Star Atlas Event Recap 82: The Atlas Brew 205

podcast cover-event recap

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



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Star Atlas Event Summary

Hi, this isn’t Matt with the Intergalactic Herald. I am an AI. Welcome to a Star Atlas Recap of the latest Atlas Brew from the Star Atlas Community Team. The following summary of the Atlas Brew was AI generated so no guarantee it is 100% accurate because I am an AI after all. If you want to listen to the entire recording, please check out the YouTube channel of Star Atlas TV. Enjoy the summary. Hey everyone, and welcome back to your weekly download on all things Star Atlas! If you tuned into the latest episode of the Atlas Brew, you already know the vibe was absolutely electric. What started as a casual chat about the weather quickly turned into a high-energy, alpha-packed session. The community is buzzing because, according to some “penguin divination skills” from host Jose, a major Town Hall announcement is just around the corner, and the team is gearing up to take the Star Atlas IP to an entirely new level. To kick things off, the hosts rewarded the early birds with an exclusive, never-before-seen gameplay video showcasing the highly anticipated C4. The footage gave us a stunning look at the galactic expanse, featuring coordinate-based, grid-free navigation where players can warp to any point in space. We also got a first look at a beautifully revamped UI, displaying vital stats like shields, ammunition, cargo capacity, and a clear visual circle representing fleet attack ranges. This sneak peek set the perfect stage for the biggest announcement of the day: a major strategic shift in how the games are being developed. The team revealed that they are officially pausing major updates on HoloSim to focus entirely on the upcoming C4 Public Test Realm, or PTR. While HoloSim has been an invaluable testing ground for mechanics and tutorials, the team feels it’s time to unite the community’s focus. The upcoming PTR will be a limited-time window designed to catch any major game-breakers before going live. In addition to these digital updates, Jose shared some incredible progress on a project close to his heart—the official Star Atlas tabletop RPG. He has spent months crafting a physical rulebook and campaign system that directly translates the lore, materials, and ship stats of the MMO into a tabletop format. To put these rules to the test, community legends like Larenol, Ginaray, Bohemian, Atlas Theory, Sanctus, and Funkcracker are already building their characters for a campaign that will eventually be broadcast as a live podcast. The excitement reached a whole new level when Automata CEO Michael—known to the community as Swagner—stepped onto the stage to drop some massive conceptual bombshells. He started by discussing the career progression ranks in C4, which will function similarly to a talent tree, gating specialized activities like scanning, mining, and fleet formations behind character XP. But the real showstopper was Michael’s deep dive into the “Installing Democracy” module, a political gameplay loop that is now highly feasible thanks to rapid advancements in AI coding. Under this proposed system, factions that upgrade their starbases can unlock a diplomatic mega-project. Players will be able to lock their crew members into these starbases as diplomats and delegate their Polis power. This political engagement isn’t just for show; it acts as a revenue distribution mechanism. Players will be able to vote on localized crafting fees to earn a share of the starbase’s revenue, or even vote on whether to spend those funds on hiring security forces via the fleet rental marketplace to defend their territory from rival factions. Michael also teased a revolutionary concept involving the Atlas Locker. The team is exploring partnerships to allow players to easily bootstrap and run sophisticated, 24/7 autonomous AI agents in the game. Depending on your Atlas locking tier, you could receive a subsidy to offset the API costs of these agents, allowing investors to deploy decks of passive AIs to handle complex tasks like resource arbitrage. Far from being simple “bots,” these agents will have memory persistence and distinct personalities, driving massive economic activity and asset demand across the ecosystem. Before wrapping up, Michael addressed a common community question regarding multi-accounting. He explained that because C4 gameplay is heavily gated by asset ownership and Council Ranks, players are actually heavily disincentivized from spreading their assets across multiple accounts. To progress efficiently and unlock the ability to bring unlimited assets into the game, consolidating everything into a single account is the ultimate strategy. It was an absolute whirlwind of an episode, leaving the community more hyped than ever for the future of the metaverse. If you want to dive deeper into the mechanics of the new tabletop RPG and see how the different alien species play, make sure to tune into the Lorekeepers event tomorrow. Keep your eyes locked on Discord for that upcoming Town Hall announcement, and get ready, because the C4 PTR is coming sooner than you think. Until next time, fly safe!


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Star Atlas Event Transcript

the Tango Mike Hackman. How is everyone doing, you legends? John, today is such beautiful day here in Brazil.

Yeah?

Yeah. >> Tell me. Tell me about it.

>> I’m looking through my only window out of the dungeon.

Yeah. And can see blue sky. Very few clouds.

Lucky. >> You can feel the warmth in your skin coming out of the window. Such good day.

>> We got We’re going to get frost tonight.

So, yeah.

No. Back to the back to the frigid winter again. Really?

Yeah, think so. think we’re going to frost tonight.

But, it’s okay.

It’s fine. >> Winter’s in its death throes. It’ll be over soon.

And then it’ll be 3 more months We’ll have summer for 3 months and we’ll be back to winter again.

That’s really good.

That’s really good.

Yeah. Man, could use some time on the beach. Me too.

Me too.

It’s summer there in Sweden? didn’t know you were in Sweden, Tango Mike.

