In this episode, hear an AI summary of the latest Star Atlas community event.
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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. Enjoy the summary. Welcome back, captains! Grab your favorite brew and settle in, because the latest Star Atlas town hall was absolute fire. The team delivered an action-packed update on the C4 Phase 2 PTR, diving deep into underlying game mechanics, tech infrastructure, and a jaw-dropping cinematic reveal that had the entire chat spamming W’s. The energy was high, the dev banter was on point, and the future of the Galia Expanse is looking brighter than ever. The stream kicked off with some major high-fives regarding game performance. Compared to just a few days ago, the PTR is running smoother than ever, giving the team a rock-solid foundation to build on. Lead developer John took center stage to unpack the complex work happening under the hood with the Nemesis engine. The team is currently building out true, self-thinking identities for unaligned NPC factions using actual Star Atlas lore. Right now, they’re dialing in movement across boundaries for Jorvvik pirates and Relic Baron merchants, but this system will eventually scale to all 88 lore factions—allowing NPCs to independently conquer starbases, manage their own markets, and dynamicize the universe. The discussion then shifted to a fascinating debate on game economics and progression—specifically, how players earn XP. Michael and Jose detailed a major design pivot: moving away from an exponential XP curve tied to ship size and toward a flatter progression model. The team emphasized that owning massive ships should reward you on the economic front with higher resource extraction, but it shouldn’t allow you to buy your way to the top of the skill tree. Instead, XP will reward active time spent in the game, giving everyone an equal shot at mastering skills. On top of that, John gave a quick update on pilot XP, explaining the implementation of daily caps and diminishing returns to keep things fair and stop 24/7 automation from breaking the progression curve, while reassuring players that a fix for warp XP is right around the corner. In other news from the event, the team pulled back the curtain on a super cool side project powered by the upcoming Zinc blockchain: an encrypted, on-chain messaging protocol. Designed by John, this system allows for both public chatter and fully encrypted guild communications where permissions are managed by wallet addresses. It even features a clever “ink bottle” rent mechanism—you pay a tiny fraction of Zinc to post a message, and when the message is deleted or auto-cleaned after seven days, that Zinc is refunded straight back to your wallet. Looking at the broader horizon, the roadmap is taking clear shape. Phase 2 is currently in the middle of a 30-day bug-squashing sprint, with the team knocking out an incredible 25 to 35 fixes per day. Once the client is fully polished, Phase 3 will introduce crew systems and the highly anticipated single-player campaign mode. Michael shared that mainnet launch is realistically two to three months away, which will kick off alongside a massive 30-to-45-day global marketing campaign, the Zinc mainnet genesis event, and new token listings. Beyond the heavy technical updates, the stream was packed with great community moments. The team gave a shout-out to community member Scavenger for spotting a potential building claim exploit, while the devs traded hilarious jabs—including Michael threatening to melt the server by spawning 10,000 NPCs, and AI agent Artemis calling out John’s SDK documentation. But the absolute peak of the event came at the very end, when Michael dropped a surprise teaser for the single-player campaign intro cinematic created by Danny. Featuring a high-stakes, seal-encrypted transmission from the Council of Peace, the cinematic sent absolute chills through the community and proved just how cinematic Star Atlas is becoming. To wrap things up, the main takeaway is clear: Sage is no longer just a series of test labs—it is officially becoming the permanent, persistent browser MMO we’ve all been waiting for. If you’re jumping into the PTR today, make sure to check out the newly added daily ZXP tracker in your character settings to optimize your rewards, keep pushing those bug reports, and don’t forget to redeem the community event claim code: debugging. That’s all for this recap, captains. Keep grinding, stay safe in the dark void, and we’ll see you in the stars!
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Star Atlas Event Transcript
running really smooth for me right now. know few people still are having some issues out there but but uh from my standpoint it is night and day difference from like two days ago to where we are now.
Yeah that’s yeah and performance is surely like the main thing that we have dedicated ourselves like Xcode and have been going hard on trying to improve performance and >> awesome and I’m going to throw both of us under the bus by spawning 10,000 NPCs here in minute You’re going to destroy all our efforts right now, right, John? >> Yeah, baseline is up.
