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, Star Atlas pilots! If you missed this week’s edition of The Brew, you missed one of the most consequential community town halls to date. The energy on stage was electric as the team celebrated crossing the finish line of C4 Public Test Realm (PTR) Phase 2 and laid out the master plan for the imminent launch of Phase 3. Hosted alongside CEO Michael Wagner and lead developer John, the overarching theme of the day was clear: the grinding, bug-fixing gauntlet of Phase 2 is behind us, and we are now stepping onto the direct runway toward mainnet. Leading off with the biggest macro update, Michael Wagner outlined the strategic roadmap heading into the end of the year. Phase 3 is slated to run for roughly thirty days, serving as the crucible to achieve complete feature lock. Once that product lock is locked in, the team will roll straight into Phase 4, which will feature a full snapshot of players’ mainnet wallets—allowing everyone to play with their real fleets in an authentic go-to-market dress rehearsal. Wagner reiterated that C4’s official mainnet launch is tightly tethered to the genesis of the Zinc network. Launching both simultaneously solves the classic L1 cold-start problem, kickstarting Zinc with millions of daily transactions driven directly by the player economy, all while ensuring players avoid punitive gas fees and bridging headaches. Diving into what players will actually experience when Phase 3 drops, the game is getting a sweeping overhaul designed to transform it into a truly strategic 4X space epic. The headline feature addition is the rollout of the long-awaited Democracy module, accompanied by the playable prologue of the single-player narrative campaign, which will guide new recruits through the lore and mechanics. The discussion then shifted to the player economy, where major balance passes are set to shake up the entire galaxy. Resources have been redistributed to make the map significantly more dynamic: rare ores are being pushed far out into the Medium Risk Zone, while local richness rates have been tuned. This means factions can find themselves completely cut off from vital crafting components unless they muster their fleets to conquer and hold key territories. Because ships can no longer mine everywhere, local marketplaces and specialized freight hauling will become the lifeblood of faction warfare. To complement this strategic depth, travel speeds have seen a massive 67% reduction across subwarp and warp, turning cross-galaxy transit into a deliberate, multi-hour tactical commitment. To balance these longer supply lines, combat fleets will now sport enlarged ammo bays and a 50% cut to PvP ammo consumption, letting pilots sustain dozens of dogfights before having to trek back to base. Ship configurations are also being reined in from game-breaking power levels down to a balanced ceiling of roughly an 80% stat boost, while respawn and recovery systems now incorporate distance-based towing timers, repair tool costs, and a high-stakes Medallion PvP bounty system where players must physically extract with their loot intact. In other news from the event, John detailed massive upgrades to the Nemesis Engine. Hostile Jorvik pirates will no longer passively wait around; they now actively garrison starbases and roam the cosmos in predatory wolf packs that intelligently hunt weaker prey while retreating from overwhelming forces. The event was also packed with great community moments. The team gave a shout-out to community member Emperor for keeping everyone updated on the active Council elections, while Arthur and NDR hopped into the discussion to get clarity on Phase 4 snapshot bundles and configuration mechanics. Wagner also pointed out Jindo in the audience, welcoming his leadership in spinning weekly Unreal Engine playtests back up after the team resolved pesky matchmaking and arena bugs in the companion client, alongside nods to the Super Phoenix DAO crew for their upcoming tournament initiatives. As the town hall wrapped up, the team dropped the news everyone had been waiting for: Phase 3 is launching this week, potentially landing ahead of the long holiday weekend. Remember that this transition requires a full account wipe and the deployment of fresh starter bundles, resetting the playing field for everyone to test the new progression curves from scratch. The finish line to mainnet is officially in sight, so clear your flight schedules, head over to the Star Atlas Discord to review the new patch notes, make sure your council votes are cast, and get ready to jump back into the fleet!
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Star Atlas Event Transcript
Sakalain Nagash stiff wall ahata mountain tango mike defects map shadow moon golo pomemeta Mr. Star, Sudo, Vincent, GM Legends, how you guys doing? Today is the most special day of the week for the community of Staratlas.
The brill day, the day we get together, talk about our project, our metaverse, our victories. Glad to have all of you here because today we’re going to talk about something that you guys have been waiting to hear about the end of phase two and the beginning of phase three.
