steamrolled, uh, there there there were no star-based defenses in place, and manually went in and activated those. Um, and, um, partially because didn’t want to give people the wrong impression, like, oh, can just wander in here and just do whatever. Uh, and partially because it was like, no, this is an intended game loop and it’s not fully fleshed out yet.
So anyway, that was fun.
But yeah, we could we could channel people to those weaker factions. We could improve starbased defenses. Uh we could have different market dynamics that that like lower ship prices or something or faster like faster respawn timers or something like that.
>> Yeah, >> that that’s actually very cool. >> Yep. >> Drop your questions, guys.
see lots of people typing when sector filtering for enemy destroyed fleet. searching for player names. It seems he wants to target people specifically.
>> Oh, that’s good idea. Um, that’s really good idea.
So, so maybe what we could do is like uh you can click on their name on the leaderboard and it like highlights all their fleets on the map or something. don’t know. >> That would be funny.
>> Something like that. >> That would be funny. >> That’s really good idea.
like that. Let me do that right now. Hang on.
What else? We doing it live.
This is funny. Is asking why are tier five bases impossible? Um, don’t remember what they are.
don’t don’t remember. [laughter] Sorry guys. Can’t remember.
Um, they’re balanced so that tier four is the ultimate thing anyways.
So, having one less upgrade tier, it was probably for flexibility sake, but um we we went back and forth on star base upgrades few times. They were supposed to be when you destroy when you capture the base, it destroys and erases the progress there. And the resources to upgrade them was lowered by 90%.
Um, so, so an individual could go and upgrade base themselves, but if it was captured, they all those upgrades would be lost.
So, that that was the original plan.
And then when we got into the testing phase, um, when we got into the testing phase, we found that the starbase destruction part wasn’t working and things you were keeping the starbased upgrade levels.
So, we needed to roll that back and that’s actually what caused our issues. Uh oni is asking why the graphic and visuals of the holos is not comparable with the UE5. don’t know what you meant to to ask here only.
They are different environments guess.
So >> yeah.
Okay.
So, so like Unreal Engine uh requires you to let’s take take step back. You need to like load the game in specific environment on Windows for the most part, right? And your graphics card hooks into different engine.
Like Unreal Engine is completely different tool set than Pixie. js, which is what we’re using here in browser. And so, uh, Unreal Engine utilizes as much VRAM as you can give it, and it uses all your processor and all your RAM and all that stuff.
Um, we’re running the browser game in about 1 GB of memory inside your browser on very old hardware and it’s performant. And we’re we’re in real time showing uh something like 10,000 10,000 like fleets and like if you count all the asteroids spinning and all of the stars in the background and all that like the amount of stuff that we’re rendering in browser for gig of memory is like is be it’s beautiful thing. Like don’t know who was here for chapter 1 but the performance wasn’t there and we spent so much time optimizing this.
So to get the level of fidelity that we have with the performance that we have is actually feat of engineering.
It’s beautiful thing. Um and our team did an amazing job optimizing hollow sim. If you want like full fidelity rendered 3D graphics, then you have you have you use different product for that.
Like you just you don’t do it in browser, you do it on dedicated engine like like Unreal Engine 5, right? Um, hope hope that answers the question. >> think it did.
Uh, people are asking for filter on the here. I’ll link you the message is here. Give me second to find it.
Got too many browser tabs open.
Okay. Uh, let’s see what we got here.
So, this other fleets is So, they want docked, destroyed, enemy fleets, command fleets.
That’s good Yeah.
Okay. Uh, yeah, I’m just going to put this one into my trusty assistant here, and I’ll do that as feature request and open branch in minute here.
It’s good one. Feature requests. >> [clears throat] >> Got it.
What else? [laughter] we are spoiling you guys way too much.
People want to turn this into Age of Empires.
People are asking about >> haven’t played [clears throat] Age of Empires, so I’m going to need more than that. >> No, no, haven’t.
I think I’ve seen some videos of it, but haven’t actually played it.
So, >> no, no, no, no, no, no. You shouldn’t never have said this. >> I’m sorry, guys.
I’m sorry, guys. was World of Warcraft guy. >> I’m like Blizzard guy.
>> No, Age of Empires is like 10 years older than World of Warcraft. >> was not playing computer games. The internet wasn’t around 10 years before World of Warcraft, was it?
[laughter] >> Anyway, >> was was like big flight simulator kid. I did like flight simulators and stuff. >> So, uh what he’s asking for is to >> like Starcraft, right?
>> You played Starcraft? >> Oh, yeah.
Mhm.
So what he wants to do is the you drag the mouse and create rectangle and this selects the it’s for >> Okay.