It’s been >> It’s much better than it was few days ago. >> Um, yeah. >> Yeah.
Ne’s engine has been tricky, right, John? We were discussing this just >> Oh, yeah. Very tricky.
>> Before join join the bro. >> Yeah, >> it is. It is really cool feature.
Like it brings so much depth to the game and >> yep.
So just really briefly the the the heart of the issues I’m having with it are that unaligned factions are all one one thing. And uh so we had to create sidecars, which are just identifiers that hook onto this unaligned faction for each of the different NPCs. Otherwise, they would all seem like the same NPC to each other and they couldn’t fight each other.
Um, so creating this like subsystem where they all have unique identities. Um, now they need starbased player accounts, which means they need star bases, which means we needed to rethink how, you know, Starbase um starbased identities worked. And because of council rank, they have to obey those rules that we have in place for council rank for moving through enemy territory.
And so I’m just it’s very layered approach that I’m trying to take to get through everything.
So um in isolation can get the enemy NPCs to fight each other um if they’re in the same area. Um just working on getting them reliably moving across boundaries that they don’t own. And um once that’s working, I’m going to look at spawning.
not spawning, but replacing the unaligned bases with actual tags for for different NPCs. Uh for this phase, it’s just going to be Jorvvic pirates and relic Baron merchants. Um but that means later we’ll have unaligned space will be um owned and managed by individual self-thinking NPC branches, right?
NPC faction.
So, it’s going to be really cool, but there’s lot lot going into it. And uh I’m focused on getting the movement across boundaries and stuff working properly right now.
So, >> yeah. And something really cool that John did as well was that he brought all the lore of Star Atlas into the stage editor through the Nemesis engine.
So the factions that you guys see in game like their behavior how they perform in in game it’s literally written using the actual factions lore of Status.
So, as Jon was saying, like now we have two factions only moving, but in notistant future, you guys can wait to see all the current 88 factions that were created inside Star Atlas so far in the game.
So, how cool is that going to be, right? They’ll be able to conquer star bases. They will have their own markets.
They’ll have their own philosophies lore logic. Uh yeah it’s it’s super interesting to see this taking shape one one end step every time but we are surely moving forward it’s super cool super cool uh see some people describing uh some things that they would like to see some bugs that they are they are seeing Chap. have not been able to to reproduce this browser crash, but I’ll try to take look later today.
Uh, so it was confirming John that the conqueror starbase docking seems to work now, which is super cool. And zip wall wants updates on the borders and frame to be more than just line. base Timmy very first wall.
Uh we’ll probably spend more time on bugs fixing for now because and they are uh more important at this point of development, but we’ll surely do some improvements overall in the in the UIX as we go. For sure. The be tree exploit please fix after building the claim.
If you build building, then delete that building, then be again, it gains XP points. Uh, this is interesting. didn’t see this one yet.
We’ll take look at the scavenger. >> Mhm.
Yeah. >> Don’t know that that’s necessarily an exploit. think perhaps it could be perceived as an exploit here in PTR given we don’t you know we’re just using placeholder values largely throughout the economy.
Um am curious like when you delete buildings in claim stakes or cultivation claims there’s supposed to be uh some resource loss associated with that.
Also wouldn’t put much faith into the time of construction at all.
So, think realistically you should be gaining XP anytime you construct or craft building. Um, however, the the economic and time inputs to that when dialed in should offset the XP gains essentially if you’re just trying to run that on loop just to um, you know, just to like mass grind or spam XP.
Also, the XP curves are not anywhere close to what they’re going to be in the game. And so, you know, doing something right now like simple uh extra extra small fleet mining uh loop is going to give you significant amount of XP and push you through the um through the council rank curve pretty rapidly.
But again, that that won’t be the case when we get to mainet. Like would anticipate a significantly extended timeline on completing skill trees and council rank when we get on to mainet.
You know, in some cases it could we could be talking years to try to max out your council rank.
So uh but still worth looking into. Appreciate you pointing it out, Scavenger. >> Yeah, for sure.