So yeah, super excited to finally be able to share win with you guys. There will be some very cool stuff coming live with the with the ending of phase two and the beginning of phase three. I’m super excited to discuss this today.
And brought the big guns. brought the big guns and Mr. Michael Wagner and will be joining me very soon.
They are still in meeting just in some points, but they’ll be here in moment so we can talk about everything that’s going on, everything that we have been through in phase two and start discussing our plans for phase three. And see them in the audience. GM Michael Good morning.
John and were just having riveting, fascinating conversation. [laughter] >> Yeah. Uh don’t don’t destroy the mystic because told them you guys were in very important meeting discussing very important topic.
>> Hot topic. Hot topic. >> Hot topic.
Yes. [laughter] Welcome Michael and John. How you guys doing?
>> Good.
Good. >> Doing great. Thank you.
>> Awesome. Today’s um real title is phase two finish line.
So my plan for today Michael and John is discuss the C4 PTR until now. Uh everything that we have been working on sharing the journey of the bug fixing in record time. guess we have been relentless on the tech, on the bugs, trying to get everything ready for this next stage.
And then after this brief summary of everything we have been through, we’ll get started phase three, the actual content that’s going to make into phase three. What are our expectations? Uh what are the premises of phase three?
What we want your guys support while playing in phase three, the kind of things that we might see during this journey, and finally uh how phase three wraps up and what are the next steps in the T4 timeline.
Sounds good. >> Yeah, sounds great. >> Awesome.
Awesome.
So C4 PTR uh it feels like we have been grinding for long time but actually has not been that long. Um can’t rec out of the top of my head when did we launch C4 PTR but it can be more than what three months. >> Yeah, think it was late May.
want to say something like May 18th if recall. Uh, but you’re you’re right. It has been about 3 months.
think we stuck pretty close to the 30 days on Oh, no. I’m sorry. It it was uh what 60 days on phase one, but we added lot of additional features that weren’t originally scoped for the PTR over the course of phase one.
That was like six additional features that we added. >> Um, and then phase two now has been going almost six weeks.
So just little over three months I’d say. >> Yeah.
No, it’s the game changed lot. [laughter] mean, as you were saying, Michael, we added bunch of stuff. >> We got excited.
mean, we got excited because the C4 framework, if we could say it like that, it opens many doors to us, right? We we were able to create like John was able to create the Nemesis engine which is game changer. We now are on the ease of dropping the democracy module, something that you, Michael, spent lot of time on and we are all super excited to see how this connects with everything else.
and and yeah, mean think everything that we did, even though we added new features, they were wouldn’t say necessary, but they are surely incredible additions to the overall C4 framework and the mainet game that we’re going to see coming later this year hopefully right? >> Yeah. mean just to maybe dotail on that, we you know we covered the timelines for phase one and and phase two which again is extending little bit uh beyond our target 30 days but we are coming up on the finish line now just dialing in few final features and tuning and an econ pass.
But uh the the the target timelines for phase 3 would again be roughly 30 days and then uh that lets us arrive at a feature lock on the product um at which [clears throat] we’re making no further substantial code changes to the to the product. We’re not adding any new features at that point. We might continue um you know undertaking a game balance pass and an econ pass.
Uh but those are really just updating values not really code changes. [snorts] Um once we have feature lock then we initiate the go to market strategy which is our phase 4 window and phase [snorts] 4 is just intended to be the snapshot of mainet assets um as your um uh as the airdrop on your account and you can play through the game as though uh we are on mainet. it’ll be identical to what we what you uh are delivered on mainet and you know we’re looking at 30 to 45 days on that.
We just need to um dial in what we want our go to market strategy to be.
But during that period we want to try to create as much hype as possible as we can for both the C4 mainet launch as well as the zinc genesis event uh TGE and and uh zinc mainet launch as well. Oh, everything’s converging converging and we’ll launch together, right, Michael?
That’s the plan. We release C4 on mainet together with zinc.
We have the TGE and everything goes live. >> Yeah, it’s absolutely imperative to me that that C4 launches on Zinc Genesis um for couple of reasons, but you first of all did not want to launch C4 on Salana mainet. it had it been um ready before Zinc was.
Now, that’s not the case anyway, but I wouldn’t want to launch on Salana and then have to transition and bridge everyone over to Zinc mainet anyway. And we don’t want to launch Zinc without any major product running on it.
