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. Welcome back, Star Atlas family! You’re tuned into the recap of our latest Atlas Brew, and let me tell you, the energy in the room was electric. We were joined by some heavy hitters from the Automata team—CTO Jacob Floyd, also known as Jarvis, and the ever-busy John—to talk about where the project has been and, more importantly, exactly where it’s headed. The vibe of the session was one of resilience and momentum; after months of heads-down building, the team is finally ready to start “announcing the announcements.” The big headline of the day is that we are incredibly close to revealing the date for our next Town Hall. It’s been a while since the community has gathered for a major event, and Jose teased that the upcoming presentation will be packed with reveals that have been kept under tight wraps. While they didn’t drop the specific date just yet, the message was clear: get your hype engines ready because the revelation is just around the corner. In other exciting news, we got a status update on the first-ever Star Atlas tabletop RPG campaign. This project is in its final stages, and the stakes are higher than you might think—every event that happens in this campaign will officially become part of the Star Atlas canon lore. We’ve already confirmed three community members who will be leading the charge: Saint, Larinor, and Atlas Theory. However, there are still two spots left for what Jose jokingly called “guinea pigs” to join the adventure. The community has until the end of today to cast their votes and decide who will represent the players in this history-making journey through the hybrid zone. The discussion then shifted to the technical heart of the ecosystem, starting with the DAO. Jacob shared how the team has spent the last few months stabilizing the ship and refining the reporting systems to ensure total economic transparency. But the real “alpha” was the talk of the future political layer. We’re moving toward a system where POLIS holders won’t just vote on high-level proposals, but will eventually have regional influence. Imagine being able to allocate your voting power to a specific star system to impact local crafting fees and policies. Jacob confirmed that prototypes for these gameplay-centric governance features are already being tested, bringing that grand strategy diplomacy we all crave closer to reality. Speaking of testing, John gave us a deep dive into the massive overhaul of combat within Hollow Sim. Based on community feedback about latency, the team is moving away from the delayed missile system and experimenting with immediate, RPC-based lasers. If you’ve seen the latest dev footage, those lasers are intense—screen-shaking, fast-acting, and designed to make combat feel responsive in real-time. This tech isn’t just for Hollow Sim; it’s being built to benefit the C4 engine, territory control, and the Nemesis system. Along with combat, we caught a glimpse of the new in-game marketplace and the arrival of three specialized drones: the Calico med drone for repairs, the Opal Wamp for shield regeneration, and the Fimble Naga for boosting your DPS. Finally, the team touched on the cutting-edge infrastructure that makes Star Atlas unique. Jacob explained how our decentralized architecture is aiming to be more cost-efficient than traditional MMO giants like World of Warcraft. By allowing players to own and pay for their own data storage on-chain, the “game server” essentially becomes immortal. To keep this development moving at light speed, the team is also leaning heavily into AI integration, using AI agents to handle everything from bug fixes to infrastructure deployments 24/7. To wrap things up, the message to the community is one of patience and preparation. We are on the verge of the C4 PTR (Public Test Realm) on the Zinc network, and more recruitment for testers will be happening through the Econara group very soon. Make sure you head over to the Discord to cast your final votes for the RPG campaign members before the deadline tonight. Keep your eyes on the announcement channels—the Town Hall is coming, the tech is humming, and as Jose said, we are just “one more ‘very’ away” from the big reveal. See you in the Galia Expanse!
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Star Atlas Event Transcript
again.
Now you guys hear me? Please confirm. Awesome.
Awesome. Awesome. Awesome.
GM, GIF Blade OVBB Crash Santorin Groove Samara Atlas Theory Monty Cyog Aota Lucky Valencius, Mr. Star, Sudo, Vincent, just again Tango Mike Trin Job and Macedon.
Welcome my friends to very special brew. brew that goes back to the origins of this project. brew that touches on something that all of us surely love here.
It is the brew that will make an announcement of an announcement.
But but but but before you try to crucify me on stage by recurring to this late old days practice, have very special guest today. have another to join the brew besides Jose. have the CTO of Automata, Jacob Floyd.
He’ll be coming up stage. wish Groov, you need to join us one day here, my friend. It will surely be fun.
Yes, we have Jacob Floyd, Jarvis, the CTO of Automata, the man behind all the code, all the approvals, all the blockchain knowledge, the legend, the myth himself. He’ll join us today ready to spill the alpha, give you guys anything that you need. All you got to do is ask and he’ll provide.
But first of all, where are my manners? GM code, how are you doing, my friend? >> Hi, I’m doing well.