And this is even something really interesting, Michael. Will it even be possible to max out our council ranks or it’s going to be something that probably grows infinite because we have this concept now of the infinity nodes right which we can keep adding to for diminishing returns in buffs in different areas of the game don’t know yeah mean there should be continuous progression but I guess what I’m referring to is just the ability to specialize or assign points to every skill across all the the sub licenses, your council rank, the entire skill tree. Like in theory, you should be able to complete everything and be maxed out um to your point as you progress beyond that.
Uh there should be way to allocate further progression uh into the skill tree.
But uh but but the important thing is like whether or not you can get access to every skill in skill tree. And from my perspective, that should be >> at least feasible. Um, maybe worth uh worth just noting really quickly here, we’re still having pretty >> uh lengthy debate internally about how XP scaling will work.
Uh, Jose, John, you guys actually had some feedback on that as well. think it was last week.
But uh you know the the question is do do we have an exponential XP curve that scales exponentially with the size or class of ships or do we flatten the entire XP curve um and provide smaller XP rewards regardless of the class of fleet that you’re operating with which would then shift us more into this kind of timebased progression system as opposed to an I’ll say investmentbased or capital investment based um scaling.
Now, the original model was was the exponential model. Exponential scaling in uh progression and leveling up over time uh and exponential XP rewards depending on the size or class of the asset that you’re operating with.
But think we’re going to lean more into flatter curve so that everybody and and the reason for that is because initially the concept was like, you know, if you look specifically at um fleet concurrency or ship class unlocking, it actually makes sense from that standpoint to scale exponentially. Uh however, with all of the other skills that are accessible across the skill tree, that’s not really fair. And we’re not trying to force people into purchasing, you know, commanders to progress in the game.
Everybody should have essentially an equal opportunity to gain access to just about all of the skills. Again, um ship class and fleet concurrency may not be relevant for lot of users. If you’re only operating handful of ships and fleets and you know, maybe the largest ship you own is small, you don’t necessarily care about that.
And so just to um kind of restate you the original logic was well if if the player doesn’t care about uh increasing ship class because they don’t own those assets and maybe they never will then it’s fine if the curve scales exponentially because the people who actually want to get up to commanders or titans um and own them will be the ones that have the ability to scale and progress along that curve.
But there’s so many other skills now within the skill tree that we really want people to be able to get access to everything and not gate it by how much money did you spend in the game and rather how much time are you spending in the game.
So what what we’re likely to see is very similar XP gains regardless of the asset that you own and what you’re operating and more based on how much time are you actually spending in the game. John John is asking something maybe there can be multiplier for larger chips ships. Uh the way that personally see this John is that for example when you have large ship and you are performing mining action you are already being hewarded by the size of your asset because larger ship mines lot more than xx small ship.
So you are getting this uh resource bonus from this activity and think that if we gave you on top of that an extra XP bonus it would be like double hewarding you for that and increasing the difference between the small player who is also performing mining operations and you who have bigger asset.
So that’s the overall underlying logic here is that the mining let’s say we are mining am mining with an XX small and you are mining with large ship you’re going to get more output from your mining operation but the two of us are getting the same amount of XP.
So the players capital and ship ship size and etc. they are hewarded on the game economic front not on the game XP level up front.
That’s the overall uh logic that we are exploring here. >> And perhaps didn’t articulate this well, but under the former initial model concept with exponential returns based on size of or scale of the asset that is effectively the multiplier.
You know, if you own commander, you’re getting 10 times the amount of XP as somebody that owns an extra extra small fleet. What we’re proposing is that in lie of doing that, we’re going to flatten the curve.
Now, it doesn’t mean that an extra extra small is necessarily going to earn the exact same thing, but instead of being 10x, it might only be 10% greater or something like that.
We haven’t we haven’t fully defined uh the curve yet.
But the internal thinking is that we’re likely to move to flatter model that’s more consistent regardless of what it is that you own and operate.
It’s are you active in the game? mean, if you’re active in the game, you’re earning XP and you’re still going to have the ability to get access to all skills in the skill tree over time. Um, still have outstanding questions around fleet concurrency.