You know, our our focus has really been on Star Atlas products, not so much on business development and growth of Zinc. We don’t really have the resources for that at the moment. And so um we we do have the benefit of launching with the flagship product which is our own our our Sage product uh which will be driving millions to tens of millions of transactions per day on the network.
So, it’s it’s great way to bootstrap Zinc. And um as I’ve touched on touched on in the past, it it really allows us to solve this cold start problem that lot of L1’s have, which is how do you drive transactions and interest in the network. Um if you’re exclusively focused on building that L1, it’s it’s significant business development effort.
Well, we get to kickstart the network with, you know, potentially tens of millions of transactions per day.
So, it’s really good starting point for us. They’re very complimentary and synergistic and so uh we we just want to coordinate the launch of both products at the same time. >> Absolutely.
No, I think this is going to be blast. mean, I’m sure the members of these communities are more than eager to start playing C4 with things on the line, not paying exorbitant transaction fees, and overall just enjoying the final version, or at least the release version of what C4 is becoming. Uh, you have laid out the plan, Michael, for this next couple months.
So maybe it’s time that we start talking about um what actually is phase three, what our community can expect from it, what are our main objectives, the kind of features that are coming to life, the kind of uh let’s say overall logic of what we are going to do during the phase three, how community can support us during phase three, what are we looking for in terms of feedback and you more than anyone can guide us through here >> on uh what’s rolling out with phase three. >> Yes, let’s start with Yeah.
Yeah. Happy to. Um and guess just to emphasize like phase two again phase one we added lot of features.
We focused less on bug fixing, but the priority for phase two was going through and and cleaning up bunch of the issues that were out there. And so, you know, appreciate all of the the feedback and bug reports that we got uh from the community participating in PTR. Jose, you and John did phenomenal job um uh fixing tremendous amount of bugs and you know, like Joseph on the back end and Jacob to some extent was working on bug fixes as well, but you guys really at the forefront were uh tackling those bug fixes.
on the tail end of phase two. Uh we wanted to focus lot on some rebalancing of the game both from uh both from like game balance standpoint and econ. Uh I’m just going to read through our final checklist here uh that have pinned on our team discord for the items that we’re wrapping up as we get into the phase 3 launch.
And that will include the introduction of the democracy module.
So that that’s really the final feature that we’re adding in here. There should be no major features with the exception um and touched on this in the the PTR chat in the community discord should we have time and capacity uh working on the crew enhancements and the crew mission systems that you guys were working on pretty early on. Hopefully uh we’ll have an opportunity to have you guys circle back to that and get the individualized crew implemented um uh you know representing the the crew stats in your fleets as well as the crew mission system.
But um the democracy module is really the last major feature that we are for sure adding that’s being implemented and tested today. Um, we’ll also release the single player campaign, at least portion of it, going into phase three. Um, just confirmed with Danny today.
It’s going to allow you to play through the prologue. Um, and again, the purpose of the single player campaign is to serve as both a tutorial and mission system and education for new players, so first-time user experience. Uh, but also begin to immerse new users into the deep and rich lore of Star Atlas.
Uh, so I’m pretty excited with where where that’s going so far and and you’ll be able to play through the prologue. Uh, there is prologue and five acts.
We will determine how many acts uh are released on mainet as we go through phase three and phase four.
But um if we don’t release the entire campaign, there will be extensions of it once we get to mainet. Uh on the econ and game balance side, which is really the rest of this here, um we’ve done significant pass on resource distribution across the map.
So uh and this is combination of things.
It’s where are resources located uh with the more rare resources being pushed further out into uh the MRZ uh as well as availability of various resources.
So uh right now and we got lot of feedback on this pretty much everything is available everywhere. Uh that won’t be the case with phase 3. You’re you’re going to need to navigate across uh multiple regions to be able to access the resources that you want.
And then there’s adjustments to uh the richness values as well.
So what is the rate that you can mine these different resources depending on where you’re at uh in the galaxy. We’ve also >> this is >> sorry Michael just to comment here.
This is mean one of the biggest improvements of phase three and where players also feedback will be very valuable because this will create the dynamic economy that we always dreamed about right where people need to move cargo around. They need to we need to have freighters.