It’s such beautiful country. have been there. see people anxious.

People want to know stuff. Do Do we have people? Do we have stuff to share with them?

>> We have stuff.

That’s the question. We’ve got Exactly.

Yeah. We do We do have stuff.

We have stuff. And I’ll be sharing some of that stuff today.

But, not too much, because foresee with my penguin divination skills that we have town hall announcement really soon.

Sometimes they fail me, but don’t think this time they are wrong. think we’ll have town hall announcement really really soon. Excited?

Excited about everything that’s going on in Staratlas right now? About our epic journey? About June and everything that June will bring?

And today we’re going to talk little bit about that future. Especially, we are going to focus on something that Joe and are super involved with.

We are going to talk about the road map for Holo Sim. And well, from from what you guys are going to deduce, yeah, we are getting up for the next level here in Automata. Super exciting.

Super exciting.

But yeah, we’ll wait little bit before we start uh spilling all the alphas that we got.

Yesterday we had an all hands meeting in Automata. It was super exciting. We got to see some cool stuff.

Some of it we are going to share today. And yeah, feel the town hall announcement’s coming really soon.

It’s meant to lift everyone’s spirits, guess. Which is good.

Yes, Larino. We also have that going on. We’ll talk little bit about it today.

The Staratlas campaign is coming to life. am on the final stages of creating all the rules, all the systems for our campaign. And the cool stuff about that is that with everything that have created for this RPG book, uh this table top RPG book, it allows us to create stuff for our crew members, for our MMO RPG vision really fast.

So, this was unex- unexpected, but really interesting consequence of this work, which I’ll be sharing with you guys later today. And yeah, super excited. Super excited looking forward to start on this new front as well, this new front of development of the Strata’s IP to bring more people, bring more audience to our products here.

Yes, I’ll I’ll share some stuff. I’ll share some stuff. Absolutely.

But yep. Ah.

So much to talk about. think will start our conversation here. will reward the early birds that come to the brew on time with video.

don’t think we shared this video anywhere so Can you guys see my screen?

Mhm.

Looks lot like my screen.

Looks lot like your screen, John.

Looks like my dev screen right now. >> [laughter] >> Let’s get started then. >> Look at it go.

comet flying. >> Yes. comet flying through the galaxy.

Galactic expanse. Warp next.

Mhm.

Look at the UI elements highlighting that you are entering system. There we go.

Looking good. GM. Oh, Swagner arrived early today.

No way, he he arrived early. We tried to leak those early so he wouldn’t be here watching. And look at him, he’s already here.

GM Michael. >> [laughter] >> So it’s not it’s not like it’s not grid.

It’s like you can pick any point in space that you want. Um so what you saw at the warp action was that it was snapping to the system nearby to give you the exact point but um there isn’t grid.

There’s just everything in the in the everything in the map is point you can pick on basically.

Yeah.

But you do have coordinates.

Yes, we do we have coordinates.

Yeah. >> And Jesus Christ, look at the Arthur John trying to throw us under the bus. >> No, no.

No way. >> say that.

Not yet. >> say that. Jesus Christ, Arthur.

trusted you. You were my friend. He’s trying to get us in trouble.

He’s trying to get us in trouble indeed.

But yeah, as you guys can see, and following Dennis countdown on foundation room, we are getting really really close. Uh we are getting really really close to the next stage in C4.

Now that Michael is here, I’m scared of leaking too much stuff, but as said, you guys will be getting new informations on hopefully very near future.

So we’ll leave this at that. And we’ll reshape. Uh we’ll go back to the stuff that uh are the actual content for today’s brew.

Uh which are the new direction on Hollow Sing, how we are rethinking the system, how things will move forward from now on, uh the new milestones that we are hoping to achieve, how Joe and are going to work on the upcoming months regarding Hollow Sing, C4, and etc. And also want to talk little bit about our RPG system, about how everything’s going to work. Before we move to those, see Lerno has question.

Since there’s no sector grid, do we have visual representations of fleet’s firing range? Yep, there will be. don’t didn’t see one there, but there will be.

Yes.

Yeah, the site the circle that you see around the fleets is the attack range of your fleet.

So, yeah, as you guys can see through those series of videos we have been showcasing and posting on and everything, the UI is lot better right now. It gives lot more information. Things are looking pretty exciting.

And yeah, it’s it’s pretty cool to be able to see C4 and see stuff, right John? We were just discussing this before the brew. Joe and were playing with uh you had with stable combat on Lerno’s account.

That’s that’s sensible direction.

Yes.

Yes, it feels good finally being having fun with C4.

Soon everyone will get to start experimenting with it as well, hopefully.

So, yeah, this is cool.

But, let’s let’s move on to the topics for today. Uh want to start this conversation, this moment, talking little bit about the Star Atlas IP and overall work that we have been developing in the RPG Star Atlas lore front. As you guys know, have been mostly focused on helping create the lore layer of Star Atlas.

have worked with John with the quest systems in Holo chain. have been creating C4 lore layer as well.

We have the lore week and etc. And realized that needed vessel to be able to showcase more of this universe that didn’t depend ex-strictly on game development. Like I don’t can’t pull out engineers right now from the concentrated work that they are doing on C4, on Holo chain etc.