You know, to me, that’s potential exploit if uh if we’re basing your XP gains on number of actions as opposed to say um uh the number of fleets, number of ships in fleet. And guess what I’m trying to to get at here is somebody that runs 10 single extra extra small ships in fleet.
So 10 different fleets of one extra extra small versus somebody who runs one fleet with 10 extra extra smalls in it should get the same amount of XP regardless of the activity that they’re uh regardless of what they’re doing. And so, you know, want to make sure we’re not forcing people just to split fleets just for the sake of taking more actions per minute and getting more XP. Uh, and just quickly, you know, Ronald, don’t necessarily think so.
think XP is just one of the value propositions of owning larger assets. Naturally, and Jose kind of touched on this, if you own commander fleet, if you own an an Armstrong imp, for example, you’re already getting the benefit of significantly higher extraction rates of resources. And that’s true for any asset in the game.
Cultivation claims, claim stakes. Um, if you’re if we’re talking about fighterships, you you have higher probability of winning engagements.
So, there’s already lot of intrinsic utility to the assets based on economic principles without necessarily overly rewarding for XP.
So, you know, guess in way you could say sure, it reduces the value slightly, but given we’re making corresponding adjustment to the leveling curve as well.
So, the if we kept the leveling curve exponential and we reduced all of the XP of larger uh assets, then think that would be more negatively impactful to the value of those assets than flattening the XP curve requirements and also flattening the XP earnings of all of those assets. Yep, see people commenting on the chat. Um, if anyone else has any questions about this topic or any thoughts on XP curves in game, feel free to to chime in.
Yeah, I mean for shark bait I’m not sure if he’s refer like XP in the game. Uh don’t know if you’ve played any of the C4 PTR yet, but there’s what eight or so different licenses and skill trees and earning XP towards those allows you to unlock various skills that improve how you play the game.
You know, it might be efficiency in movement, so your subwarp and warp cost less. that it’s being able to expand into larger classes of ships.
It’s being able to uh put more ships into single fleet.
It’s how many fleets you can operate.
So, all of the the progression curve unlocks various benefits. Um if you’re referring to ZXP, then yeah, that is of course part of the origin season uh airdrop campaign. >> Um have a comment too.
Just just recently we did overhaul on council rank and I got tasked with pilot XP for the phase 2 PTR and >> Oh, you’re the you’re the responsible party for getting zero XP when I’m moving around. >> Yeah, that was my bad. >> Um on for for warp anyway.
So you should get XP for warp and subwarp. Uh, the way that I’ve designed XP for this phase was that there was hard cap so that it let players go about their day. And what wanted to do was let people get on and play for an hour and max out their pilot XP for the day.
And people that wanted to automate and run stuff 24/7, they didn’t end up with 24x gain of XP over top of other people.
So, pilot pilot is one of those really interesting cases where if you’re doing it properly, you’re just your ships are just always moving. And so, um actually implemented diminishing returns on XP, uh the longer that you went on for.
And then there’s sort of daily cap that kicks in for everybody. And um not saying it’s going to be like that forever. It was just the lowhanging fruit way of uh making sure that on day one someone didn’t have 24 days worth of XP when when our phase 2 was intended to only be 30 days long kind of thing.
So uh that just window into my mind as to how to fix that problem for the Yeah, am the one.
Yeah, did it.
Sorry. Um but there is fix coming for warp.
So you should be getting XP on warp soon if you haven’t already. And um just know that you don’t gain XP until you actually take an action outside of movement like dock or or start mining or something. And that’s just left over from how Sage Starbase was was done where you didn’t have to click the stop warp button anymore.
We wrapped stop warp into this other command.
So, um, have an we have an option available to us, which is that we can force trigger you to stop warp at the end of each jump, but it’s extra transactions that everyone’s going to have to pay for eventually. And you may want to take different move before you do something and and then that stop warp command would be just wasted wasted zinc.