We will activate the local marketplaces in the game so trading will become more prominent.
So this is huge improvement. Uh >> yeah, and and when when accounting for the risk factors of combat in C4, it will lead to higher rarity of resources, not only because of where they’re placed and their availability and their mining rates, uh but just also are you does your faction control the regions that contain those resources? And so we should see lot more rarity in various resources which to your point Jose you know leads to uh freighting and local marketplace activity and and presumably higher value for those resources that are more difficult to get.
>> Exactly. And we can have scenarios where an entire faction is gated outside of mining certain resource. Correct.
If they don’t control any regions where this resource can be found.
Right. >> Right.
Yeah. mean now it does potentially create scenario where you know faction has difficult time overcoming um kind of falling behind if you will or getting behind. Um my expectation though would be that especially with some player growth uh and faction coordination uh they’re able to recapture regions that have those valuable resources.
So, uh, this should also drive demand in combat because again, if there’s a rare resource that you need to complete, say, higher tier ship config, um, you your faction is highly motivated to recapture that region to be able to mine that resource so that they can then, um, reestablish balance. >> Absolutely. I’m really looking forward to see how this will shape out in the game.
>> Yeah. Um, so beyond that, we did refactor the council rank system and the XP system. Uh, you know, I’ve noted this on on past bruise, but it’s um it’s it’s multifaceted.
It’s really two different components.
It’s what is the underlying XP curve per license required to level up. Uh and then on the other side it’s also what is uh uh how much XP do you get per event or per activity and so major pass has been done on that.
Now we are going to be modifying it going into phase three so that you know reaching maximum level cap is still uh possible given the short timeline but it’s it’s effectively using the model for our XP and council rank system uh just with reduced requirements for the PTR phase.
Yeah, and here think this will be an ongoing exercise, right, Michael? Because XP and leveling up is something that MMOs mean this changes every every epoch, let’s say it like that.
So, it’s going to be super important for players to give us the feedback on how they are feeling about the progression on each one of the careers. Uh how you guys transition through the ranks in the council rank system. And touched something really interesting here, Michael.
Maybe it’s important for us to highlight. Acquiring new cheers requires you to spend Atlas, right?
But this >> but this can be weaveed through the Atlas locker as well. >> Yeah. And maybe just footnote here, and some people have asked about it, but the the Atlas locker addendum that we proposed early in 2025, you know, we obviously haven’t been able to put much or any energy into that.
uh but following the mainet release of C4, I do think there’s significant opportunity uh to return to uh that proposal and start to introduce significant benefits in the game um by having an Atlas locker, especially higher tier Atlas locker, which would include not only [clears throat] reductions to your marketplace fees or your local market fees, but also things like crafting fees, potentially reductions to rent on claim stakes. Um um well the the council rank um uh research fees for example is good one. did touch on that last week.
Essentially the idea is that right now every council rank upgrade is going to cost you 350 atlas. There are some 212 uh branches or nodes on the on council rank progression. the total cost expenditure if you were just to simply pay those fee those research fees would be about 86,000 Atlas.
Now it’s not considerable amount although you know scale that across maybe 10,000 players and it starts to become meaningful uh but having tier 2 Atlas locker which is an 80,000 Atlas requirement right now um would give you the benefit of waving all of those fees.
So, that one’s kind of mean, that’s designed intentionally to be no-brainer. You might as well buy the 80,000 Atlas, lock it up at the start of the game, and avoid 86,000 Atlas and costs. And so, um, kind of went down a tangent there on on the Atlas Locker addendum, but there’s lot of ways that we can enhance the utility of Atlas by introducing benefits to the game um, once we get this mainet release out.
>> Yeah. And this is tangent that am sure the community is very much looking forward to because C4 opens the doors for many use cases of Atlas and now with the democracy module with all this as well, right? Uh something that we surely will look forward in the future is to extend uh this utility when we add new things like for example we have the democracy module now nothing stops us from creating new modules new improvements to star bases that could change the local gameplay loops >> uh how how the local markets local DA on each one of the regions will work out.
It’s super exciting to see Atlas becoming more and more useful in different ways inside our game. >> And it’s probably worth emphasizing here that, you know, even with the release of C4, it it’s still not the final product.
There’s so many things um features and and uh enhancements we want to make to the game.