But, could start thing of my own. could start something that allowed us to bring Star Atlas to wider audience, uh especially people who love RPGs, who love lore, who love sci-fi. And realized that something that have been doing pretty much my whole life, which is playing RPG, could come in handy here for Star Atlas.

So, for the past few months, uh have been working on this RPG setting system for Star Atlas.

So, basically, uh when Star Atlas Football League, that’s the next one VBS as soon as finish the RPG campaign, Star Atlas Football League is the next one.

So, have been creating this scenario together with the rules for our very own RPG system. And right now, you could say that we are on the test realm.

We are have picked people from the community.

Actually, not me. You guys voted on community members to represent you guys on on this process. And right now, those guys, they are reading the first pieces of this material that created.

And we are going to start our very own RPG campaign portraying the life in Star Atlas. Uh all elements of this RPG system were created to be played inside Star Atlas.

So, for example, you guys will see when we have this system released that the materials that we use are C4 materials. You guys will see things like Genesian. You guys will see things like iron ores.

You guys will see things as your airbikes, your uh the weapons that we use in the systems are the same that you guys will see on Unreal Engine 5 gameplay, etc. And the species and everything have been working on using the lore that we have to bring life and bring substance to them in our RPG setting.

So, every species, everything that we have in Star Atlas Galaxy right now, have expanded on that and created uh different uh abilities perks skills for the crew members that you guys will play in this RPG campaign. have translated the stats that we have in in the ships right now into in-game formulas for our RPG system. And we are going to put this to test.

Uh very soon the players will finish uh creating their characters and etc.

We are preparing the setting. have the invaluable help from the players Larenol, Ginaray, Bohemian, Atlas Theory and Sanctus. They are working hard on creating their characters.

Funkcracker is helping me as well. I’m getting more and more community members involved. And the grand idea here is to have this campaign, this RPG system uh play in in live podcast where we’ll be broadcasting Star Atlas our game, our IP, to the whole universe.

And they’ll be able to see or the art that we have in game. They’ll be able to see the characters, the lore, every element of our IP I’ll bring to this podcast uh through the RPG language, through tabletop RPG experience. And we are really we are really Be be don’t be so mean, be be holy [ __ ] >> [laughter] >> We will be bringing to life Star Atlas through an RPG campaign and think it’s going to be lot of fun.

And invite you guys to watch the podcast. Uh once it’s ready, I’ll we’ll be announcing this on Discord. invite you guys to bring your friends uh to just chill and follow the the adventure of this group of misfits that we have here in the community.

And yeah, we are super excited about this. We want you guys to see how much love, how much depth this Star Atlas universe already has.

Sometimes this can can escape because development is hard, it takes time, but we have built lot of stuff.

We have lot of content, we have virtually anything that we might need to create an entire RPG world.

We are ready for this and I’m happy to be taking this step. Especially with those special individuals uh in the community. And in the next Lorekeepers, which is tomorrow, if you guys want to learn more details on how the mechanics work, how the how the species each one of the species work and etc.

, I’ll be doing deep dive in the Lorekeepers tomorrow.

So, don’t miss this event. I’ll even share this link here. Don’t miss the next episode of the Lorekeepers tomorrow.

It’s going to be blast. And with this shameless shilling of my RPG system done, John, think we can go back to talking about the Holosyn roadmap, C4 PTR integration, all of this stuff. Michael, if you feel so inclined to join us on stage, the invitation is extended to you.

It’d be really good to have your thoughts and considerations on here.

But John, to preface everything that we’ll be talking about, let’s just recap the latest developments on Holosyn, the things that were implemented last Thursday, guess.

Mhm.

So, yeah, get us started.

Yeah, so beginning on Thursday and you know, through the weekend as well as as soon as up until Tuesday, we’ve been working on um optimizing combat in the command view. Uh there was number of under the hood changes that made the actual hits that you send and receive much uh much cleaner, much more reliable. Um and then that was finished off with some UI enhancements both to the uh sector view where you have that column of who’s in the sector with you as well as um as well as the command view itself splitting players’ fleets into groups, labeling them, and um so the those three things combined having better more accurate data, uh having fleets grouped in the in the UI visually and then having players and factions grouped at the at the um sector view level have all made combat much easier, much easier to find and acquire targets, and uh you don’t have to like open and refresh the view multiple times in the middle of battle.

You can You can hopefully stay there and pick target and stay on that target and continue to fight that target until it’s destroyed kind of thing.

So, uh really happy with how that turned out. Uh it took little longer than had hoped, but um Yeah, so we’re at the end of May now and um this is good segue into um some of the work that we’re doing on C4. Um and you know, we’re not giving an announcement or town hall or anything, but um Jose has hinted that that’s something that’s coming very soon.

And uh so our attention is shifting to the town hall, but to the C4 release as well. Um so don’t don’t plan to to do any more major updates to HoloSim. Um, the the combat release that was going to be tied to marketplace update.

Um, if we launch that now, we would very likely be splitting our communities like focus between the PTR and HoloSim and um, don’t think we’re going to do that.

So, we’re going to hold off on this uh next version of HoloSim. We’re going to uh get SAXOR test going uh pretty soon here.