>> How is the day in Canada today? >> Cold and rainy. Gross.
>> Oh, >> yeah.
Yeah. Sad day. Just like every other day.
>> Yeah.
Yeah, we’ll get we get Yep, pretty much.
Yeah. >> You How many days of sun you get over there? >> Uh 13, think.
13 or 14. >> Yeah. >> Uh it’s nice sunny day out of my dungeon here in Brazil.
can feel the warmness even though can’t see it, but yeah, that’s cool. How is everyone in the chat doing? How is the weather wherever you live?
Jindel seems to like cold and rainy days. wouldn’t expect anything different from Santorin. Sunny.
The sun’s permitted in Canada only in few days after they ask for permission. And few >> it is, but you have to pay. You have to pay to see it.
That’s all. Windy northwest cold.
That’s nice. Oh man, we have some some cool stuff to talk about today. I’m excited to learn more about DAO updates, holosin updates, C4 updates, all updates of up on updates, and talking about the man who provide us all this alpha.
GM Jacob, glad to have you on stage with us. >> Hey, how’s it going? >> Uh, not lot of alpha, but uh, yeah, lot to talk about.
Yeah, >> lot to talk about.
Yes, for sure. We we do have lot to talk about. Uh but before we go to the meat and juice of this Atlas Brew, have something very important to share.
want to talk to you guys about our RPG campaign project which is going on its last stages. For those of you who have been living under rock and don’t know what I’m talking about, I’m talking about the first Star Atlas tabletop RPG campaign. Uh, totally created and modeled after our in-game lore.
And we are about to start this this campaign later this month if everything goes right. And we are in the final process of selecting the members that will participate representing our community of players. Uh we have already chosen three of them.
Saint just Larinor and Atlas Theory who is here with us today. And I’m really looking forward to see who are going to be the last two members or two or last two gina pigs if could say it like that will participate in this advent adventure in the Star Atlas universe. Uh this is going to be fun especially because I’m going to make canon all the events that happen during this RPG campaign.
So the different things that happen the scenario uh especially related to faction politics uh crazy events in the hybrid zone and stuff like that whatever our community or players choose to do will impact the overall development of the start stratus lore.
So, I’m super excited and ask you guys to do your part and vote for the last two members of the Hooster of War campaign. already see Macedon trying to win some advantage for his votes. You guys have until the end of today to vote for the last two members of the campaign.
make those votes count because this is super important for Star Atlas and to spread our lore, our ecosystem.
We are going big on this.
So yeah, please participate. Please join us. And yeah, who doesn’t like good tabletop RPG session?
It’s going to be fun.
It’s going to be fun. And with this disclaimer, with this uh announcement made, think we can get started here. Uh as you guys know, Star Atlas has been heads down few full build mode for couple months now.
We have been full heads down building for couple months and we are getting there.
We are getting to the stage where we feel confident that we can start having cool stuff like announcements of an announcement. And to kickstart this brew on high note, I’m going to tell you guys that we are really, really close on announcing the date of our next town hall.
It’s been while. My penguin bones have been feeling the solitude of not having town hall to look forward to.
But yes, we are getting there. town hall should be We are We are so close to an announcement. Exactly.
Arthur, the best style. The good old announcement of an announcement. It is going.
It’s coming. And you guys can be sure that it will tackle on don’t want to spoil because they will kill me if say the team of this town hall, but can share that you guys can expect great things being being released and presented to the community to the community.
So yes, it’s time to get excited.
It’s time to get hyped and to keep us uh fresh to keep us happy while uh we go we cross the the rest of the road. Uh exactly let am upping my game. To keep us excited, to keep us happy while we wait for the day of revelation, brought here two legends, another two other teammates of Automata whose name starts with J, Jacob and John, and we are going to talk about what we have been doing.
We are going to provide you guys with some updates. We won’t spoil anything that’s going to be part of the material of uh that sad town hall, but we can surely talk little bit about everything that’s going on here in Automata while we prepare for this epic event that now comes closer to our horizon. And Jacob, you have been all over the place uh as the mastermind be uh behind all the coding, all the deep engineering work of automata.
Those last months have been tense for you. You have been all over the place and figure you have some updates for the community. guess pretty much in every product that our company uh is working on today.
Uh we managed to keep working producting through this bare market. Has not been easy for sure.
We have been fighting tooths and nails to keep the dream alive. And the good news is that we are winning. We managed to stabilize.
We are still pumping product. We’re still here, still building. And wanted to hear from you, Jacob, like how it feels right now after the what?