This is considerable upgrade from where we are in Starbased. Um, I think you know with the delivery of C4, we do have complete 4x RTS game. Uh, but there’s so many things that we want to do beyond this and we’ll continue working on it.
But, but the priority is really getting this product out on mainet.
So, there’s, you know, something new that people can engage in with real live economy and financial incentive model. Uh, but there’s lot more that we’ll be adding on after this and lot of changes that we can make as we go forward. Exactly.
Exactly.
Sorry, keep the rel from on the actual topic, but think the community really wants to hear about everything that we are cooking.
Yeah agreed. Uh so yeah, the counseloring system uh fleet size and ship point value adjustments.
So um we had kind of disparity in the placeholder uh values for max uh max fleet size. As you guys very likely know in starbased you can have up to 145 points which with each class of ship representing different underlying value of points per ship added to the fleet. Um that’s been updated now.
So through council rank, you can get up to 312 points per fleet.
And then we’ve done some minor underlying adjustments on the value per class of ship as well. Uh but that was pretty big update and we’ve got that uh we’ve got that dialed in. Uh have here warp lane movement speed, but really this is part of broader movement speed update with significant reductions to movement speed on both uh subwarp warp and then final adjustment on warp lane speeds.
And the specific values is that we we uh reduced subwarp and warp by 67%.
So it’s 1/3 of the original value. Um, we initially reduced warblane speed 80% but it still seemed to be far too fast. Um, and so we’ve essentially refined that to be the value of fleet at its original warp speed when we rolled out C4.
But, you know, without getting that’s already probably too specific, but essentially we’ve just done number of um adjustments to movement speed on the map with the intention of really creating the sense of of larger map.
You know, the longer it takes for you to move around, the more strategic you need to be and the more consequential it feels moving around. >> Yeah. And think this is huge one with lots of secondary effects, right?
Because now if you want to move the war to the front lines from the frontiers of your empire you need to coordinate through longer time period. You need to move the resources you need to scale operations the supply chains and etc. And as you said Michael this makes the game whole more strategic.
Honestly, feel this was much needed because in star based for example, you can warp like three times with capital ship and you have move it from one star base CSS to the other. >> Now, right, >> things will feel like you are pretty much um traveling through space. Uh you’ll be Yes, that’s the logic.
like we’ll be you’ll be engaging with NPCs throughout the way. You’ll be seeing other players activity. You’ll be moving through regions in slower pace.
And this allows you for deeper, more strategic gameplay. I’m super excited to see how ex how epic this is all going to be together. Honestly, really looking forward to test that.
Yeah, we and we kind of back into these values by looking at uh target time to cross the map. Uh think where we landed on this is roughly 24 hours if you were to go from the two farthest points on the map uh to cross via subwarp.
It’s, you know, this is one of those items like you talked about, we we will likely continue to tune over time, but feel pretty good about where we landed so far and um, you know, this was something that we rolled out uh, over the course of phase two. We didn’t get any major backlash from it.
So, think we’re we’re probably in pretty good spot for now, but we’ll see if those uh, those values get adjusted any further. >> Certainly looking forward to see how the community feels about >> this new pace of the game.
Yeah. Um, uh, uh, I’ll preface this and say big overarching goal, uh, for us, um, through the PTR, but also again postlaunch is to drive more individual utility to each of the types of ships that are out there.
You know, we’re adding significant utility to combat ships by adding combat. Um uh one of the things that we rolled out um really two updates that we rolled out uh over phase 2 were updates to mining rates and this is going to drive more specific utility to claim stakes and to mining uh type ships. And so initially we rolled out a zero mining rate for any ships that were non-mining ships.
We’ve gone back in and adjusted that to 5% of its original baseline value.
So, every ship is still capable of mining asteroids. Um, and and actually have kind of extension of this, but every ship is still capable of mining asteroids, just at um significantly low rate.
And then those ships do all have the potential to install mining configs as well, which would increase those.
But, um, the the mining ships and claim stakes by far are going to outperform any other ship that is not, you know, specialized in that activity. Um but big point was we up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up up updated uh we re-updated the mining rate to 5% so all ships are still capable of mining.
And then the extension of that is that um we did identify small bug. Ships are only intended to be able to mine asteroid belts. Um and currently ships are able to mine both planets and asteroid belts.