So that that is a legitimate chapter 4 feature and that ties into the the map um redo that we need and that is big feature. And so the the the map zoom levels and removing the starbase card that this the big side menu that side menu is going to go away.
And then the starbase menu is going to be context buttons underneath. And you’ll be able to like click star base and have its controls right underneath.
And then as you zoom in, you see more more detail until you’re on fleets.
And then those fleets you’ll be able to like drag your mouse and select them all and give them all the same commands if you want.
So yeah, that’s that’s kind of chapter 4 thing and that’s huge feature.
So say chapter 4, that’s the target, but it’s huge feature.
It’s it’s um that’s the next major UI change for Hollow Sim for sure. >> John, about the RNG elements, we are adding like loot table for scanning. Do you think something similar is possible for mining as well or for combat?
>> Um, mining is already very intricate system and I can’t see how don’t it would be a rewrite to add RNG to it.
So, no. Um, and combat like the atomic combat system has served us quite well so far.
So, if we were going to do new combat system where missing and critting and all of that is thing, then then it could certainly see it being could certainly see it having home there.
Yeah. Uh, question for about bugs.
Some plays are still getting cruise stuck. >> Any progress on that bug? >> Yeah, mean can can sort of uh can bring up the report here and can tell you where we’re at with it.
So, um, oh bugs.
So what we have is case where um crafting jobs that require multiple transactions to start uh because of the number of ingredients um one of the transactions fails and isn’t retrieded and um so this is happening on recipes that have five or more ingredients. Um so one of those transactions fails, think it’s think it’s like poor internet connection thing and lot of the times if you have poor internet connection, it just retries until it’s done.
But the thing lands on chain and then it doesn’t land in your browser and so you have crafting job that’s orphaned. Um and then um that orphaned piece gets cleaned up and I’m not exactly sure why but it does. And so now you have a single component of multi-step process that’s like erased and that’s why people’s stuff is stuck.
So anyway, we’ve identified that that is the problem and um changed number of the recipes. And it seems that we haven’t changed them all.
So, we’re going to continue changing recipes so you can’t get into that state. Uh, it looks like need to create an admin instruction to find orphan accounts and refund them. And like this kind of goes back to our like our company ethos is like we have things separated in different tiers.
don’t have access to the admin keys for reason and don’t want them.
So, this level of program change needs to go through Brave Target and uh he’s got it and working on it and that it means that the fix can take longer because there’s more back and forth until we identify the true cause of the problem and all that stuff.
So, all that to say, yes, I’m aware it’s the number one thing on my list right now.
It’s what I’ve been working on all morning and what I’ll continue to work on this afternoon till it’s fixed. And the the fix is to um find people that have those orphaned accounts and either use an admin instruction to refund them or to freeze them and then reissue the crew that are missing.
But haven’t haven’t got full full thing on how we’re going to do that yet. >> Something that maybe mentioned that feel it’s super cool and important. How we looking on guild mechanics?
Could you also add zip pololis governance features also things like universities with food upkeep to recruit crew? >> Yeah.
Okay.
So, two two really good things there. The polus thing is something we’ve considered and it wouldn’t have the only thing is it wouldn’t have anything to do with your mainet polus.
Okay?
So, we’d have to come up with some other way to distribute polus through hollow sim.
Right?
So, we’re not doing any kind of mainet links.
nothing you have on mainet has any effect on also. Um but definitely we could do territory influence territory control could be distributed to players in polus throughout chapters.
But yeah um what was the other one?
So it’s polus and crew like crew wages or crew costs. Um, so, so the way want to tackle crew, uh, in the future is, uh, you don’t just get them for checking in. Uh, you need to hire them and they cost atlas and so you have to pay crew an atlas wage.
And so there would be cap on how many crew you could hire. Uh, but the but the only limit is whether you have enough Atlas to pay them every epoch or not.
And then they would be destroyed if you lost them in battle. Like we would we would like your crew would be dead. You get your ship back.
You get the ship towed back or whatever.
But um and obviously like that’s whole system in and of itself. Um we could have that ready for chapter 3. Maybe.
Uh certainly something that would like to do. uh have like crew wages, not limit you or not not gate you by by like daily check-ins. Um but but have them be something that you can hire and that they actually die.
And um >> John Larino has extreme anxiety and posted three times that we need to add patrol and crew cost of operations. Um, patrol costs food. Um, so patrol costs food.
think patrol is already ah patrol costs food. don’t know, man. don’t know.
I I know the know the argument for it, but like um >> deny it. >> Yeah.
So, uh, NDR, there is button if you go to the, if you’re on Windows and you go to the bottom right corner of your screen there, there’s little volume button there that you can. [laughter] >> Um, yeah. >> Yeah.