Let’s hope to and don’t want to jinx us by saying this, but let the the worst has passed.
We have survived it.
We are still fighting. How do you feel overall about the current setup, the current place where Automata is in terms of product development? >> Uh yeah.
No, that was it feels crazy. Uh I it’s hard to actually describe what the last like um uh six months or so have been like. Um, lot of team changes, lot of workflow changes, uh, lot of new product development.
Um, uh, you know, products where we’ve been working on for, uh, very long time starting to like come to fruition is is very exciting. And yeah, like you said, Jose, we got some really big uh substantial releases slated for the very very near future, like actually soon without the TM. Um so pretty exciting stuff going on um with development, but um the recalibration kind of what’s happening just in the in the industry in general is so hard to sort of grasp.
um entirely uh what’s going on. Um and uh it’s it’s it’s really exciting and we’re not shying away from like embracing the um kind of newfound way to build this stuff.
It’s it’s it’s wild and um and yeah, having having fun, learning lot. Um and yeah, there’s some really cool stuff to to talk about. um really just kind of cherrypicking some things that aren’t going to kind of spoil any upcoming uh sort of bigger bigger announcements.
But um but yeah, through all these recalibrations, we’ve really had uh almost no products uh or or services that we’ve had to change or turn off. Um, and in fact, it’s kind of uh the the inverse through lot of the recalibrations, we’re able to like find ways to get caught up on uh on certain products that were sitting there with like stale, you know, uh issues uh with them that have just been like 14 months uh stale uh tasks in the backlog are like starting to get uncovered and and and resolved and in in really healthy ways, do um um seeing some of that with the uh with the DAO uh especially don’t know how many people were regularly checking in on like the Dow’s Treasury revenues and whatnot but kind of our reporting system was uh think it had like a report in 2025 January and then and then kind of some things broke with that pipeline and and lot of the the team overseeing that was like getting on pulled into other projects and so on and so forth.
It’s uh um uh but we found ways to sort of like autonomously kind of keep these these things going and and everyone kind of understands the importance of the DAO and an ecosystem like ours.
So, um, that’s kind of means lot to me to see that like healthy and not stale and like, uh, kind of have that economic transparency. Um, it’s it’s such powerful product really in in the whole lineup and kind of defining to the ecosystem altogether. Um and uh and yeah, it’s kind of like, you know, we have like new found workflows that are keeping uh these really important products um fresh uh bug-free, secure, etc.
Um so yeah, this is this is like cornerstone of Star Atlas from day one, the DAO and community participation. You guys being part of this eventually as every most of you here know all of this the IP and etc. it will be passed on to the DA.
This is built to be something that belongs to the people in the long run and having the DA we had we had much depth with the DA in terms of product development right we the things were stale and etc and now uh everything is more up to up to date let’s say it like that in terms of structure in terms of process Jacob see some questions here I’ll send them your way in little bit regarding starting the DAO, but it’s super important like and we see that the DAO in the Stratus ecosystem is not formal structure. It is actually something that lives and it actually impacts the ecosystem like the DAO is doing lot of work. see JITB blade here uh representing the DA council.
Those guys have been voting and proposing and working on one pip after the another. Since the the year started, since their term started, they are doing awesome work. We see the impacts of all of this that they are working on in our ecosystem.
am here because of the DAO work and the and everyone involvement in this.
So feel grateful to have you guys in the engineering side giving the DAO attention. feel grateful to see the community how much they care about the DAO. And and now Jacob we can also start seeing in the horizon more of the DAO elements being present even in or other products right even in let’s say C4.
>> Mhm. Uh yeah there’s um actually very cool road map to go think in terms of the features that are uh active kind of completed there.
you know, you you can uh uh lock your polls for voting power, have like proposal pipeline uh albeit filtered through the council um and uh and vote on them. And I think the sort of criteria of these proposals is just going to get more and more uh interesting as time goes on. Um especially as the DAO kind of owns more products, takes on more responsibilities altogether.
um in in the future see it making really substantial decisions just like around game balance and what what the next feature to to add to the game would be. Um but uh lot of the really interesting uh brainstorming around how to incorporate uh DAO voting power or or just Polish utility in general. Um it it’s very fitting in in game in an ecosystem like ours where it’s like you know space game grand strategy uh most of these types of games you play in the genre have like this political component uh diplomacy that those types of things.
Um, and uh, and so governance and voting kind of goes handinhand with with space MMOs. And so you can get really creative in in terms of how to integrate this stuff more tightly into into the gameplay, not sort of this um, sort of meta governance system alone.