Uh so that’s another little fix that we’re going to be getting in. Uh so when you land on system and you look at the different celestial bodies there, uh ships will no longer be able to select planets for mining. They’ll only be able to select asteroid belts.
And then the composition of the asteroid belt is essentially an average of all of the resources that are available at the planets there. >> Yeah, this is actually very interesting.
So you can possibly survive using other ships, but you only thrive using the proper ships to mine and etc. And Michael, do you think this logic will extend to the other careers as well? Like for example, ships that are not scanner ships, for example, data runners, they’ll be able to scan but on lesser capacity than the proper scanning ships.
Correct.
Yeah, think think what will probably happen is you’ll see um [snorts] and and do have this as kind of later bullet point with respect to data runners, but um >> maybe can just jump into that now.
We are looking at um uh creating the mechanic for all of the individual scan types. Uh you know, there’s some six different scanning types right now. those scanning [clears throat] types will each be associated with an individual loot table.
Um so the type of loot that you extract by using specific scanning type is now going to be um differentiated. Uh on top of that the data runners do not consume any uh any resources to scan which is consistent with how it works on uh Starbase today in much the same way that mining ships do not consume ammo when they’re mining. >> [clears throat] >> Um, but I think you might also see lower recovery of scans from that data from that loot table using ship that is not um scanning ship.
We’ll see on that part.
We haven’t uh made that decision yet, but at minimum, data runners get the benefit of not consuming any resources to execute scans as well as having faster scanning rates than non-data runner ships, >> which is very, very fair. And in the future, we’ll keep pushing this forward and adding specific uh ships, careers, let’s say specializations in the game. Correct.
>> Yeah. mean, every ship that that has specialization, we ultimately want to make sure that that ship has that benefit.
So, uh, recovery and repair ships, being able to go out and peer-to-peer repair with some benefits, or refueling ships, being able to actually go out and rescue ships that may have run out of or fleets that have run out of ammo, excuse me, fuel, um, out in the field. Um, uh, trying to think some others here. bounty bounty hunter ships, you know, maybe maybe having access to the ship mission system or the crew mission system uh where you have to go capture bounty, things like this.
We we definitely want to ensure that every specialized ship has some benefit and utility for that that gameplay mechanic. >> Awesome. Awesome.
Yeah.
So the um the other one and think NDR brought this up earlier in um in the chat here uh tuning on ship config bonuses uh we feel that these are significantly overpowered right now um and so we are doing big pass on the benefits of of ship config bonuses.
There’s lot to this um for number of reasons because you know we have to think about what are the recipes and costs of installing ship config relative to the benefits of that ship config and then how does that ship config benefit uh that fleet out in out in the field again out in combat for example or whatever the activity is that you’re engaged in. Um, so we we really need to make sure that there’s balance between the costs of installing one and the benefits received, but then how do those fleets perform once they have that config installed? And so, uh, we’re doing that work now.
We’re just kind of tying that up.
But there should be it should be considerable reduction of, uh, the bonuses that you get by having config installed.
Right now, you see if [clears throat] if you have max config or tier five config installed, you’re getting in some cases 8 or 9x benefit. Uh going into phase three, you should see nothing more than a 1. x.
So, something like 1. 8x multiplier to any underlying stat of that chip. don’t know if you saw 270x was it 2.
7x 270%. Uh if it was 270x that yeah in any event uh we are modifying all of the ship configs now and the and the stat bonuses from from those. >> Yes.
>> Uh and just to to quickly address slicer’s question here. multiroll.
You know, the benefit of multiroll is that you’re you’re jack of all trades, but master of none. And so, it will have the ability to uh kind of specialize in variety of different gameplay loops, but it still will not be as performant as say that this the ship that is dedicated to that loop.
But you’ll you’ll have wider availability of the types of configs that you can install and benefits um to the modifiers for the that particular ship type.
Yeah, and this is Michael just a tangential comment here. The ship configs is pretty much the one of the hearts of the C4 game play because they will be huge uh resource sync. They make the difference in combat, they will make the difference on mining, etc.
So we need to balance this in order to make it exciting and appealing and also because once they are destroyed they are burned. [laughter] So it’s risk that players are taking but the risk that must have counterpart which is what’s going to make it exciting and drive the big supply chains necessaries to craft those resources.
