Star Atlas Event Recap 87: Atlas Brew #208 – The PTR Saga Continues! | Star Atlas News & Community Updates

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.



Listen on Apple Podcasts Listen on Spotify

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. Voiceover Style Recap: Star Atlas Atlas Brew – The PTR Saga [Upbeat, engaging intro music fades in] Host/Narrator: GM, Atlas crew! Welcome back to another recap of the Atlas Brew, where we’re diving headfirst into the massive “PTR Saga.” This week’s session was a wild ride, packed with incredible updates, mind-blowing tech breakthroughs, and a peek into the rapidly expanding Star Atlas universe. Hosted solo by the community’s favorite penguin, Jose, the room was buzzing with energy right from the start, pulling in familiar faces like Jindo, Nagash, Venix, and Bohemian. The vibe was pure excitement, setting the stage for what might be one of the most transformative periods in Star Atlas development history. The event kicked off with a massive treat for the lore hounds and tabletop gaming fans. Jose proudly unveiled the provisional cover and progress on the official Star Atlas RPG Player’s Handbook. This is no brochure—it’s a whopping 521-page beast, handcrafted by Jose with the help of AI, that translates the rich lore of Sage and C4 into a highly intuitive, custom D6 tabletop system. Players will be able to customize their characters deeply, from the willpower-fueled, heavily augmented humans of the MUD faction to the mech-piloting Punabs. The excitement is real, as the first “Session Zero” is officially scheduled for the Lore Keepers broadcast on June 18th. Best of all, the live audience will actually get to vote on cliffhangers and steer the fate of the players as they navigate the dangers of the galaxy. Speaking of community governance, the conversation smoothly transitioned over to the Star Atlas DAO. The community is showing its political muscle right now, with the Super Phoenix Sports live event proposal passing with an overwhelming eighty-eight million PVP votes in favor. It’s a great reminder of how active the player base is, especially as the team prepares to roll out even more direct political gameplay in the future. But the excitement didn’t stop in the text-based world. The discussion then shifted to Unreal Engine 5, where developer Brad has been secretly cooking up some incredible base-building infrastructure for Project Galia. Players got a teaser of a highly modular, multiplayer-ready claim stake system. Imagine dragging and placing structures, setting up hydroponics and mining drills, and managing fuel supply lines as your galactic empire takes physical shape in high fidelity. That’s when Star Atlas CEO Michael Wagner stepped up to the mic, and the conversation turned to the sheer speed of development on the C4 Public Test Realm. In just under two weeks, the team has pushed out dozens of bug fixes and a mountain of new code. Michael attributed this jaw-dropping progress to their new “agentic AI” integration, which he described as a literal hundred-times boost to engineering output. This technology is allowing their small, focused team to wipe out legacy technical debt in minutes and build massive systems in days rather than months. Because of this AI-fueled velocity, several game-changing features are heading to the PTR much sooner than anyone expected. First up is Danny’s new solo trainer campaign, designed to walk newcomers through the game’s strategic complexity. Meanwhile, John is retrofitting the Nemesis Engine from Holo Sim to bring dynamic PVE content to C4, complete with roaming friendly and enemy fleets, and high-value bounty targets. But the real crown jewels of the upcoming update are Combat V2 and the Installing Democracy Module, both built by developer Jacob in a matter of days. Combat V2 completely overhauls the game’s combat mechanics by introducing distinct damage types, countermeasures, and deep RPG-style modifiers like dodge, evade, and critical strikes. No longer will the fight just go to the biggest gun; success will now require true fleet synergy and tactical planning. The Democracy Module will allow players to establish a political presence at the King starbase, delegating their PVP to influence local governance and even earn a portion of local fee revenues. To top it all off, Jose revealed he’s been working on an elegant, AI-assisted crew module that bypasses old blockchain standard limitations, finally paving the way to bring individual crew stats and specializations directly into fleet gameplay. Because these upgrades require a major program deployment, the current PTR build will be wiped in about a week or two to make room for the massive Combat V2 and Nemesis Engine integration. To close out the Brew, Michael and Jose took a moment to show some love to the community. Michael gave a massive shout-out to everyone spending their time hunting bugs and stress-testing the PTR, acknowledging that while testing isn’t always glamorous, it is what will make the eventual mainnet launch truly revolutionary. Jose even proposed a beautiful tribute: immortalizing every single PTR participant with a monument or a “graveyard of headstones” inside the Council of Peace mothership. So, what’s your call to action, space farers? First, get out there and vote on the active DAO proposals. Second, make sure to RSVP for the Lore Keepers RPG launch on June 18th. And finally, keep jumping into the PTR, pushing the limits of the build, and submitting those bug tickets. The galaxy of Star Atlas is being built at lightspeed, and you are holding the tools. Until next time, fly safe, and we’ll see you in the expanse! [Music swells and fades out]


I am launching a Star Atlas merch store. Please check it out at Intergalactic Gear.

I am also creating a “non-guild” guild. If you are interested in learning more, please go to Intergalactic Coalition.