So, um, yeah that’s long rambly way of saying that’s how we’re doing XP for pilots right now. >> And since we’re on the, uh, hate on Xcode bandwagon right now, I’m going to throw John under the bus. uh one of the there was request yesterday for um global chat and so just started doing little research into that and John you’ve you’ve developed primitive for an onchain messaging service that think could be pretty cool and you shared with me an SDK and what you said was the SDK has everything need.
Um, now I asked Artemis for an assessment of that and uh what what she says is uh Xcode’s description is directionally accurate, but the SDK has everything you need in quotes is materially overstated. >> So, did did you use the V3 SDK or the V1 SDK?
That’s the real question. >> The V3 failed you. I’m sorry.
>> But leave it to an agent to call you out.
Yeah.
Yeah. Did Did you want Did you want me to touch on the on the messaging platform at all or >> uh You can don’t necessarily know that this is the direction we’re going to take with it. think it’s cool concept.
Uh but it does look, you know, this is very much primitive and not necessarily full service suite yet. >> Um but it might be the way we go. I’m still considering this versus uh the architecture that we had in Hollow Sim for uh for faction chat.
>> Yeah.
So, I’m gonna frame this I’m going to frame this from community developer perspective so that you guys have an idea in the back of your head, right?
So, we have the Zinc blockchain getting ready to release and we’re going to release some documentation and tooling about how to deploy programs on there. The same process is deploying Salana programs. The tools are going to be and the documentation is going to be geared towards agentic programming.
So you give these tools to your agent and you say want to deploy this uh this program on zinc and whether it has anything to do with Star Atlas or not um is hopefully it does but the point is that there’s blockchain sitting here zinc and we had messaging service for Hollow Sim um that was sort of offchain traditional standalone thing right um to the tune of big dollars every month to to to enable back and forth messaging. Uh so sort of side interest of mine is has always been secure communications like secure messaging whether it’s over radio or whether it’s over blockchain or whatever. Um, so the idea was to build messaging platform that encrypts locally on the device but stores the encrypted messages on chain and that leverages our blockchain, the zinc blockchain as the storage medium.
Um, and it lets us use the Starframe framework that we built for for in-game communications to to facilitate the communications between the wallets sort of thing.
So uh so have this communications protocol on the side here and it enables you to essentially add add friend requests like send each other your public keys and then encrypt messages to each other and store them on zinc. Um and so you’re using your zinc balance basically to rent space for your messages and um as you delete those messages you reclaim that rent. Um, and so that protocol could maybe replace the in-game messaging that we were paying third party service for to host.
We weren’t paying service. We were paying to host the infrastructure to have our own messaging platform. And um, yeah, think it’s good like it’s good case study if anything.
Maybe it will work for what we’re doing, maybe it won’t.
But for anybody who’s interested in building their own Star Atlas related apps, like you’re going to be able to roll your own apps and deploy them on Zinc and connect to our games in whatever whatever way we make that possible. And uh I’m hoping that the messaging system will be sort of um something that people can point at as as uh kind of guide like hey, if wanted to deploy an app on Zinc, this is how go about doing it.
It’s very similar to to how you deploy programs on Salana.
It’s actually identical just using uh using infra.
So, um, yeah, I’m pretty excited about it and it’s been fun it’s been fun side project and, uh, yeah, it’s definitely it’s definitely in line with what we’re doing as far as like moving compute to the chain and having users, you know, adopt and pay for their their own compute essentially, like their own blockchain space. Um, yeah.
So, that’s kind of the it’s kind of the Cole’s notes version of it. >> do the work, John. use the work.
>> Yeah, I’m excited to hopefully hopefully open source it pretty soon here and uh and then be able to point to it as Yeah, blame the guys with this. >> Yeah, thanks. >> That was That was low blow, Jindo.
And you know it. >> Yeah, you know it. I’m I’m taking extra care with this community guide because already did find couple bugs in it and don’t want you guys going around in circles.
But >> yeah, >> uh Michael, >> you specifically said on our last meeting that you want people going around in circles. >> Yeah.
Something about buying stock and anthropic and then having you guys burn tokens. don’t know.
Something >> profit. >> Oh man. >> Sorry.