Right. >> Yeah. Exactly.
mean it’s it’s big costbenefit analysis. Is it worth investing the the capital and resources into ship configs and what can you extract as additional value as result? Um however our our goal is to create that uh strong value proposition there.
So all players should want to have ship configs installed. Uh of course the the counterbalance to that is the risk of losing them. >> Yes.
which makes everything more exciting. And also tied to that, we have the council rank systems in order to craft the components and also in order to use the comp the the the components as well.
So yeah, things it’s super exciting. mean things start getting super fun, super exciting and you can build your you can create your own builds, you can create your own compositions. think this will turn out really cool.
Agreed. And once again, mean, this is something that will likely require continuous tuning. mean, we’re um this is going to be a big overhaul to the benefits of ship config, but we’ll see where they land and take in feedback and see if we need to make adjustments to that over time, which could include reducing the requirements to craft them.
It could include increasing the requirements, the resource requirements to craft them, or changing the underlying stat bonuses themselves. Absolutely. Absolutely.
>> Yeah. And and NDR, to your point there, he says, “I think no ship config should give you more than 100%. ” That that was exactly my point.
You’re going to get 1. multiplier now at max, and we’re looking at probably 1. 8x multiplier, which would be an 80% bonus over um the the baseline stat.
Okay. Um respawn uh logic is also seeing considerable overhaul. It was kind of missing some logic actually.
Uh there’s there’s kind of four layers to respawning. Um the first is the let’s you know let’s just look at the respawn timer itself. And this is going to be consistent with the starbased logic.
uh which is to say that the subwarp speed of the slowest ship in your fleet um relative to its distance from the CSS is how is what the timer is going to be to respawn.
So if you’re in the middle of the map with um with very slow subwarp speed, you know, it might take you 4 8 12 hours to get back to the CSS. Um that’s one layer. Uh second layer that we’re adding in that does not exist right now is a base recovery fee uh for your fleet.
You needed to be towed back. Um the uh the council of peace sent that to fleet out to recover you. Um so there is some base fee regardless of whether you wait for the timer or not to simply recover your fleet.
third piece of that is the um is the damage that you’ve incurred. And so you will need to use toolkits to repair your fleet. it’ll be 50% damaged on recovery and so you need to repair that fleet.
And then the fourth is an optional expense uh which is convenience fee. Uh you can choose to bypass the um the respawn or recovery time. Um you can pay fee and you can immediately recover your ship.
Now you still have to pay the recovery fee, you still have to pay the repair costs, but you can avoid waiting um for your fleet to be towed back.
Now the cost of that is uh depends on the time remaining to uh return to the CSS as well as the scale of the fleet itself. Um Chris was actually just sending me some of these numbers numbers this morning and and they’re looking pretty good.
But the scale of your your fleet and again the time remaining to return to the CSS will determine the total cost of paying that instant recovery fee.
So, that’s all being added in right now. And kind of closely coupled to that, some people uh noticed that uh when players were using default configs, they weren’t dropping any uh any medallions. Or rather, what was pointed out was that, hey, I’m killing these fleets and they’re not dropping medallions.
And as it turns out, it’s because the way we were calculating the value of medallions to be dropped uh from an enemy fleet was based on the value of the config. And if they didn’t have config, then there was no value to be uh re uh to be captured there. And so now what we’re doing with the default configs is being driven directly by the respawn fee itself.
And so or the recovery fee should actually say. And so 100% of the recovery fee that that’s paid is going to be dropped in medallion value for fleets with default configs.
So so no ship config installed. Um it’s kind of one one.
Now the recovery fee will go to the DAO and then there will be an emission essentially from the DAO wallet and the the game emission wallet uh that pays the the victor in that um engagement.
Yeah, the medallion system is actually pretty interesting. I’m really looking forward to see how it is going to work. If people get greedy and try to overstand their stay in the medium zone, trying to hoard the most amount of medallions possible [laughter] and things like that.
foresee lots of components and configs being destroyed by this mechanic. was very ve very very big proponent of the medallion system. Um maybe to touch on this again but you know when we were discussing the different mechanisms we could use to distribute Atlas for PVP um one of the options was to simply immediately reward that player uh the victor with Atlas in their in their vault.