Star Atlas Weekly Recap Newsletter – Catch up on all the important videos and articles from the Star Atlas community in a weekly recap email newsletter.  https://intergalacticherald.com/star-atlas-weekly-recap-newsletter/

Star Atlas Week in Review Podcast – Audio podcast where I break down everything that happened in Star Atlas the past week plus my analysis on what it all means. https://intergalacticherald.com/podcast/

Star Atlas Discord News Feed Newsletter – Star Atlas Discord announcements send directly to your email so you never miss out on updates from the Star Atlas team. https://intergalacticherald.com/star-atlas-discord-news-feed/

If you would like to support my efforts, donations can be sent to intergalacticherald.sol


Star Atlas Event Transcript

GM. Can you guys hear me? Awesome.

Awesome. GM, Jindo, Nagash, Venix Aota Er, VB, Dango, Mike, Captain Shadow, Sudo.

Welcome my friends. Jet Blade as well. pleasure to have all of you here with me today while we explore the PTR saga.

Today Today’s very special day.

We have many things to cover. will unfortunately be alone today because John has some stuff to attend to.

Everyone’s busy.

But the penguin is never alone when the community is with him. And think we’ll have Yes, exactly. Arter, saw the drama.

People are mad because the sun is too bright. Maybe we’ll talk about the World Cup as well. Don’t worry, this is important.

And actually, now that you put this penguin meme, it actually got me kind of curious. Are you guys from the US following the World Cup? Like, is this thing in the US?

You guys are excited about it? If we have Mexicans and Canadians as well, feel free to chime in. Oh, really?

Arthur, you’re going there. Interesting. Rooting for the home team.

Yeah, this is cool. Hold on second, guys. I’ll just grab glass of water and be right back real quick.

Maybe that the odds of Norway winning this World Cup are almost as high as St. Just surviving the RPG campaign, which is to say non-existent. guess Norway has more bigger chances.

VB, I’m not feeling Dutchland has good team. is here. wouldn’t wouldn’t place my hopes really high if were you, honestly.

Uh, Brazilians need revenge. hope we we get to we play with you guys. Really looking forward to this.

We need our revenge. We need to put out the goats of the past. Let me grab here real quick the things that want to talk with you guys about regarding the PTR.

really interesting so much.

Okay. All right, let’s get started with this episode of the Atlas Brew. Atlas Brew 207, the PTR saga.

As you guys know, we have been grinding fixing 208. Very true VB.

Sorry, Darwin. What are you doing, man? You didn’t update the number.

have some some worth note note worthy news for us. Um actually few points few different areas of Statatus right now. have feeling that activity is starting to pick up again which is super cool and PTR Saga World Cup here.

Exactly baby. And yeah, think we can get started. First of all, uh welcome everybody.

Uh today we are going to talk about uh the RPG podcast campaign.

We are going to talk about C4 PTR. What has been done?

No way you said soccer. Jesus Jindo.

We are going to talk about the C4 PTR. Uh I’ll tell you guys what we have been working on, the things that are coming next to you all. uh the cool stuff that have been doing as well with C4 and we’ll collect feedback, overall impressions from you guys, things that you’d like to see the most in the C4 PTR.

I’ll try to also give you guys good uh idea of the road map, how things are going to move forward.

We are getting close to the stage where we are going to wipe out the current uh PTR build and move to the next phase. Should be exciting because we are going to introduce some cool stuff, some new cool stuff. And yes, we have lot to discuss today.

Uh exactly Jindo, we are going to talk about combat V2. which is uh something really important. We also need to talk about pips.

Yes, Emperor, if you can grab the link for the vote, my friend, that would be awesome as well. Uh so people can can go and vote on the Super Fenix Super Fenix Sports PIP.

It’s going to be exciting. All right. All right.

So, let’s get started on our first topic here, which is the Star Atlas RPG podcast. have finalized the main book of our campaign. Let me show you guys cool picture.

Should Should show it real quick? think should show you guys real quick how it’s looking. Thank you, [ __ ] Blade.

Uh, this is my provisor cover for the players handbook and it is quite the book guys. Let me let me open here just show you guys real quick. Don’t want to spend too much time here, but want to show you that I’m actually putting some hours, some many hours of work on making this success because feel it has huge potential to to spread that lore in the universe to wider audience.

So, yep, this is the first version of our RPG book. Let me go to the summary here.

So yeah, we have uh 25 chapters uh from which 23 are ready. Those will be added as finish when finish building the whole campaign, the whole story of the book. The book has 521 pages and basically what this book do is get us it gets everything that we have on sage on C4 in hollow scene in terms of lore in terms of mechanics in terms of universe IP and give you the rules the framework for you to play Star Atlas with your friends in in an RPG table uh through our very own proprietary RPG system.

It is tried to do this. tried to create system that was super um let’s say intuitive. You you only need one one dice to play.

You just need uh six faces dice. the the famous D6 and you are all set to play the game. The only thing that you need is pen and a pencil, an eraser, sheet of paper, or you can play using those online systems that allows you to save files and etc.

And you are good to go. And here we have the weapons from the world of Staratas.

We have the different species.

So for example, let me show you the mud here. Let me go to the humans. You see there is lore here.

explain the lore of Staratlas.

This is not the final version.

Okay.

This is like the first working version of this book.

This is Jose formatting and working with claude to build this design. We’ll have something lot better when we are going to release this to wider audience.