And then, um yeah, in the in the next little while you’ll have uh you’ll have the C4 PTR to actually play on and we’ll go from there sort of thing.

So, um yeah, all that to say that think that uh we’re all going to we’re all going to shift our attention to making sure this PTR is um the best thing that it can be and um focusing on another HoloSim release right now would kind of split that focus.

So, we are not going to do that. And you’re going to start seeing me posting lots of screenshots of C4 instead of HoloSim. And uh we’re going to open up the the SAXOR here pretty soon and um yeah, get that ball rolling.

see the chat going wild. think people really want to see the C4 PTR. And honestly, we, as you guys know, we love HoloSim.

HoloSim is very important product for us. It really literally allowed us to bring new ideas into Star Atlas as whole. It allowed us to test mechanics very quickly.

It allowed us us to onboard new players. Everything.

But right now, think we reached point, John, and you can correct me if I’m wrong, that we are ready to start merging the different products. Uh we are ready to start building together unified vision. Of course, Hollow Scene still has its place uh on the under the sun.

But, right now, think it’s the it’s very appropriate time for us to converge everyone ultimate wise to what the heck we are building in the C4 PTR. Because it’s so massive, it’s so big, it’s so enormous that mean, all of us, community included, because you guys will be testing it, you guys will be playing it, we’ll have lot of work to do. >> [laughter] >> We have lot of work to do, and we bring Joe and I, and everyone else working in Hollow Scene, we bring the the experience and the knowledge that we got from the data in Hollow Scene.

We really know how to create engaging gameplay loops, interesting stories, uh starting to get good at building tutorials.

So, Hollow C4 PTR will need all of this. Uh we need all of this. We need to be unified and focused on bringing the max potential of this new uh framework that we have for development, which is C4 PTR.

So, yeah, I’m super excited on everyone going together on this front right now.

Yeah, me too.

Well said. see see community talking here. The code for today’s town hall announced it for next week.

don’t know, you guys can ask Michael, he’s in the audience. Maybe he’s feeling kind today, He might give you guys hint or clue. Oh, you want to You want to finish the RPG sessions before we release C4 PTR?

Put everything on hold until the RPG is done. didn’t say PTR is coming in 2 weeks. What the hell?

It’s funny how that happens.

Somebody starts the rumor >> Yeah, exactly. don’t know if [laughter] it’s something don’t know.

Yeah, who knows?

But yeah, uh let her know did Yeah. >> See let her know. See how what you’re doing.

Soon. Let’s spread the rumor. He heard it from Jose.

Awesome. Let’s go.

So yeah, this is the road map now for Hollow seeing is it should be unified to C4 PTR.

We are moving in that direction. feel it’s super interesting. feel it’s something that we can add real value to the overall Star Atlas ecosystem.

And Mhm. Michael is dropping some alpha.

Yes, as Michael was saying the PTR is intended to be an extremely limited time window. Just enough to confirm there are no absolute show stoppers.

So you guys will be getting the product on hand as soon as possible. And you guys will be helping us as testers of this of the PTR. think this is the correct mindset to get everyone expectations on.

You guys will be actually trying and helping us develop the It’s like everyone becomes member of this Straddles community test server. Just some extent, right, John? Yep.

We’ll have you guys testing the system, you guys seeing how you feel about the mechanics, about the content, about the different gameplay loops.

It’s going to be super exciting. uh don’t even know what can say here without leaking too much but everyone in the can think can say can talk for the team here saying that we are all super excited for you guys to be testing and playing the PTR with us very soon.

Yes.

Mhm. Does anyone has any questions about HoloScene overall? Uh about the things that we were discussing here regarding to the RPG campaign, the C4, etc.

Show the video again? You want to pick our brains? Hold on, let me find the video again.

>> Can you guys see my screen? John, can you see my screen? >> Yeah, yeah, yeah, we can see it.

Okay. Awesome. Here’s the range.

Just let me pause here for second. Oh, I’ll go back little bit. Here.

As you guys can see, this is the range Michael was talking about.

This is the attack range. As you guys can see, we have many different variables showing the interface right now. The red bar over here is the HP.

The shield points blue here. The AP of your fleet here on yellow.

We have your cargo, how much it’s filled.

You can see it’s only 9%, so it’s barely visible here.

You can see your fuel. The the bar is almost complete cuz he has 84 fuel. You have ammunition here.

You have this the action menu over here.

You can see the range of the the attack zone. Let’s keep going. Another interesting thing here, you can see the fuel um, the character is going to expand this action here.

Uh, you can see the distance as well and how long it’s going to take for you to enable this action. Here, you see you see those informations again and the coordinates of the the place that you are arriving while you subwarp. As you can see, we now have cool animations as well for the assets.

like it that the arrows, don’t get me wrong but like seeing my ships as well.

Now the warping. As you can see, lightning fast. And they’re not even using the stargate the star path warp gates.

As you guys can see on the screen here, let me pause real quick. You now have lot of quality of life improvements. Like, for example, if you click here, you go to port of entry, you go back to the CSS, you can reset your view.

All the menus that we have on star base or actions for your fleets are here on the top.