But um but there’s been lot of uh interesting uh and probably further along than I’m I’m kind of conveying here, but uh uh features that use your pollless voting power uh in the game in like more um uh kind of regional sense, right?
So, so the game system has galaxy map, has all these star systems uh and sort of being able to to have uh regional governance um in the game is uh is very cool. And um and they would be things like uh you have you allocate certain amount of your your voting power at the uh penaculum dow the sort of overarching Dow where everyone’s kind of voting on pips right now.
you can take some of that voting power, you can allocate it to particular star system and and have influence there on things like crafting fees and um and uh just certain policies. Again, I’m not really sure how much should should talk about what we’re doing with this feature, but uh love it because it’s it’s utility in more sort of gameplay centric way uh um with with Polus and and your voting power. Uh >> yeah, >> so really excited about that.
Yeah. >> Yeah.
people here know how much love Polish and everything.
So I’ll ask this in manner that don’t get us in trouble.
But you could say that right now, Jacob, we are closer and actually maybe uh we are already working on features that integrate this political layer to C4 at this point, right?
It’s already on the pipeline. Let’s say it like that. >> Yeah.
Uh yeah. Prototypes at this point. Uh-huh.
>> Nice.
Nice. Let’s let’s leave at that. Let’s leave at that.
>> Yeah. Awesome. Uh again, the the DAO is is amazing and and kind of uh in contrast to other Dows we see throughout the the industry.
think there’s something very special with the Star Atlas DAO. You kind of see it.
It’s it’s getting revenue streams from people playing the game and it’s sort of all these pipelines are uh kind of very transparent on chain and uh and think it’s going to scale really well uh as as more users pile in uh and uh kind of the game economy becomes more competitive uh think pulse is going to play big role in that. >> Awesome. Awesome.
like this. like this. And John, you have been here sitting quietly in the corner hoping that wouldn’t call you out to share your alpha.
>> Yeah, it’s true. >> It’s true. >> How has Halloween been going on, friend?
I heard you have some stuff that you are cooking over there as well. >> We do. We do.
Um yeah, specifically with um with combat, we had uh when when we wrapped up few weeks ago, we had talked about having combat release be the second half and um had been getting lot of feedback from users and they were suggesting that combat needed lot of work and I agree. Um, we looked pretty deeply at the latency in the command UI. Um, and we looked at the reliability of the data there.
Um, looked at um looked at Hang on, I’m I’m actually just prepping video here for you guys. Um, so we looked at um starbased combat. We looked at ship to ship combat.
with them and basically decided that if we were going to do chapter or you know session on combat or have leaderboard that we needed to we needed to fix few things.
So that’s what we’ve been working on. Um specifically the the the um Yeah, my screen share.
No, won’t be sharing my screen today. I’ll be dropping video into the chat. >> Exactly.
We learned it. We learned our lessons.
Yeah. Um, yeah.
So distracted.
So to make long story short, we went through two different iterations of combat changes. The first was to try and address latency in the existing system um, in the command UI specifically.
So shipto- ship combat, having the stats update in real time and having those updates be accurate without having to do page refresh. Um, lot of what we found was that we need serious overhaul of how the command UI works, and that’s what we’ve been working on now for the for the better part of week. Um, so what I’m going to show you today is not completely overhauled, but there is some you you’ll see that the UI is better responding to attack and um you see shields points go down right away and all that stuff.
So um the second part of this is that we have system in place now that reads from Galaxy after the blockchain is approved and broadcast the message and all the nodes have accepted it and validated it and all that. And so there’s latency that we were trying to account for and that’s why you had missiles flying across the screen for 10 seconds was because we were accounting for the transaction landing on chain and being distributed and and then us picking it up out of Galaxy.
So uh we’ve pivoted to different way to read the data. We’re going to read the data right from the RPC when the message about combat is emitted. And that should cut out the need for that long missile launch and that delay to wait for data to come in.
And lot can go wrong and there’s different latency and and all that.
So, we’ve done away with that whole idea. We’ve um we’ve need to stop reading chat. You guys are hilarious.
Uh yeah.
So, um yeah.
So, what we’re going to do is we’re going to read straight from the RPC and we’re going to experiment with lasers instead of missiles. And lasers are immediate. And you’ll see this.
Just going to drop this in here. Uh drop this in here as talk. And you’ll see some of these lasers happening.
And it doesn’t mean we’re done with missiles completely. It just means that we’re experimenting with lasers right now. Um so here’s the video.