But let me share with you guys like for example how the humans work.

So here we have some lore regarding the humans. explain what is human in the universe of Star Atlas. share their traits, their attributes, uh how the mud faction works in the universe of Staratlas and then here we come on how you create mud character in Staratlas and finally here come mechanics.

So for example, the muds in Staratlas uh they have two basic unique features that only the muds the humans have in startless. First is willpool.

It’s where the human character can tap on his willpower to overcome situations to get some bonuses while they are playing. And the second is the augmentation system.

So, created whole set of rules of systems that allows you to not only implement augmentations in your characters as mud, but also you can craft them. And we have variety of different augmentation items. think we have over 60 different types of augmentation.

Here are some samples, but each one of them will give your character some different uh traits, stats, even unique abilities, and it goes all the way from tier one to tier five.

So for example, you can have all your augmentations on servo which makes your character faster.

You can have all your augmentations on cortex which will make your character more resiliently physicalally speaking or heal become smarter.

You can add your persona which will make you more charismatic. And there are many different ways where you can combo different augmentation items in your character and even uh systems where they resonate with one another.

So, you have the leveling up. How when you level up, this unlocks new abilities, new items, uh new stuff that you can do with your character to boost him. And yeah, as you can see, the chapters are very deep.

Each one of the characters, each one of the species, they are try to make them as unique as possible. For example, if you want to play the punabs, even created the rules for you to create your own Mecca. If you guys remember core, you remember that punabs fights using Meccas.

So, this is no exception here. You have your stats as punab. You have your Mecca which you can use in some situations.

And yeah, each one of them has their unique rules. am super excited to start uh to start uh to start trying this and yes group the first session is scheduled. Uh if everything works out, want to do this first session on June 18 during the next episode of the Lord Keepers.

And this session is going to be session zero where you guys will see the backgrounds of one of our player characters.

something to get us started for the true RPG campaign which will happen should start on the 19 or in the week after.

We are still debating internally but the good news is that everything that we need is ready. Uh used AI to compile the book but you can rest assure that every mechanic every system it was handcrafted by me thinking about the the characteristics of Star Atlas and trying to make each species the most unique possible and yeah we are super excited. Bohemian is one of the players there.

He can share with you the process that we have been doing to create his character. He’s going to play Soian and you guys will see things from the Soian lore. For example, how the dupra the Soian works inside the universe of Staratlas, how Soian character behaves and understands reality and things like that.

So, if you have some time, make sure to join the next next episode of the Loreke Keepers. Let me grab here uh the event link so you can mark as interested. think it’s going to be lot of fun.

You guys will be able to see your fellow community members fighting through the fires and flames of Status Dangers.

It’s going to be exciting.

It’s going to be exciting. Um, besides that, this is this is it from the RPG campaign. If you guys have any questions, any doubts, please send me message or any of the players.

We’ll be more than happy to have you guys on board and playing with us, laughing with us, crying with the players when we get to to the dungeons. With that said, uh Oh, baby.

That’s actually super interesting. During this campaign, during the RPG campaign podcast, will be submitting to the community some topics, some ideas, some situations where you can influence the outcomes of the RPG campaign.

So for example, we’ll have cliffhers during some sessions and I’ll give here an example of something that you guys would be allowed to vote on. For example, uh let’s say the party is is faced with dungeon boss and one of our characters is making pitch. He’s he’s trying to to talk the boss into letting them go and he has critical failure at this situation.

I’ll allow you guys to vote on the consequences on how what’s going to happen in the next episode.

So, we’ll have series of options and you guys will be able to vote on what you believe would be the most entertaining outcome for that situation. or even suggest ideas on how the players could be penalized or how we could help them if you guys so feel so inclined to do so.

So, it’s going to be funny, exciting, and the idea of this show is for all of us to have fun together while also spreading the holy gospel of Status lore and IP.

So, yeah, the audience will have voice in how things play out. And you guys can come and cheer for your favorite characters or try to kill the characters that you like that you don’t like or do you like the least. With that said, uh let’s move on to the DAO agenda.

Uh Emperor shared Oh, it was chief blade actually. He shared shared one of one no the the live vote that we have so far this week on the DA which is the proposal for the Super Phoenix sports live event and it is passing with overwhelming community support right now. If you guys take look there, you see that they have 88 million PVP in favor against 14 million nos.

They have total 15% of the current DA PVP voting on this proposal, which is cool. And nevertheless, all of you should be voting if you have not voted yet. It is super important to participate in the DAO governance.

It is something super important to see to be participating in the democracy of Statatlas especially since we are planning on add more and more polish utility uh in our gameplay loops.

This is something that we have been talking about for while now. We even talked about this during the town hall.

We are going to add democracy module mega project to C4 in which you guys will be able to to actually put your PVP to influence game mechanics in the C4 ecosystem.

So this is exciting and the DAO is another face of this political participation in Star Atlas. The DAO also has the means to do many cool stuff. The DAO has seizable treasury.

Uh let me see.

It’s not loading for me now.

But if remember correctly, it was over 400k.