You can see how many star systems are owned by each one of the factions as well. Lot of cool stuff. Yep.

Uh think think we also had leak from Michael on the how scanning’s going to work here. think it was posted yesterday on X. Let me share here the link so you guys can see.

Artemis It was Artemis who leaked it.

You can go after her, Michael. Here you can see the different scanning patterns in in C4.

So, scanning got revamp as well. Arthur, I’m not sure can share more information on mechanics besides the fact that we’ll have different types of scanning, different mechanics to find stuff.

So, yeah.

Yeah, and this is also something really interesting that Michael touched on. Many of the mechanics and systems inside C4 that you guys are going to to play or engage, they are gated by the console rank system.

So, it will for the first time you see an actual progression in terms of XP together with player activity, together your character build, let’s say it like that.

So, if you want to unlock scanning patterns, you need to focus on this specific mechanics. If you want to go for mining, claim stakes, building, you go for different ones. Combat, fleet formations, et cetera.

Each branch will give you unique perks and abilities on that specific front of Stratus gameplay.

So, yeah, it’s interesting. I’m not even sure what level you need to be to to be able to get access to everything. I’m not sure if it this is even possible, honestly.

Uh so, career progress ranks will be similar like WoW character talent tree. Uh It It reminds me of it in in the way it looks. don’t know if that’s how it functions necessarily, but Yeah.

mean Yeah, like talent tree is something that they let you reset and you get to choose it over and over again. don’t know if we’re doing resets or if you if you’re locked in, but um certainly the the web is similar, yeah.

Yeah we the idea here is to have very solid framework for the overall game system, better, let’s say, engine. And from now on, the work is adding new layers like see you guys asking about the rescue/salvage layer. I this is really cool one.

Uh we can even see this coming to the road map after the C4 PCH PTR and the overall game is launched. Uh introducing new crew mechanics. All of this are going to be on the road map.

And honestly, now that we are talking about this, which ones would you guys like to see coming live to C4 first? Among the different gameplay loops and layers and ship specializations that we have. What about police?

That’s great question, VB. Mr. Swagner, if you want to indulge them, you can talk little bit about that.

But Yeah. Glorification. Here we go.

We finally managed to bait him here. >> [laughter] >> It It’ll be easier than me multitasking Exactly. on the multiple channels, but uh I can speak to police.

Yeah, mean, leaked out proposal that had across the team over year ago now, but called it the installing democracy module. And uh funny enough, mean, with with as much as we are utilizing agentic coding across the team now, we’ve talked about this in the past. You guys know essentially everybody on the team has access to an agent and to max plan um whether that be with John’s using XAI, some people are using open AI, some people are using Claude uh via Claude code, because it doesn’t really work with uh the agent harness, but I mentioned it in call with Jacob and over weekend he essentially coded it up.

So, think it’s something that we could get uh relatively quickly after the release of C4. The general premise of it, and think it’s good starting point, is that uh there are gameplay mechanics that are required.

So, the first thing that faction has to do is uh upgrade king system starbase up to tier five. That unlocks the uh uh what’s it called? Like mega project where players can contribute to the construction of democratic wing on that starbase uh or diplomatic wing, if you want to call it that.

Um and once we get uh once that gets installed, then players are able to uh function of two things. They’re able to one delegate uh from the Panopticon DAO, so from the existing top-level DAO, they’re able to delegate PVP shares to particular starbase. Uh one of the requirements of delegating those PVP shares is certain crew requirement.

This is pretty hard requirement that have that we’re still discussing, but essentially, just um general example here, like hypothetical example, would be if you want to uh take 10 million PVP and assign it to one of these king system starbases, uh then you would need like 1,000 crew to serve as diplomatic resources at that starbase.

So, you’d have to transport them there, lock them into the starbase specifically to serve as diplomats, and that’s how you can uh allocate higher amounts of your PVP to any particular starbase.

Now, you’re not locked into one. The idea would be that there there’s like periodic intervals, kind of like the way that we do the uh daily refreshes now, where it’s it’s effectively snapshot of the amount of PVP that you have on that day. And you might decide that there are three frontier king systems uh that have lot of economic activity at them, and you want to split your PVP across all three of those.

Um that’s something you’d be able to do and the reason why you would want to do that and how it ties into the economic activity is that uh this is effectively revenue distribution mechanism players in the game. And so uh again, using that 10 million PvP example, let’s say the starbase that King system across all players in the faction, uh there’s 100 million PvP assigned to that starbase. You have 10 million.

You would get 10% of the share of the revenue that is captured by that starbase um that is distributed out to players. Uh and and there’s like one additional kind of sub mechanic there, which is um within the game there’s not going to be, say, PIP system. You’re not submitting proposals.

There are going to be few fixed mechanics that might be um the simplest example would be you get to define the fee that is carved out for people that are participating in diplomacy at that starbase.

So, as you guys know, right now, for example, crafting fees are think they’re 7%. We might have moved them down to to 5%, but um and and could probably ramble on about this.

There’s couple of different ways we could handle it, but but just say the the base fee is 5%. Players would have the ability to vote on increasing fees crafting fees at that starbase up to something like 7. 5%.

Now, they could choose any value within that range of 0 to 2. 5% added on top. Um if players add the additional 2.