Yeah, on on the chat feature, just one, you know, one final comment is I do think that that’s it’s an essential feature for persistent universe MMO RTS. Uh don’t think we saw whole lot of value out of it in Hollow Sim. And I’m not sure if that was because it was faction specific and then you had spies on every side, so people weren’t really orchestrating efforts through the faction chat.
So, think we’re just going to roll out global first. Uh John, might have missed it. Did you talk about the encrypted guild chat though?
>> No, didn’t. And you just reminded me of that.
So, >> yeah.
So, that’s cool potentially really cool feature. >> Yes.
So, that’s actually the really cool part.
So, global chat is not encrypted.
It’s just everybody’s writing plain text to the chain and you subscribe to particular publisher and then you see everything that’s published.
That’s great. Uh, but there’s um this protocol started as two two-way communication between two wallets. Um, and extended it so that you can you can set up sort of a guild key and then guild members who are allowed to subscribe to those messages are able to read them.
And so guild owner can facilitate encrypted guild communications with only approved wallets and maintain their their status like maintain their um um what’s the right word? Maintain their subscription, whatever it is. When you’re part of guild, if you get kicked out of the guild or you leave, uh, you revoke that, you revoke those permissions, everyone’s reissued new key and you and that’s kind of all handled in the protocol.
So, uh, this would give us in-game, even if it doesn’t give us in-game guild chat, this can give the Starless community at large guild chat, right?
you can now have uh you can now have encrypted communications just by having the person’s um wallet address. And think that’s huge because there’s been so many times when I’ve wanted to just send messages to our community at large without having to ask you guys for your email address or without having to ask you for your phone number, right? like want to be able to talk to the player that is the one that’s blowing me up and want to send him messages saying, “Hey, stop blowing me up or whatever.
” Or want to say, “Hey, let’s team up on this. ” And by doing this um everyone who plays the game will have an account that’s registered and those those messages can start coming to your account um through this uh protocol and they’ll just be sitting there and as soon as you subscribe to the protocol uh you’ll have to um you’ll be able to read those messages.
Yeah.
So for every message you need to pay rent.
That’s true. And that rent cost is 002 uh soul or 002 um zinc, right? And when you delete the message, the rent is reclaimed.
And so there is no more cost to hosting it.
So so the built like demo front end for it and it has little ink bottle and the ink bottle drains as you send messages and the ink bottle um refills as you delete them. And um what suggested we do in in our in-game system is every every seven days the um cleanup sorry every day runs cleanup system and the messages that are 7 days old are cleaned up and all of that um all of that zinc is sent back to the wallets that uh that sent the messages um minus small fee for automatically cleaning them up. uh if you clean them up yourself then you get all the zinc back yourself kind of thing but that way you have some persistence in messaging um we’re we’re making better use of zinc we are collectively like uh you know we’re we’re we’re using the ecosystem for something tangible in-game communications and um uh and I hope just hope that that kind of sparks uh people’s ideas like hey now have this thing that’s not Salana that’s not super expensive.
can deploy my own programs with these tools. Uh, and can store data on this zinc chain, especially data that’s related to Star Atlas, and um, begin using it for, you know, whatever it is that you guys are dreaming up right now.
So, >> let’s go. >> Yeah.
Yeah, you know, John, for something like this, I’m I’m just brainstorming with you here, but I wonder if there’s not an application of some type of L2 rollup that we could do.
So, we I don’t necessarily like the idea of ephemeral ephemeral messaging uh or forced ephemeral messaging to recover your rent deposits.
But I wonder if there’s, like said, um an implementation here that we can use that allows for messages to roll up to the chain so we can retain them and still uh and still recover rent over time. Possibly something worth exploring there definitely worth exploring.
Yeah. Um this question about IPFS like you don’t want to store anything large on the blockchain like this like uh think it was going to be like 200 soul to store 10 megabyte file or something. was like no.
So small text, yes. Apps, photographs, no. Like like you can deploy small chunks of code and those run as apps, but you don’t want to like store this is not like the blockchain is not data storage uh place.
We could hook into something like Arweave, right? Uh and have a link out to a um blockchain storage system, but or any storage system for that matter.