So we can do lot of cool stuff with the DAO. All you got to do is get involved. uh start doing uh starting participating.

see talking about UI5 game. Jindo actually uh we are working or taking look on what we can fix in terms of the UE5 gameplay loops. Brad has been taking look and trying to fix some of the broken stuff.

So he actually shared very cool very cool uh demo with us in the team yesterday. Michael is here in the audience. Michael, should be allowed to share at least the topic of what was GM?

Michael.

Yeah, think they’ll get excited as well.

So hear me out, guys. Uh, one thing that all of us have been dreaming about in the UE5 world besides uh, exploration, besides combat is base building, right?

We have our claim stakes now in C4. And if you have been playing the PTR, you surely feel like uh that that good feeling when you manage to build your claim stake. You see it working for you, gathering resources.

You can start to imagine your bra your base growing and even start dreaming on the day where Star Atlas starts manifesting this in the Unreal Engine 5 world. The good news for you is that Brad is actually starting to do this now. He showed us very cool demo in which he was working on on project Galia where he’s basically creating the infrastructure of claim stake in project Galia.

So you have hydroponics, you have the mining drills, you have stuff like that and it obeys logic of you supplying fuel, you supplying uh raw materials and the claim stake works for you. The other really cool stuff is that it’s modular just like your claim stakes are in C4PR.

So he was there dragging constructions, placing different structures and we were seeing his base grow, resource numbers, pumping and etc. He also told us that he’s he’s also doing this in multiplayer compatible manner.

So when we have when we are able to focus on making this into the multiplayer world of Stratlas, uh we the foundations will be there for us to for us to hook everything together and allows you guys to collaborate on creating claim stakes together and expanding your Galactic Empire. And I’m kind of curious how important you guys feel this is in terms of universal construction. Like how are you guys looking forward to this kind of gameplay loop where you guys are building claim stakes, harvesting resources, controlling crew, etc.

Would you say this is cooler than combat for example? or would love to hear your thoughts on this guys because this allows us to drive development or steer development in way or another. Emperor says yes very also agrees.

Interesting that you guys find this more interesting than combat.

Hey Michael GM, welcome to the stage. >> GMG GM AI maxers. Uh, I’ve burned through my entire chat GPT max plan and my two daily inference allocations on Venice using Fable last night.

So, I’m just here twiddling my thumbs. might as well jump up on stage and chat. >> I’m Yeah, since you can’t do anything else, right, let’s chat.

>> My uh my weekly GPT doesn’t reset until 5:30 tonight.

So, I actually feel lost. >> What What should do with my life now? I’m gonna have to go touch grass.

I genuinely don’t know what else to do right now.

But >> uh this is >> Yeah. just wanted to mention too on this Well, you’re kind of opening discussion between like where do we prioritize efforts on Unreal Engine and just given the um lack of resources on that team right now, Brad’s been putting most of his effort into really passion projects, things that he’s most excited about working on. And that’s driven us down this single player mode path which think is is kind of potentially good onboarding tool and we can create campaign out of that and good initial experience but obviously it would need to be built.

Uh that does mean that we have to sacrifice some efforts on the existing uh features that are out there on the market right now like arena shooter or racing. Um it’s not to say we don’t want to put energy into that. is just limitation that we’re currently faced with.

But to your point, Jose, we we did have discussion about this on the meeting yesterday. And some of those major um some of those major issues that people are facing like the invincibility bug in arena shooter and um spectator modes across racing and um siege modes.

You know, those those are not necessarily areas that Brad has expertise in. uh but he’s going to be looking into it just to see if we can get some of those um blockers out of the way. And yeah, we’re we’re aware that Super Phoenix Sports needs bugs fixed.

uh chat with Nord fairly regularly and and they’re communicating those those bugs to us.

It’s um again, we if we have the capability and bandwidth, we will we’ll certainly get those fixed, but it’s not something that we can just prioritize over everything else on behalf of Super Phoenix Sports.

Yeah.

No, absolutely. The community knows we have lot on our plates right now, especially with the C4 PTR, which by the way, the development speed, Michael, right now is mindblowing, right? mean, was checking the the latest uh notes that John sent on the bug fixes since June 4th.

mean, we had 24 PRs in little bit over six days. And this is this is quite insane, guys. Like in terms of numbers of code lines that were written.

This is this is lot like mean most of you who are playing the C4 PTR are already aware of the the speed in which we are working on but have here the list that uh John provided so might as well drop here in the chat. Let’s see.

Yeah, we’ve so couple of things on this.

So, think this mean it’s bit of change of subject from the Unreal Engine topic, but um am thoroughly impressed with with what the team has been able to accomplish. And we’re we’re not even two weeks into PTR. Uh just kind of had that realization yesterday.

Hey, we’re we were, you know, 12 12 days in as of yesterday. We’ll be uh two weeks in as of tomorrow. And we’ve gone through dozens of bug fixes, but um what’s think even more impressive to me is that yeah, we’re jamming out bug fixes and we’ve got guys like Jacob, John, and uh Joseph all working on bug fixes, but um concurrently, we’re also introducing number of new features.

And Jose, you’ve been on those internal calls where we’re uh discussing the various feature priority that we want to add. And you know, guess I’ll just kind of report here. Um, like what few of those things are.