>> You guys can see it in the chat. >> Yeah. Um yeah.
So the idea is shush the combat whoever initiates combat the laser beam emits from their spaceship. It charges up and it launches and it hits the target and then immediately you see that damage taken and um the right away within second or two the ship that’s retaliating retaliates and then you can see that damage immediately and if the ship’s destroyed it’s immediately removed from the map. And so we’ve made great progress in making the combat interface more um >> responsive.
>> Those lizards those lizards are intense, John. >> They are intense, >> man.
It’s my screen was shaking when it was fired. >> Yeah, mine is constantly shaking now. They’re always firing.
Um yeah. Um okay, so there’s more to this. Uh, lot of people mentioned like instanced combat and so we’re we’re not experimenting with instant combat yet, but we’re going to we’re going to take the instanced idea and we’re going to put it into dev environment and see how it plays out.
Um, this piece though, this should give you guys better like real time, you know, real time status updates on your fleets and how they’re being destroyed. Like that’s what we’re really going for here. Um, so that that’s important and and think it’s important to get that right before we release another version of Hollow Sim that has any kind of like leaderboard attached to combat missions, right?
Like we want really smooth um experience there.
So, uh, yeah.
So, that’s what we’re doing with combat right now. Um, have have some screenshots of the new marketplace that can share here. Um, I’ll just paste that in as well.
None of this screen sharing stuff. Uh, copy this and let’s paste that in here and you guys will walk through these in second.
Okay. Uh, why you search for it, John? Here we go.
>> Does the Does the animation trigger on on the attacker click or on the blockchain transaction confirmation? >> Yeah.
So the attack happens immediately when you within within few millisecond 100 milliseconds of you clicking attack.
So um it is not bound to the button click itself. It is bound to RPC update. the very first update the RPC gets telling it, you know, this this transaction is coming and then the process starts where it validates the transaction.
So you recognize that there there could be issues with this where maybe the attack goes out and then it never lands on chain, but all of our other all of our other actions currently act like that. And so it’s not new territory.
It’s it’s part for the course with what we’re already doing.
So um yeah >> this is the this is the markets on hollow sim this image that you shared. >> Yeah.
So going to have to give me some creative license here with the actual content that you’re seeing because that hasn’t been none of that’s actually approved. Uh, we have some, you can see here we have populated the in-game marketplace with few test items. And this idea of crew packs, it’s not going to be thing that you open and you go through the process of getting crew member.
It’s it’s going to be like you you buy the crew pack and the the crew member is now available in your inventory. Um there’s uh the numbers are correct like eight uh is it correct? 81* 3.
Yeah. Anyway, um there’s cap to how many crew you can buy. Um there’s cap to how much atlas you can buy, for example.
And um there is you you can see at the bottom in that screenshot the drone offers. Um let me see if have better one. Uh so we’re going to release three drones uh off the bat.
spoke little bit about them last week, but it’s going to be um shield uh shield recovery.
Yeah, there we go.
Nice.
Thanks, Joseph. Um yeah, so the calico med drone is going to be the one that does um boost to repair. um the opal wamp is going to be shields uh shield regen and the fimble naga is going to be um it’s going to be attack cool down like attack uh what’s it called?
Your your the time between your attacks is going to be shorter when you add that to your fleet.
It’s essentially DPS increase.
Yeah.
So, I’m really excited about those and you can expect that those things will be released when combat is fixed and when we have an actual like hollowim release.
So, um all that to say we might not have ne another holosim release here substantial one as soon as had expected. Uh but certainly when we do there will be this new element of drones and we’ll have an in-game marketplace and we’ll have um some new some new uh activities to tie them to new combat related activities to tie them to and yeah and okay so am reading chat here this is step in the right direction think and haven’t lost all the other comments that were have come in uh we are we are taking combat and remixing it here at least once, maybe twice, maybe doing instances as well. And the point of doing that is to get um to get um to have options for combat for C4.
So, so C4 will come out in PTR and we’ll have at our disposal vanilla atomic combat. We’ll have direct to RPC combat. will have instanced combat and those those will either be in Hollow Sim or had been in Hollow Sim or something that will come out fairly quickly and uh we’ll have those tools at our disposal and we’ll be able to pick and choose from different styles of combat.
Those are going to bleed over into how territory control works, how starbased defenses work, and how the Nemesis engine works. Um, so just wanted to paint a bigger picture there that this work in Hollowim is is meant to be um it’s meant to be something that the C14 can benefit from.