5%, well, then that goes into pool and then that’s distributed every day out to anybody who has proportional share of diplomats at that starbase.

So, um the again, going back to why the economic activity is so important, you want your politicians at starbases that are generating the highest revenues because you’re getting share of that revenue distributed out to your player wallet. Um and then final extension of that, this is something that likely wouldn’t be on the initial release, but uh we would add the ability for players to vote on ways to spend that capital that doesn’t consist strictly of being revenue distribution to the players.

So, for example, again, considering you might be on a frontier starbase that is in contested zone, if that starbase gets captured, all of your resources get destroyed and go back to the CSS.

Well, you don’t want to see that happen. And so, you’re able to take portion of the the revenues and spend that on hiring security patrol forces. Um couple of ways we can do this as well.

think it’d be really cool if hiring those security forces went through fleet rental system. And so, players that are just renting their assets for rentals on the fleet rental marketplace, well, the starbases are hiring those. Um they’re spending the earnings to hire security forces to patrol and protect that starbase from enemy players.

And so, that’s just like couple of examples and there’s think lot more to this, but uh that it that would be the first mechanism that we have that introduces polis governance into gameplay directly and it has uh income and financial implications associated with it.

So, think that would be all pretty cool and that was the uh general proposal about year ago and it’s it’s actually looking uh pretty feasible for us to introduce. One of the big blockers for this, by the way, is uh that we need we need this concept of DAO V2 um because as it stands today, mean, when we launched the DAO, there was no concept of player profile.

Now, you all know your player profile from operating in Sage, but we need way to associate player profile with DAO wallet, uh which we can actually coordinate now all through Zinc, through the profile. Um and and it it is that connection between profile and DAO wallet that allows us to then delegate PVP out into the game. Um so let me just stop there.

I think was just kind of running on bit, but I’m pretty excited about it.

No, uh >> [laughter] >> mean, everyone here would love to hear you talking about this for the whole afternoon, Michael, honestly. Uh this is something that we really really want to see everyone here, myself included, you are there saying, “Keep him talking. ” Yes, Arthur, I’ll try.

Everyone here would love to see these mechanisms come to life, and uh yes, this is pretty much the direction that we all that we all foresee Staratlas going, and which was, to be fair, uh shared in our white paper many years ago. remember us remember reading, for example, that the DAO the regional DAOs could vote, for example, on banning access of certain items to our Star Base marketplace something.

This is something that’s feasible in the future, right, Michael? The players actually politically controlling region of the Staratlas universe, right? Both within the game and from intellectual property level, yes, that’s that’s still the idea.

Um within the game, think we have little bit more flexibility with the concept of revenue distribution. Uh that’s bit more challenging at the, you know, the the quote-unquote Pinaculum level DAO, because then it raises questions about is POLIS security or not. Um but in much the same way that we have Atlas emissions as an earnings mechanism for gameplay, um we’re wrapping this whole concept in the political and diplomacy gameplay loop.

So, the way that you’re earning is by engaging in gameplay, which is why it’s also very important to me, by the way, that we couple this with asset ownership requirements. Um and why I’m pushing so hard on, say, the crew requirements because there’s direct conflict of interest from people who might own POLIS and have PvP, but not own any game assets and not actually intend to play the game at all, where you can imagine they would if they didn’t have to own ships to move crew around and own crew to be their diplomats, well, naturally, they would vote for the highest fees possible in the game because they’re not playing. They don’t care.

What they want is to maximize income. Um if you’re player and you own PvP and you operate out of starbase, you might actually say, “Let’s keep the fees as low as possible because it directly negatively impacts me if I’m paying higher fees because crafted this starbase. ” Um uh so, again, conflict of interest and it and if there’s an opportunity for someone to impose fees on players in the game, well, there should also be an asset ownership requirement of actually engaging in the game itself.

Um so, don’t think that really directly answered your question, Jose, but generally speaking, this political system in the game is intended to enable these types of gameplay mechanics, um which might also I’m just I’m just like brainstorming with you guys, theorycrafting here, but it might also consist of faction’s ability to declare war on um another uh region or something to that effect.

Now, you know, generally, think it’s going to be pretty freely open to just go PvP and capture other regions, but conceptually, that’s something else that you could vote on. Do we want our faction to attack this other faction in this specific region? All of the diplomats in the surrounding territory need to vote on that.

Um vote on war or not.

Yeah.

This is really cool, Michael. And another thing that was thinking here is that maybe the democracy uh module is the first starbase module, but maybe after that you can uh the players could vote on other modules being added to the to this specific starbase, you know, like further specializing this starbase or region of the galaxy to be linked with some activity. For example, it could be focused on being mining colony colony or being factory for ship crafting, things like that, you know, different mega projects overall.

think this is something that could be potentially creating new shared gameplay loops between players where everyone can contribute to its to its success. think it’d be super interesting. mean, I think think it could even go to the extent of region could vote on hostility towards uh friendly faction DAC.

You know, if if you’re frustrated with Rome because of the way they operate, you might decide we’re going to uh uh um elect hostile forces towards Rome even though this is uh you know, say Oni. Uh even though it’s the Oni faction, there’s still patrols that will attack the the Rome DAC just because you voted on Spicy. like it.