Danny’s working on first-time user experience, uh, quality of life improvements, and he’s he’s really building out that solo trainer mode. Uh, those are things that he’s jamming through. All of the updates to the marketplace that were just recently released that you guys are engaging with right now.

That was, you know, Danny redesigning the the marketplace UI. Uh John has picked up the Nemesis engine uh which is the NPC spawning mechanism that we used in Hollow Sim and we’re we’re retrofitting version of that for uh C4 with variety of different objectives.

So it won’t follow the same logic that Hollow Sim followed where it spawns NPCs based on mining rate. Uh, this is going to be combination of friendly NPCs roaming your faction, enemy NPCs roaming your faction, enemy enemy NPCs that can target specific players or specific regions. Um, uh, uh, what else do we talk about here?

Um, >> even objectives, right?

Yeah. >> Yeah. Variety of of objectives.

Like one of the other things that think is cool is we can uh probably roll out like a bounty, right?

So periodically specific named fleet will spawn in faction and there will be bounty that you could if you go find that fleet and destroy it or you know in in the story line capture uh capture that named NPC then you complete that mission. Things like this.

So, we get we’re going to be able to be lot more creative with NPC spawning and use in C4, but think this is going to complement very nicely the updates to uh to combat. And, you know, right now it’s pretty much pure PvP.

This is going to give us PVE element of uh combat that we can start testing out as well.

So, you’re not, you know, warping or subwing all the way across the map just to test combat against other players.

there’s going to be NPCs in your faction that you can uh go after.

So So John’s tackling the NPC engine. Um Jacob has already just since Monday completed combat v2 and uh very excited to say the installing democracy module which I’ve loosely alluded to.

So in in three days, two features that would otherwise have taken our entire team historically months to complete. And I’m talking about much bigger team too. Let’s say when we had 50 people on the team and you know good 40 to 50% of those on the in the engineering group working on dedicated feature like installing democracy, it would probably have taken them two or three months to complete it.

In three days, Jacob’s gotten that done and combat v2 done. Uh, and this is fully attributed to our agentic AI integration into our development flows. Um, >> Michael, do you mind if drop the the patch notes for the combat v2 >> in the chat?

>> Yeah.

Yeah, go ahead. I actually leaked it yesterday in the uh C4 PPR channel. was pretty excited about it.

>> Here we go, guys. Uh this is this is one of the biggest changes in terms of game mechanics that we ever had in my opinion. Like for example, we have right now different types of damage inside Staratlas, which is by itself something absurd because it brings different hundreds of different uh configuration loops for your fleets and also counter measures to try to defend your fleets against those type of damages.

So now combat is no longer just who has the bigger gun wings, but also requires players to think strategically on how they are going to form their fleets. Uh how they their ships with Jesus. >> Oh Jesus Christ.

My need to find way to man this horseman. It It does damage to me.

But yeah, we have different types of damage.

We have different types of weapons.

We have different types of defenses of uh lot changic.

It’s no longer just matter of clicking.

It’s matter of knowing how to build your fleets, how to engage with your enemies, how to assess the situation, the different powers that are engaged in combat.

It’s going to be super exciting. can’t wait until we we get this and it’s coming very soon. Bohemian, you are asking for to test this.

This is actually on the pipeline to be integrated with the C4 PTR uh very soon, maybe in the next wave of releases. don’t know, Michael, if we will be able, but surely soon enough, this is going to come to the PTR. >> Yeah, don’t don’t mind really sharing dates here.

What what we’re um what we’re going to do is so the combat v2 update does require program deployment. Um so, so we actually will have to wipe uh the PTR in order to release combat v2. Uh, and so what we’re looking at is, and as mentioned, the Nemesis engine, the NPC spawner is complimentary to the combat v2 system because you’ll be able to actually engage in like local uh, PV or local combat with PVE opponents.

Uh, so when we have the Nemesis engine ready, which is probably less than week, but uh, you know, John’s focused on that.

But when we have that uh complete, then we’ll couple a bigger release of Combat V2 with Nemesis engine um and we’ll do the wipe and it’s probably week, possibly two weeks away. Just keep in mind, mean, all of these new features as well as bug fixing have all has all happened within two weeks and we’re looking at less than month to get those other two major features in. Um, I’m also going to post uh will post this in the PTR chat, but it’s just little um this is summary that Jacob sent me this morning.

So, this is the diplomacy module, the installing democracy. Um, it’s it’s everything described before, so won’t necessarily go into it again, but again, being able to establish the democracy module as make project at King system, uh, install your diplomats and then start earning portion of fee revenue generated at that local star base, which think is super cool. And there’s there’s like limited guardrail uh, governance decisions that players can vote on with their delegated PVP as well.

Uh so that this this installing democracy module we might even get out uh before we release the combat v2 and nemesis engine update. >> Oh really? >> And yes >> yeah uh just to kick it off and start testing.

Um this is massive for tokconomics. I’ve mentioned it numerous times on on these brews and on the town hall, but think it’s really solid mechanism to drive more utility to Polus, to drive more utility to crew members, and also introduce one of the very first revenue distribution mechanisms through gameplay uh to players. Uh so think that one’s powerful.