Yeah. >> Yeah, that’s really cool. And we we are seeing something like conver conversion, right?
The both Holene and C4 are converging to the same spot in terms of gameplay development.
We are getting closer to each other. can’t wait to see holos singing running in the C4 engine right with claim stakes with everything like that. think this is going to be great synergy productwise.
We we are able to test cool stuff in holy and what sticks what the community love we implement in C4 as well. think that’s basically the philosophy here right? >> Yeah, for sure.
Um, yeah, want to be able to do more releases of Hollisim in the current uh version like in the in the current season. Um, we have other stories that we can dig into.
We have we have scanning, we have um trade and the marketplace to redo. Um, at some point though, at some point though, it’s going to make sense to to do hollow sim for C4. And hollow sim will then become what it was always supposed to become for C4, which is top offunnel, low barrier to entry, um, teach you how to use the game version of our of our paid game.
Right.
So, >> okay. >> Yeah. Uh, so would would say that what we have now is still good sandbox and it’s still way to experiment and we have lots and lots of room for uh for for building.
Um, and we’ll keep building this until it makes sense to switch gears. Or maybe there’ll be second team that builds out the hollow sim for um for C4.
But at some point we’ll we’ll and we’ve already begun reconciling the two. And um you know less and less time will be spent on this version of hollow sim and more will be spent on the on the C4 version guess is what we’re getting at.
So um and then and then it would just make sense to just call it all C4 at that point right so there’s freetoplay version and there’s paid version.
So >> I wanted to chat little bit about infrastructure.
Now John, we have been working hard on providing good infrastructure for holos scene >> stage for our products and would say we have been pretty successful so far. mean at least in holos scene it’s like going from water to wine right from chapter one to chapter two. >> Yeah.
Yeah. and and this one is also open to you Jacob uh in terms of overall product reliability infrastructure. Where do we go uh next in terms of developments with zinc for example?
Do you guys feel it’s going to get even better? Like C4 for example, do you think the C4 infrastructure overall will be more efficient than what we currently have on Hollow Sim? What are your thoughts on this?
Uh I think it’s absolutely improving. Uh water to wine’s good you know example for that chapter 1 to2 um thing. mean what happened throughout Q1 this year was uh kind of major refactor across the infrastructure.
Um partly because um the way even when we had some really good sort of um results with our Starcom build out uh for V3. Um V2 was kind of like this uh thing we were trying to bury as fast as possible and get it deprecated and and unfortunately chapter 1 was like launched through those uh those moments when it wasn’t fully deprecated and was really the only option. uh for for pipeline for that particular client.
Um but the amount of refactors that have gone on across the infrastructure uh this year have been very very healthy. Um not just for uh kind of costwise. Um, I always had this goal of becoming this like uniquely costefficient MMO.
You know, platforms like World of Warcraft, they spend $100,000 day on their infrastructure and uh and that’s after, you know, years and years of optimizing and and uh there’s really no way to circumvent this. Like a player gets on, creates character in their game. Like they got to store that data.
they got to serve up all the all the game state and everything. Every single bit of compute and data is all sort of rellyant on that um sort of infrastructure behemoth that you know Blizzard’s running and uh and and they’re constantly trying to balance the monetization model to make it work for this constantly moving target of what it actually costs to to run those servers or or store all that data. Um and uh and you kind of unccort these really interesting kind of fundamentally different paradigms for infrastructure when you’re serving an MMO.
Again, every player in the Starless ecosystem kind of is is aware that they are uh uh paying for their own data storage essentially. Um which you know in way you are paying for your own data storage when you’re playing World of Warcraft.
It’s like there’s subscription fee there.
It’s not completely free.
So uh but in this case it’s it’s very onetoone. How much it costs to store like your fleet or your player profile or whatever on chain is what players are paying for.
And then whenever whenever you want to move that fleet to different coordinate in the game uh well there’s some compute costs to kind of run that logic to change the state of the game. And those compute costs are also paid by the players in our ecosystem. And so, um, so when say costefficient, I’m mostly talking about, uh, us serving up the official clients, um, and and kind of enabling this MMO to be experienced in the way that kind of we envision the ideal gameplay experience for for Star Atlas.
And it’s like um, uh, most of that is just serving the client. there is no server. Like our uh our sort of backends could could go down and be out, but the the game system is still online and and people are playing.
That’s one thing I think maybe was the uh kind kind of subtle there, guess, with lot of the Starcom instability. it would like go down or have like stale data or missed updates and it would cause problem for players that were going through our official client.