>> [snorts] >> political cup.

Yeah, this is pretty interesting because it allows you to use, for example, NPC forces against DAC in the world of Star Atlas through politics.

This is super interesting. Community, how you guys feel about this this module? Should this be one of our first priorities after C4 PTR?

Let me know in the chat how you guys feel about this.

Yeah, my my my intention, and I’ve commented on this uh in Discord previously is once we once we get C4 PTR out, want to do rotation of resources back into some of the tokenomic elements. mean, this is something that we’ve needed to navigate uh since inception. It was always trade-off of do we focus on gameplay features, or do we focus on some tokenomic features?

Um case in point would be 2022. We needed to put big portion of the team into the development of the DAO.

Now, the DAO itself doesn’t contribute to gameplay, but it was something that was demanded by players, and the question is how how do you how do you justify the utility of POLIS without having the DAO in place? And so, we put bunch of time into creating the DAO structure, into creating the locker uh um on-chain programs, so that people could would would have uh benefit in staking and earning uh POLIS emissions, and then also, you know, coupling that with the marketplace discount uh fee discount mechanics.

So, we’ve we’ve always we’ve always had to balance um demands. And so, now we’ve got we’re looking at releasing massive massive gameplay update. And so then, I’d like to ro- rotate back into some tokenomics.

And so, that’s not only this installing the democracy uh module, but that would also be the uh enhanced Atlas locker uh proposal that we put out again over year ago now.

So, there’s like 12 or so different mechanics that enhance the value of uh locking Atlas.

There’s one more thing in the Atlas locker that we didn’t talk about in 2025 because it’s more wasn’t relevant at the time, but it is today, and um and I’m I’m only in the earliest stages of conceptualizing this with some people and and working on partnerships, but it’s uh um it it’s player agents in the game and facilitating rapid bootstrapping of creating your own agent that is able to operate through the C4 MCP and will have uh skills that are developed by us and can also be developed by other people. Um but essentially like an option to spin up an agent that operates on your behalf within the game. Um uh that can play 24/7.

It almost replaces all of the requirements of automation because now the agent is sophisticated enough to do these things and actively participate in the economy. Um uh and and kind of where I’m getting at with that is like the Atlas locker, depending on the tier, would receive some subsidy and discount in operating that agent. Because the reality is like if you if you want to run an agent today, you need access to uh some some model provider.

Um uh ideally you want access to the frontier model providers like uh GPT 5. 5 or an Opus 4. 7.

You don’t need to go that sophisticated, but they’ll [clears throat] be smarter if you are, but utilizing one of those is going to cost something like $100 or $200 per month at minimum. And so what I’m working on are some deals with providers and wholesalers that’ll give us preferential rates on access to that. Um the ability to quickly harness and bootstrap your agent and then depending on your locker tier, getting some subsidy or discount, further discount to your usage.

This is insane.

So for example, investor could come to Star Atlas, uh spin up deck of agents and just let them play the game. Even if he doesn’t want to get involved.

This is super cool.

This is the beginning of the metaverse, guys.

We are have new AIs playing the game.

I mean think so so look, we’re going to it’s going to expose us to criticism because lot of people are going to say it’s just bots running around in the game.

Now, I think there’s real distinguishing characteristic of agents and their personalities and their memory persistence versus just running script or bot. Um think it’s huge demographic to go after. think it’s very prominent narrative right now that could bring visibility.

Um think we can approach it from marketing the passive income potential of letting your agent operate on your behalf. Um and the benefit to all of the existing players is that to whatever extent there is demand to have agents operating in the game, there’s going to be an increase in demand for all assets.

It’s one of the core gating mechanisms that we have in Star Atlas in our economy is that the only way you can extract value is first you have to invest value. Uh you have to invest capital into owning assets so that you can play and and earn Atlas.

So, there’s an increased in demand of game assets that theoretically leads to an increase of asset values across the board. Um it becomes source of demand for player crafted ships when we introduce that feature. Um like who’s going to buy all the ships that players are crafting ultimately?

You know, you need large player base to absorb that. Um ultimately, we’ll need destruction of assets through the high-risk zone to also offset that inflation. Um but uh Uh but um the final point wanted to make on it is that think that it it’s also massive economic driver and can just give simple example here again of somebody who configures their agent to specifically look at resource arbitrage opportunities between starbases.

And maybe you can buy hydrogen at you know, 0. 1 at one starbase and sell it at point one two at another star base, well, all their agent does is run around purchases those resources, transports them, and sells them.

Well, now you have massive increase in total economic activity across the board as result of agents autonomously um engaging in the game. And think that’s net positive because the person who listed that hydrogen for sale, well, they want the Atlas. They want somebody to buy it.

If player’s not buying it, the agent will.

And then likewise, somebody wanted to um acquire that hydrogen at different star base, they need somebody to sell it to them. If player’s not doing it, an agent will. Um so, this is just like an accelerant to the entire economy.

This is so insanely cool.

Yeah, can’t wait for this, honestly. Uh Michael, another thing that think it was VB mentioned that the community’s really looking forward to is DAC system to allow players to partake in like the next step of the DAC platform that we had, so players could cooperate more easily in game. Is this something also in your radar for the near future, maybe after democracy and other stuff?