And then just to kind of close out here, Jose, on the other features that we’re working on, I’m just pulling up the list here again, is uh cultivation claims.

So, we obviously need to add support for those. And we want the full cultivation claim loop, which consists of generating the exclusive cultivation claim re um uh resources, >> uh crafting consumables, and being able to apply the consumables as buff to your I’ll say assets because it could be fleets, it could be crew. Um uh which again now that we have combat v2 which is really just onchain stat modifier feature like different uh damage types um introducing things like crit chance, crit damage, uh dodge, evade, and uh defensive modifiers.

All of those, you know, now can be applied. And what cultivation claims ultimately results in is another stat modifier. I’m going to take this stem.

it’s going to give me higher mining rates for an hour, right? And so, um, you consume that consumable, that resource, um, and you get the stat modifier.

So, all of it is kind of complimentary to one another. >> Man, this is this is super cool. >> Like the speed that we are shipping now is crazy, Michael.

Like, oh man, by the end of the year, we have the full metaverse done. >> mean, possibly, you know.

So, so lot of the AI work doesn’t um contribute as well to the highfidelity um AAA MMO product, the Unreal Engine product.

But in terms of engineering, this is I’m not kidding you guys, it’s it’s 100x. I’ve >> I’ve launched two companies build been building in the crypto tech space for 10 years and have managed teams building features and products over that timeline. And there there is nothing like what I’ve just seen over the last call it four months, you know, four or five months um in in what small team is capable of producing now.

It’s really incredible. And like said, I blew through my um uh my daily limits on uh so I’ve got I’ve got Venice inference now as well through staked VBV and then staked DM token. Uh so it’s not lot.

get like $50 per day of inference for free from Venice and I’m using that to >> experiment with different models on that platform.

There’s 250 different models you can uh engage with and but wanted to check out Fable and uh did some stuff with Fable yesterday on the split between the daily reset and it it pretty much oneshotted my my daily inference allocation but uh the output was incredible.

So, Fable is extremely extremely strong. Um, and the other cool part about this, by the way, and and I’m think I’m probably just rambling here, but the other cool part about all of this is, >> you know, we’ve there’s always been concerns uh from our engineering team about tech debt. If you guys are familiar with this concept, it’s essentially, you know, you’re building so fast that you’re not really polishing everything as much as you would like to and it leaves this legacy debt in the code that you need to come back to at some point to clean up.

But it’s like you don’t even need to worry about tech debt anymore because as soon as you get the next model released, you just tell that model, hey, go through my code and fix anything that’s that’s broken or suboptimal and it fixes it for you and it takes 10 minutes. Um, so it just means that we’re we’re going to have less concerns about legacy tech debt. Uh, we can push even faster at releasing and building new features and we have the confidence that as soon as we get another update, we just do full analysis of our codebase with that latest model and we fix everything.

It’s >> it’s uh it’s pretty cool. >> Uh, want to share like my usage of AI. As you guys know, I am probably the least technical individual in automata across all the team.

But even in my case, AI allowed me to do lot more like to be on top of first of all to be on top of everything that have been working on.

So for example, every day uh the AI tells me Jose you need to expand the lore on the miris speeches because it’s underdeveloped compared to the sagian to the punabs.

We have amount of data on those you have only amount of data on sagian.

So it guides my writing it guides my development. Second, it allowed me to fully address it uh the whole stratus lore and organize it in in good manner like in logical manner everything that had written from the data started in the company to this day.

So now instead of having dispersed hundreds if not thousands of files have everything organized in the lore wiki. have even my internal uh deposits where there is things that are canon, things that are public knowledge, things that are not public knowledge. This helped lot.

It allowed me to write to create whole RPG setting from the ground in pretty much like two months. like this is the work of team of individuals over long period of time where they are working together trying to get everything ready and etc. It is allowing me to develop use the lore that have created and pretty much create the lore of every planet, every star, every sector in the Star Atlas C4 PTR.

This is one of the PRs that I’m going to submit maybe later this week to the team.

So when you guys see the C4 PTR after this update, it’s not going to be like Mud King season 2.

No, everything will have name. Everything will have place in the Lord of Star Atlas based on the cannon that’s already created.

It’s going to bring lot of life and coupled with the with the Nemesis engine NPC systems. We suddenly we are we have galaxy that has its true geopolitical systems. It has the true NPCs, the true factions that exist within the universe living, acting and etc.

And besides all of this, even tried to actually create code for the team. Like uh not even sure should be saying this because we have not tested this, but even am even trying my hand on creating crew member system for the C4 PTR.

So hopefully it’s going to work out. It sounds promising. already sent Joan for review.

uh uh and he’s going to take look.

But it allows us to it allows us to move so much faster.

It’s insane, guys.

It’s it’s super cool. Like, I’m super excited about the possibilities in the future. >> Yeah, think think you might even be underelling that little bit.

So, let me just restate it. Um, mean the two things that you showed yesterday, Jose, you know, was the manual for the RPG campaign.

So 500 plus pages of tabletop RPG mechanics that you created on your own um over couple of weeks to months.