But um my goal was to keep it like as the blast radius as small as possible.
It’s using as few extra frills as possible.
It’s all all the messaging is contained on Zinc or Salatna and like no outside services are needed to run anything. Um there’s few libraries that are like encryption libraries and stuff that do the encryption, but that’s it. >> Mhm.
>> Yeah.
Also, did did see message quite bit farther up from Ory about the placeholder images that we have um for all of the resources. And just to confirm, yeah, those will all have their own individual icon when we get to mainet.
It’s something that Danny’s going to jam through. Uh but fortunately with AI image gen, we’ll we should be able to produce those pretty quickly.
It’s just in pretty low priority right now. >> Yep. Uh Michael, actually wanted to touch on message from Erther.
He he was asking, “Guys, as you guys see the development of phase 2, uh what are you guys feeling in terms of timeline for the beginning of phase three? ” Uh, and we are still in bug fixing, know.
But how are you feeling overall, Michael, about the progress so far? mean, think progress has been incredible. I’m pretty sure I’ve made similar comment on previous town halls, but we you know, we really uh sidelined any bug fixing in phase one as we started to get excited about some of the new features that we could add that weren’t even in the original C4 scope.
And so we kind of all rotated into let’s build out these features and get them added to phase two. Um, and when we get phase two rolled out, then we can actually reenter our focus on on bug fixing. And, uh, you guys know just even from our all hands, uh, well, yesterday we did an allheads play test and then last week the conversation was, you know, let’s make sure we prioritize bug fixing.
Now, we have what believe to be um, pretty robust foundation of game client. And so making sure that everything is working as intended, working well, and is enjoyable is really the focus for now. Our internal target for this phase is about 30 days.
And so we’re, you know, we’re just shy of one week into that right now. Um, I’ve posted few of the uh the summaries from Sage and our team agent discord and you know we’re looking at uh anywhere from like 25 to 35 uh commits per day.
So bug fixes per day.
Now this is across variety of different things but uh that is an incredible pace.
you know, seeing 35 commits would likely have taken months historically.
So to see that every single day and and Jose, you actually asked uh Jacob’s agent Sage for an estimate of how long it would take to burn through the backlog of bug reports given that current pace and think it was 5 to seven days is what it was estimating. >> Yes, 7 to 10 days.
Yes, >> 7 to 10. And of course that depends on how many new tickets are coming into the backlog.
But no, feel feel really good. think the optimizations in performance were one of the biggest um improvements that we’ve seen so far. It just actually being able to click on buttons and not have to wait second or two for it to um activate, you know.
So, uh feels lot better playing right now.
There’s still an enormous amount of work that we need to do on game balance, on economic balance. Um, I’m actually feeling pretty good about our intended uh economic or atlas emissions design. And so I I’ve touched on that little bit, but uh overall feeling really good.
I think 30 days is more than reasonable timeline.
And then just to uh restate, you know, phase three, the primary goal um for features to include in phase three from my perspective is really exclusively the single player campaign mode.
That’s the number one most important thing that we have to get in before mainet launch.
Now that said, uh Jose, you and John have done tremendous amount of work on crew systems, adding individual crew into the game, being able to mint crew from crew packs directly in the game, uh trading them on marketplace, individual crew leveling, crew mission systems, like these are all insanely cool features. Um major impact to uh how many systems, back-end systems, they actually touch. And so we’re, you know, obviously still doing bit of analysis on what the consequences of rolling those out are, but assuming we hit our goals here on this 30-day timeline for phase 2 and and um we’ve gotten through most or all of the bugs, then it’s not unreasonable to assume that we can get that single player campaign and the crew systems in place.
Um and that would be our our phase three test which then rolls into uh the way I want to execute our launch on this is to which we’ve never really done before is just have full certainty around readiness to go to mainet. um you know in historically we’ve always just pushed extremely hard extremely fast and we’ve been working right up to our target timelines uh to release something which means we’re scrambling the day of and that’s why in many cases you know we we announce launch date and it might be midnight that day that the product actually goes out. Um, so ideally what we’re doing this time around and and really the launch structure is uh we get through phase three, we have confirmation that the client is exactly how we want it to be and we know that everything works well and we know what the deployment strategy looks like.