But uh very um important detail in those moments of like an outage or or downtime of Starcom is the game was still being played uh by people just interfacing directly to the blockchain. um because there’s really there’s no no functionality that our official clients sort of were providing to players that couldn’t be executed independently with their own tooling or their own client.
So um so uh with this architecture it does kind of create this opportunity to to to just be orders of magnitude more efficient than your conventional MMO when it comes to costs. Um and we kind of have done lot of that recalibrating refactoring to to really push towards that vision. And part of it is this uh client that is direct to RPC and and uh any RPC URL again we added we didn’t really add into the holisum client but you know in the uh the Starbase client there’s this custom URL input like you can just have your own RPC nodes with your own URL and it’s like the only thing you’re depending on our backend for at that point is serving up this sort of uh serverless client.
Um, and uh, it’s very very interesting. Um, very very cool to see that that working uh, well enough um, to to be playable. Uh, and and there’s again it’s kind of uh, new.
We just really started leaning into that earlier this year. Um, there are some, you know, uh, optimizations uh, we can do beyond that. Um, so continue to get better.
But yeah, uh when it comes to to kind of answer your question, Jose, the uh the C4 infrastructure um running on well the C4 PTR is going to be released and it’s going to be running on on zinc test net which is that network has been live for while uh at this point and just kind of humming along there. We’re doing lot of uh work internally with it.
It’s it’s it’s working very well. uh kind of getting it ready for uh uh C4 PTR, but the the hollow sim is actually running on different cluster um Atlaset. Uh but the architecture is nearly identical.
So, um when it comes to the C4 PTR, can’t wait to get everyone to get their hands on that client.
It’s just making me very happy as of late. Um it’s going to be pretty much identical. uh in terms of architecture and and performance uh that you’re seeing in Hollisim at the moment.
Yeah, >> this is this is insane. Like and this is something that never imagined that game on chain would be more costefficient than something like World of Warcraft for example.
It’s it’s kind of mind-blowing where the technology is headed, what we can do with blockchain and >> yeah, it’s super interesting. >> Mhm. There there is some nuance there for sure.
uh costefficient from the developers perspective guess uh is is the nuance >> when it comes to like tallying up the overall cost uh you know per bite storage cost of storing uh that data onchain versus some you know centralized server there is kind of noticeable discrepancy there um >> let’s see >> but uh but it is very meaningful for developer to be able to serve an MMO at astronomically, you know, low costs. Um, and then of course it’s not uh don’t really see it as downside when it’s like players are paying, you know, amount of costs per bite to store this this stuff on chain to create their own player data. um uh because it’s really the only way to have proper decentralization of of game and an ecosystem.
Uh there’s there’s it’s kind of kind of hot topic.
People talking about how you know certain MMOs will kind of shut down their servers and bunch of the players spent uh you know 60 bucks or have been subscribers the whole time it was live and then they shut it down and the game’s the game’s gone. they don’t even have like kind of open- source private servers that they can run and and and gamers, they’re not too happy about that. Um, but this is this is clear like this decentralized architecture.
There there’s literally no scenario other than the blockchain going entirely offline. uh which I’m not even sure how that would be possible for Salana to just be like offline for you know an extended period of time. Um just seems not not possible in my mind.
And so that means our MMO server is effectively you know uh as durable as uh immortal uh essentially.
So, um, so that’s kind of the the benefit that people that players gain by by, uh, paying for their own compute and data storage. Um, love it. think it’s going to be become, uh, kind of kind of trendy as people realize the sustainability of of platforms like ours.
Um, because the the game server, it’ll never turn off.
There’s nothing we can shut down even if we wanted to.
So um >> this is crazy.
Yeah, >> pretty crazy. love it. >> Talking about infrastructure but on broader sense here.
Jacob, we have been also integrating AI with our product development.
This is something that we have spoken about. Uh have done it, John have has done it, Michael has been talking about our tamies for long while now. And think it would be super interesting for the community to see your perspective as CTO on the use of AI technology in our product development.
Of course, you can’t share all the secrets, but would love to hear your intake on how this is propelling the game development here in Automata and what the future looks like in that front.
Mhm.
It’s uh it’s it’s something that basically every software development team has to figure out in the current climate um is AI technology and really how to leverage it. I want to say with like full confidence any team that’s not leveraging AI to some extent is just doing it wrong. Um and um and there’s huge you know spectrum of how to how to leverage it.