That’s insane. Um, and two, this crew module that you were describing. Um, now you’ve got it all kind of wired up, mocked up in pretty basic AI site, but uh, if we can get that implemented, then it, this once again is effectively the stat modifier mechanic where each one of your assigned crew, well, each one of your crew members with all of their, you know, rarities and specializations and skills, uh, can now be assigned specifically to fleet and then modify that fleet.

uh for almost the entire time since we launched Crew and the discovery of how inefficient the CNFT standard was for us. Um as much research as we did leading up to the decision to use CNFTs, um the CNFT protocol had never been stress tested to the level where you know what we were doing with it. Most people were still doing something like 10,000 crew mints.

Um, we we have millions of crew all with unique modifiers on them, right?

So, and when you start moving that many assets around through, and this is actually even little more technical than understand, but it’s essentially the Merkel tree structure and the leaves off of the Merkel trees and and so when you start transferring these assets around how frequently it needs to update the Merkel, guess Merkel root, think, or just the Merkel tree itself, um, that’s why it’s such pain in the ass to even import crew into Sage is because it’s updating that structure too frequently and the chain can’t really keep up with it. Um, probably did terrible do job of really explaining that, but anyway, we weren’t sure if we were going to be able to when we would be able to take advantage of the unique characteristics of each one of the individualized crew. Uh, it’s very cool that you just built something like this that we can potentially apply in the game that will then uh improve like introduce their true utility as we intended it when we first released Crew 2 years ago.

>> Yeah, mean I’m super excited if this works out. We’ll finally have crew members as actual in-game individuals. And if we think about it, this is the actual beginning of the micro scale micro scale startless game where you start as one character, you have your airbike and you grind your way to the tops of god expanse.

So yeah, I’m really hoping this works out and we’ll be able to introduce our characters together with the fleet system, together with the NPC systems and Star Atlas comes step closer every day on fulfilling its vision. Super excited. Super excited.

>> Yeah. And just want to clarify one thing here because see comment from Earther and and Jith. Um the the the Merkel tree structure is part of the CNFT standard created by Metaplex that is independent of the core blockchain operation.

So it’s not it’s not like we’re actually doing anything with zinc that makes CNFTs work better. And in fact, we might still need to move off of the CNFT standard. Uh what Jose is working on is is even independent of that that allows us to track crew and their stats and then apply that in game.

So it it it’s actually not connected to zinc at all and it’s no modification of zinc or soul, you know, with our zinc implementation that makes this possible.

It’s just something that Jose is working on uh separately. >> So just want >> Sorry. >> Yeah, just want to recap really quickly.

again, you know, outside of all of the bug fixes and John’s posting um reports on all of the updates every other day or so. You guys are seeing those in the C4 PTR channel, but that’s jamming through feature requests, bug reports, support tickets. We’ve also managed to work on um combat v2 uh installing democracy module uh potentially this crew feature um cultivation claims will be coming and uh the nemesis engine.

So so four or five major features that we’re actually adding to the client. And again we’re we’re 13 days into the PTR right now. five major features.

And I’m separately working on an agent creator protocol. We don’t really need to get into that right now, but the idea is that it’s it’s kind of one-click solution to spinning up uh your own personalized agent. Um, and won’t get into the partnerships that we have here, but it’s harness side, it’s MCP on our side, and skills, so the agents know how to play, and then inference backend that you you’re all connected to.

Now, would the the end user would have to pay for their subscription uh for their actual usage, but making it possible to create an agent that plays on your behalf and allows you to generate passive income. >> Um, but all all of these things again just in couple of weeks. And by the way, should mention >> Chris has actually been traveling for the last three weeks.

uh but he is he’s back in town this weekend or back back in the states uh this weekend and we are organizing call with uh this Econ Vantara group that we have and so we’re going to do deep dive on all of the future potential uh Atlas emission mechanics, earnings mechanics uh game and game balance um over the course of next week. >> Super exciting.

Yes. And think Michael another thing that the the speed of those releases actually another very important thing on this front is that right now we are all working together extremely focused on the C4 PTR and when we get all of the team uh super passionate and working on single product this is the kind of speed that we see like have never seen anything like this honestly it’s it’s super fun because internally we see like from weekly meetings. Every week the game is different.

Every week there is new features. Every week the bugs are fixed.

So yeah, can only imagine how C4 will look like when we leave BTR.

It’s going to be insane. >> Yes. And in my recap there, mean this it’s so many things are happening so quickly.

I even just in my recap just forgot to mention you know Danny building out this whole first-time user experience and solo trainer mode that is going to cover you know what has been communicated to us many times has surfaced many times is we know the game is extremely complex. Um that is by design. We want it to be complex that creates opportunities for players to establish niche for themselves.

um that should in theory drive trade and GDP across the economy between players and give players peer-to-peer opportunities to earn outside of inflation. Um but you know, this solo trainer mode is going to be the full tutorial system um and and playthrough system.

So, the idea is if you don’t know how to play Sage at all, go jump into the into the what we call the campaign mode and you’re going through an entire campaign that teaches you how to play and should be fun as well and filled with lore that I’m sure you’ll be doing ton of work on. Jose, >> absolutely, Michael.

That’s the kind of thing that we want. Uh, Grove has an interesting question here. Michael, maybe you want to take this one.