And so then we announce date and we run 30 or 45day go to market campaign that includes the launch of C4 as well as everything associated with zinc mainet genesis event token listings defy integrations etc.
So, um, that’s kind of the timeline.
You know, we’re probably, uh, still 2 to 3 months out, would say, uh, from seeing mainet launch, but think just with the steady progress that we’ve seen on everything, it’s I have every expectation that we can hit those uh, target dates. >> Michael, another question. Pressure.
>> No pressure. >> No pressure. we’ll get to know the public launch game name before them.
>> Well, well, mean, what what we’ve talked about is just we’re actually just calling this Sage.
It’s no longer Sage Labs.
It’s not Sage Starbased.
It’s this is the actual foundation of our of our perpetual browser game.
So, I’m just calling this one Sage, uh, which is Star Atlas Golden Era for anyone that doesn’t know. Uh, and since have the mic, I’ll just mention you guys have probably seen it, but did make little announcement. This was a bit of selfish feature that was interested in.
But if you go into settings and then um just the account tab and click on view character info and scroll down just to the the second component there.
It’s the phase 2 ZXP tracker.
So that gives you details on the maximum amount of ZXP that you can earn per day. Uh it assumes that you have the 25% daily check-in multiplier. Uh but then otherwise you get the additional additive multiplier on top if you have one of the memberships and then it gives you all of the historical data on how much ZXP you’ve earned per day.
Um that was kind of fun one. It was it was like something wanted to see in an afternoon and two or three prompts later and it was uh it was deployed and in the game. >> Let’s go guys.
We are almost at the top of the hour. >> got one thing think we should just tease out. don’t you know >> Oh Jesus.
It’s It’s what I’m thinking it is. >> Oh yeah. Are you thinking it’s related to the single player campaign?
>> Yes.
Yes.
Yes.
Yes, am. >> Yeah. >> I’m gonna I’m gonna leak it.
I think people have seen um the early version of this, but this is effectively final. just have to track it down real quick. >> They decided to keep my arms for the video.
was really happy. >> Yes.
Yes.
Yes. It was very fair. You deserved it, John.
My second ever arm modeling gig. All right. Making sure I’m not leaking anything uh on my desktop.
Yeah.
So, we’re going to this is uh this is just to set the context. Uh this is the part of the intro story line of single player campaign.
So, when you first either download that game or connect and uh click into single player campaign, it’s going to launch you directly into this intro cinematic. Uh big kudos to Danny for his work on this. Let me just make sure to am uh believe I’m playing sound here.
Okay, we ready? >> Let’s go. Show them what you made.
>> Dad, look what made for you. miss you. >> Greetings, Captain.
This transmission is under council seal.
This is Charotti, mud head of state and legislative leader of the Council of Peace. Your civic expedition has been rerouted under council seal. dead convoy filed your call sign before you had one.
Confirm your status. Transmit your field call sign and accept the assignment. Keep this quiet until we know whether we found an error, weapon, or prayer.
Heat. Heat. W’s in the chat for Danny.
Chills. Chills. Oh man, this is so freaking epic.
And let me just tell you guys that that cinematic is probably million dollar plus cinematic if we’re in 2021 or 2022. >> Yes, absolutely.
This is >> in fact probably more. Uh yeah, probably two and half $3 million cinematic. >> Oh man, this is this is super sick.
Damn. And they don’t even know what happens after this cinematic, which is probably quite as epic in different way.
But we can wait little bit until we start sharing that. All right, Michael. think you you actually nailed the perfect ending for this brew.
>> Yeah, that’s awesome. >> Leave it to me to steal the spotlight, you know. >> And with that said, guess we are closing the brew.
Uh the code for today is debugging and hope you guys enjoy your week. >> Awesome. All right guys, >> thanks for joining.
>> Bye John. Thank you guys. See you all.
See you everyone. >> See you all next week. Take care.
>> Good stuff are coming guys. Keep grinding. See you.
Ciao.