Um there’s kind of the um all-in workflow where you sort of give an AI agent uh access to your internal code bases uh your internal uh infrastructure.
basically has the same uh access uh permissions um that you would give to kind of a senior engineer that you’re hiring with lot of responsibilities. Um and then uh and then they just look at the task board that’s that’s there and they can kind of like go work across the whole pipeline, make code changes, resolve uh bugs, add new features. um uh even spin up new hardware and kind of configure deployments, configure DNS, like the whole thing.
There’s there’s really nothing uh in software engineer’s job description that you can’t sort of equip an AI agent to to fulfill at this point. Uh now the the the question is and and kind of where um think lot of security concerns come in is like these AI is fundamentally like non-deterministic and um and so there’s lot of uh guard guard rails and uh yeah just variety of constraints that you really want to make sure it doesn’t uh go off the rails essentially um especially when it has access to to sensitive information and whatnot. Um, and that’s that’s lot of what think people are figuring out is how they can sort of unleash AI agents just empower them because they’re, you know, they’re online 247 ready to work and work really fast and do all sorts of uh contributions.
Um, you just want to make sure to do it in the safest way possible. And and we’ve done um quite extensive R&D. Uh there’s a lot of stuff for Star Atlas that uh we are building and want to keep building and so it’s kind of um yeah we could have team of thousand and and really put put them all to use.
Um and so with that amount of work, think it’s very attractive for um company like Automa uh pro the product lineup across Star Atlas to um to leverage AI to keep building, keep delivering and and really just try to uh stay ahead of the curve with the uh um kind of uh blockchain game development uh industry. think we are kind of leading the way on lot of points here um in this sector and um and we can keep that that firm lead by having really good development velocity. Um so definitely not shying away from AI agents uh and and leveraging them in in uh safe secure ways.
It’s it’s been awesome. I’m I’m really happy with the results to say the least. And um and yeah, that’s off the back of really all of 2025.
Uh, and just the the brilliant people we had on the team all kind of like really picking it apart, scrutinizing it to no end and really just trying to find the the right uh workflows that that that could um, you know, give us the confidence that this is it’s going to work and and we have at this point given lot of responsibilities to AI agents essentially.
That’s super cool guys. Any any questions for Jacob or John regarding any products, anything that we have spoken about today?
You can ask anything besides the town hall date that will be on Michael Wagner. see people typing.
No problem. >> Great. >> Groove asking very sensible question.
What’s the C4 release date?
We can’t answer this group as well. Exactly. >> But honestly, it’s lot earlier than you think.
>> would say that >> I’ll say that. >> Uh closed beta, we need to get to that phase. think that’s an important thing to understand about C4.
Uh yeah, closed beta phase.
That’s going to be the startless community kitchen server. Uh certain people under NDA will have access to it and that’s the next step.
So TBD on the rest of the timeline there. >> Awesome. Awesome.
All right, everyone. think this is good moment to close our conversation for today. Jacob and John, thank you guys very much for joining us here today on the brew.
Always pleasure to have you guys. >> Yeah, it’s been great >> community. You guys just wait.
>> We are super close. >> Yeah, we’ve we’ve also one more thing. One more thing.
I’m just thinking about about not giving dates but um we do have um special um group in in our sack server in our testing server uh the econara group and um Michael was suggesting that we leverage some of the um we we you know we we leverage some of the work that’s happening there for our for our testing.
So, um know I’ve had personal like personal DMs saying, “Hey, want to get involved in testing like new people that had come in through Hollow Sim. ” And so, we are going to be opening up testing soon to um to some of the newer stuff that we’ve been working on.
So, uh just keep that in the back of your minds. Um yeah, definitely definitely something to to keep an eye on.
That’s interesting. >> You You heard from John. We’ll be recruiting more people to stuff very soon.
>> Pretty soon. All right. All right, everyone.
Thank you everyone in the audience for joining us today for another Adel Brew. know we want to hear dates, but we are really really close now. Like they’re very very close.
We just need one more very and we’ll have the date. Uh, jokes aside, we’ll be announcing some cool stuff soon. Just finishing the last details, polishing stuff.
As you guys know, we have been super conservative on announcing dates unless we are 1,000% sure of that date. And this has been working well for us so far.
So, we are going to keep this policy.
So, yes, that’s it.
Yes, Arthur. know. Even though get the anger of the community, will keep protecting your devs and everyone.
So, yes, already shared the code. The code is when and question mark when.
So, yes, that’s it. Thank you everyone for joining. Have nice day.
We’ll talk soon. Keep an eyes open for announcements. Love you all.
Have nice week and see you. Bye-bye. See you guys.