He’s somewhat concerned about the the balance between mechanical complexity and strategic complexity. Uh lots of steps to achieve something relatively simple with no impact like the process to empty claim stakes cargo or the pro process to craft ship model. uh group.

think this is the literally the kind of thing that you guys are reporting to us during the PR stage and we are working out and trying to think on better ways to do those systems or to create those things.

So for example, if this is something that feels like hard to empty the claim state cargo, we surely can add button that will do that for you in the future. If this is something that you feel is breaking the experience, mean this is literally the reason for the C4 Ptr to exist and this kind of feedback is super valuable for us. Keep giving them because this drives our development as we were saying earlier today.

>> Yeah, I’ll I’ll echo that. mean by no means are we finalized on the balance. mean we’ll try to find sweet spot.

Yeah. The only uh push back would give here is that, you know, keep in mind this is persistent universe. It is an open world MMO and browser.

Um, and the cadence of gameplay is intended to take time. Like this is it’s not you’re not playing round of Starcraft where you build out your whole base and you know complete round in and if you’re really good five minutes or you know call it 30 minutes or something like that.

This is this is supposed to be something that that takes long time intentionally.

So you crafting tier five components to use in ship config is supposed to be difficult.

So don’t don’t know if that’s exactly what you’re saying. Like we don’t want the UX to be bad. If you’re saying the UX is bad and confusing like that we need to fix.

But if you’re saying it just takes too long to accomplish some of these things, then uh again, we’ll try to strike balance so that it’s still enjoyable to do and not monotonous, but it is intended uh to take time to accomplish some of these things. see many people typing. Don’t worry, Groov.

We are going to add skill based test to craft stuff.

So you need to have like Korean levels of reaction to be able to craft tier five components.

So it will take the same amount of time but you’ll be doing different things. All right. All right.

think yeah. >> Yeah. All can say you know just just keep giving us your feedback though.

um uh preferably through the ticketing system in game.

That’s all that’s all going into our backlog. We’re doing uh John runs a full assessment of all of the bugs that have or you know all of the tickets that have come in every morning. Uh we prioritize things and then those just start getting fed to uh to agents to to get fixed.

>> Yeah.

But if the UI is the problem, yes, we’ll surely take look on this. Absolutely. And on the other matters, we are as Michael was saying, we are always talking with Chris trying to get gouge the balance between effort, time, resources and etc.

You can be sure that we are going to this is going to be an eternal uh exercise from our side. Star Atlas will be forever evolving and will be forever tackling how to improve the gameplay loops, how to make everything more interesting, how to uh make the game better.

So, if you guys are feeling strongly about something, as Michael said, submit the ticket in the game because this is like the most important way that you can contribute to Sarata success. If you give us the the feeling, the the things that you want to see changed, this will surely help us lot and make the game better overall.

So, go there and give us the feedback for sure.

Yeah. And I’ll I’ll just emphasize, mean, like, yes, of course, we’ve been in communication with Chris, but we we’ve not had material uh econ and game balance pass yet. uh that we’re probably getting into that next week.

So, >> uh Chris has been engaged in the game himself. He’s been playing and he’s been reading through uh some of the support tickets that have come in, >> but again, we haven’t done major overhaul yet.

So, I would expect mechanics to change significantly by the time we get to our mainet launch. >> Yeah, exactly. And it’s not even mean we were on this first phase of deploying the C4 PTR, testing the mechanics, testing how everything work, fixing the most preminent bug bugs and now we are on better position to start tackling economic loops and adding new features etc etc that we will do together with the reset in the future.

And yeah, guys, this was very interesting brew. Thank you, Michael, for jumping in. It surely added lot of context and very valuable information.

W’s in the chat for our CEO, Michael Wagner, who always find the time to come to us, be together with the community, uh share his vision.

It’s super valuable. He would be perfect if he didn’t keep posting this horse picture in the chat, but no one’s perfect.

So that’s it. >> Well, Jesus Christ. All right, everyone.

Thank you guys for coming to the Atlas Brew 200.

No, don’t dare do this. Bob 208.

It’s always pleasure to be with you all and to enjoy the development of Star Atlas and keep your eyes open.

There’s lot going on. Uh every week we’ll have uh updates for you on the C4 PTR and you guys are part of this.

So come with us, stay tuned and let’s keep building expense. >> Thank you everyone.

Yeah, have great week. was just going to say thank you uh Jose for for hosting these as always and appreciate you guys showing up and also uh you know big to the community for participating with us through PTR.

You know we know it’s it’s not the most fun part of gaming. Uh but but you know everything that you guys all the feedback that you guys are contributing and um and all of this discussion is just helping us refine this so we do land on something that can be truly transformative when we uh when we get that mainet launch.

So thanks thank you guys. >> Absolutely Michael and was thinking here while you said that we should immortalize everyone who participate in the C4 PTR. Maybe you have monument in the council of peace mother ship with the names of everyone who participated gave their feedback and helped develop Galia.

think it’s only proper for us to recognize this effort in our universe. >> Yeah, we need graveyard with headstones with everyone’s names on it. >> Kiss the All right, everyone.

Thank you guys. Have nice week and we’ll see you soon. Bye-bye.

>> Thanks, guys. Take care.

Scroll to Top