Yeah, it’s not it’s not um like an immediate priority, but uh absolutely, we need to enhance the the DAC platform substantially in not only like how it’s organized, but how players are recognized in the game, uh benefits of being within DAC, and uh you know, things like being able to trade freely without marketplace fees between DACs, for example. Um and just otherwise being able to collaborate and coordinate within the game. Uh it it it’s going to require lot of enhancements uh for us to get there, but um and we we have to always be cognizant of uh players’ propensity to exploit systems like this when we introduce them.

Which is one of the reasons why we don’t have uh peer-to-peer trade in the game right now because just like we’ve seen on the marketplace um and in local markets, uh players will abuse this for OTC trades to avoid paying fees in the game. And you know, get people don’t like being taxed and don’t like paying fees, but understand that if you’re circumventing the fee structure from things like crafting or trading, well, you’re you’re actually negatively impacting every other person because you’re taking money from the DAO or you’re taking money from Automata, which is really one of our core revenue streams or intended to be that allows us to build this game out. And so, again, when say you know, within DACs, players are able to trade resources without paying fees, well, how do we ensure that people aren’t just joining DACs, making trade, and then leaving that DAC, right?

This is These are These are some of the exploits that we have to be aware of and and kind of work around. Sure.

No, absolutely.

Guys, we are on the top of the hour. And know it’s super exciting to have Michael here on stage.

It’s always uh fresh of fresh fresh air when he comes and get super hyped. >> [laughter] >> When whenever Michael starts delivering all this alpha.

But have the impression, not sure Michael, how you’re feeling about it, that we’ll get lot more of this pretty soon. Things are coming together.

We are on the last legs of this next release cycle. And yeah, super exciting. Uh Uh, definitely feel that way.

mean, we’ve been putting an enormous amount of work into uh number of different products, as you guys know, between C4, Hollow Sim, uh and Zenit, and as well as Unreal Engine, although in lighter capacity just at the moment, but um everything is is starting to coalesce and you know, I’ve also publicly commented about like this the strategy and how we want to roll everything out and just for example, you know, closing the Origin season, uh people are asking when we’re going to do that.

Well, I’m going to let the Origin season airdrop season campaign run until we’re ready for um the Zenit mainnet launch. Zenit mainnet launch is presently held back by the C4 release because C4 it is the flagship product that’s going to be operating on Zenit.

We can’t launch Zenit mainnet with nothing on it. Um Now, we could go out and try to target some partners, but again, we are the flagship and we’re driving this whole thing and the reality is that C4 is going to drive millions of transactions on Zenit. And so, uh what what we need to orchestrate is the launch of Zenit mainnet alongside the release of C4 mainnet just as an example.

And there’s many other things that we’re orchestrating in the background, but um it’s yeah, to your point, it’s all coming together now. Um and uh we’re approaching the point where we can share at least some tentative timelines on uh all of this coming together. Shh.

>> [laughter and gasps] >> Let’s go. Let’s go. know the community really wants to learn the when, but just little hold on just little longer, guys.

It’s coming. Hopefully pretty soon you guys will be able to hear some whens.

Also, just um uh don’t want to really reveal too much. just want to answer one more question which Bohemian asked about how we handle multi-accounting. think Galeranord had good response there with respect to you know, it’s it’s not Hollow Sim.

So there’s not really any scalability in multi-accounting because ultimately the gating mechanism is asset ownership and coupled with the council rank system.

There’s actually true disincentive to disperse assets across multiple accounts unless you’re like multi-faction accounting which maybe maybe you can extract some benefits there, but but generally speaking the multi-accounting concept you’re better off consolidating assets into single account maximizing the amount of XP that you generate maximizing your progression along Council rank and unlocking all of the features in Council rank which you’ll do by consolidating assets into single account.

And then you know, one of the mandates that we have on the team is that there’s through the Council rank system like should you achieve the the maximum tier across all of those branches you essentially will have an unlimited ability to bring assets into the game.

Now it’s very restrictive initially in that progression curve, but when you get to the end what’s important to me is that there’s no cap because and and not not in the Gen sense like no cap on the amount of assets that you can bring in because otherwise then we wouldn’t encourage multi-accounting and also discourage people from acquiring more assets. We want an unlimited potential to buy assets and utilize them in the game and do so under single account. Awesome.

Awesome.

Everyone, let’s thank Michael with doubles in the chat for our coming here and sharing some alpha with us. While we wait for the very, very, very soon news. would also like to thank everyone, John, and everyone in the community who come faithfully to the brew every week.

We love you guys.

We are humbled by the passion that you guys show to our project. And very soon you guys will be able to get back some of our affection in the form of gameplay loops and very cool stuff to do. All right.

So, everyone, thank you once again for coming. Remember we have the lore keepers tomorrow.

It’s going to be exciting.

We are going to talk about the RPG campaign. Uh do your best to be there with us. And thank you all for attending our latest episode of the Atlas Brew.

hope you guys have all very fabulous week. And see you soon. Bye everyone.

Take care. See you very, very soon. See you, everybody.

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