>> And, and then if you do go into the holos, I’m being cheeky, but if you do go into the holosim settings, you can turn off Sage’s announcements. Uh, you can destination, engagement, mining, scanning. They’re all customizable.
So, yeah, you can mute her. Yep, will will look at will look at um turning her volume down. He has scared me right out of my chair couple times when forgot the game was on and some one invades sector that we own and she screams in my ear that that an enemy is taking her star base.
And legit have fallen out of my chair once doing that. Jesus, that would have been funny. >> Oh man.
>> Alert.
Yeah. Alert. >> When music follow St.
John. >> Oh man. When music.
Okay.
This is true. We need music. >> Let’s add my music, John.
need to start my musician arc now. >> Send me Send me your music, Jose, cuz Okay, so the that feature moving the side the the action bar, the quest bar to the right.
That’s ready to go. I’m just going to We’re pushing that right now. >> No.
Did you use the volume control on yourself? Because now you are super low for me. >> Oh, no.
Really? >> Oh, no. think it was >> You know what did?
[laughter] had my hands in covering my face and was >> Okay, you are good now. >> Okay. >> People are mad that you they want their their volume control.
I’m going to give them their volume control.
It’s coming right now. >> Give the people what they want. >> I’m gonna give them what [laughter] they want.
Yeah. >> For for all the hard time that NDR gives me, he actually gives me all of the really good juicy feature requests as well.
So, I’m happy to happy to >> oblige. Take them to oblige.
Yeah. >> Uh okay. >> He deserves Yeah, he does.
Okay, I’m going to try this to the right. See if we can’t get this one launched before the brew is over. Space coat.
Thank you, Arthur. Like being space goat.
Okay. Uh, okay. Next.
am send you on the songs now. >> Okay, thanks. >> Any last questions?
Anything you guys want to share pry about? Thank you, Arthur. We appreciate it.
>> Baker is asking, can we implement an official feature request pipeline where we see what’s declined and accepted? Maybe hollow syncing road map. >> yeah, that’s okay.
Um so basically every single feature request that see screen cap and feed into my this is feature request.
So everything that you suggest goes into sort of sorted list and if it’s feasible and it’s and it’s something doable it just gets it gets built and think that I think we can see just from how much has changed from the beginning of the chapter till now that that is the case.
So, but getting it in front of you guys, um, could probably easily do so you could see and just put it in that notion page where the bugs are tracked and it would just be feature requests and you could just see as those are being updated in real time sort of thing. think that’s fair. think we can do that.
>> Nice. Ah, no, Emperor. The console didn’t speak.
If you want to join real quick and give the console announcements. >> Hey there. Can you hear me?
>> Yep. >> Yeah, >> perfect. Hi guys.
>> Yeah, thanks for giving me second. Um, uh, Xcode, thank you so much for all the work.
It’s so cool to see you do this stuff live, too. It just blows me away. Um, you’re doing work.
>> Yeah. Um, just wanted to give quick shout out. Uh, we have thresholds for our pips.
Um, and we’re not quite to the threshold of uh, PVP that we would like by the sec by the end of the first week.
So, there are two pips up for vote.
It’s the Adam PIP and then Funcrackers um, PIP that he has up for uh, the relay program.
So, encourage people to go vote, read the chatter in the um the voting threads or the yeah, in the voting threads and and make your uh PVP matter.
So, it’s quick and short, but please go out and vote.
That’s that’s all had. Pretty easy. think Jose’s muted now.
>> He is. Uh yeah, awesome. >> Cool.
That’s all had. >> Thanks, guys. >> Yeah, thank you.
Are you able to know that that we have those channels, but for for maybe new people, do you want to link those channels in the chat? Those >> Yeah, I’m on mobile on job site, but will uh should be able to do it.
Nope, can do it. >> Jose’s got it. Jose’s got it.
>> Okay, perfect. Excellent. Thank you.
>> Cool. >> Okay, thanks. Yep.
Thank you. >> You’re still on mute by the way. >> Jesus Christ, am dump.
was talking. >> Okay. [laughter] Okay.
>> But yeah. All right, guys. Thank you all for another great episode for your participation today.
The people participated lot. really liked this episode of the Atlas Brew actually. Oh, Baker, now you want the code.
You weren’t paying attention, huh? just adding more stuff for us to do without paying attention. I’m joking.
He has >> making the code right now. >> The code is progressing. >> No, no, [laughter] no.
It’s it’s already there. Progressing.
It’s the qu is the code for today. Go claim the code. You need it.
And guess that’s it, guys. Thank you all so much. Thank you, John, as always.
Was pleasure talking with you guys about the future of Holosene, and we’ll see each other next week. Bye, everyone. >> Have nice day.
See you. Bye.