Um, the medallion system think makes the game and combat in particular lot more interesting because you actually have to pick up the medallions, carry them in your inventory, and then they’re fully at risk while you’re still out um operating and flying around.
So, you might have an inventory with millions of medallions in it, which by the way are zero weight, so you can carry an unlimited amount of medallions. Um, but if you get destroyed while you’re carrying those medallions, you lose all of them. and whoever whoever destroyed you collects them.
>> go NGR has question. Uh he’s asking if the medallions are the keyword for PvP and LP is the keyword from for PVE. >> That’s correct.
Yeah, that’s that’s exactly correct.
So LP for things like um starbased maintenance, starbased upgrading, probably starbased combat. I’m not sure if we have that right now, but starbased combat and then any other PvP that all earns LP which goes into the same uh daily epoch LP system like we have in Starbased.
So there’s fixed amount of Atlas modified by the number of um systems and regions that you control um which creates your LP pool for the day and then all of those mechanics as said go into how you earn LP and you’ll get your proportional share uh of the daily emissions from the LP pool. Um otherwise PvP is purely the medallion system.
So you earn based off of the value of the fleet that you destroyed. And in particular, this increases substantially when enemy fleets have higher tier ship configs installed. Be super exciting.
See players making bank with medallions. >> Yeah. Um don’t want to take the entire [laughter] uh brew myself.
want to give you guys an opportunity to speak here as well.
So maybe trying to run through few of these without answering questions. Um just uh and John, this this might be good opportunity for you if you if you want to talk about it. Uh we are, you know, we’ve the the the premium starter bundle uh kind of inadvertently got added to phase 2 that’s been pulled out.
Um and we’re defining [clears throat] new starter bundle now for phase three. The premium starter bundle will be what we use for phase 4. And just to clarify because there was question uh in discord about this.
It it’s you we’re using the terminology premium but it’s not something that you buy. It is just going to be snapshot of your mainet assets and that’s what becomes available to you to use uh in the phase 4 uh period of of PTR. And we are looking at likely moving some of the Atlas emissions from Starbased over to uh phase 4 PTR because at that point we should be pretty dialed in with the product.
>> Yeah.
So, the the the new starter bundle is currently aimed at giving, you know, giving players more more progression options. Let’s let’s say that like we’re not going to give people fully completed components. We’re going to give you, you know, set of resources and then broad more broad set of ships and claim stakes and things.
um and bunch of C4.
And then you’re going to be able to or sorry, R4. Uh then we’re going to be able to focus on crafting and more player progression um with wider variety of ships.
So, it should be good. Um haven’t had chance to test it yet, but I’m working through it right now. And yeah, think think the focus on phase 3 is going to start to move away from just having everything available to you right at the beginning.
You’ll have wider range of things available to you, but you’ll have to progress through the council rank system and use the um use the R4 and the ships that you’ve been given to, you know, to to progress through the council rank system.
So, um yeah, think it’s going to be good. I’m really excited to to start getting into using our using our snapshotted stuff. think that’s going to it’s going to be whole whole new game um when people are presented with the things that are in their wallet and not just like this this things that are just given to you for free at the beginning.
So >> yeah. Um, think you’d probably be good to touch on the next one as well, but just, you know, really quickly here for NDR.
Yeah, the medallion’s exclusive loose use is to redeem four atlas.
So, every medallion is worth one atlas. Uh, the reason we have the medallion is to create that extraction mechanic. You have to escape with medallions.
Um, you can’t just go in and get bunch of kills and then earn atlas and then die and be fine. you actually have to loot the medallions and then extract to starvase to sell them. Uh but they are sold one to one.
think cool extension of this in the future uh would be to reintroduce the golden carnival and maybe have some utility of medallions in the Golden Carnival. >> This is interesting. Did you just thought of that >> because that’s No, this was an idea we were kicking around.
It’s just uh it’s not a mechanic that want to add in right now because um ideally the Golden Carnival would exist inside C4 and it wouldn’t be that external site like we had with uh you know the previous Golden Carnivals. >> Yeah, the Golden Carnivals were really exciting. We had lots of very fun community moments during them.
Super excited to do them again.
Yeah. Uh, what else, Michael? >> Yeah.
So, uh, John also made some updates to the Nemesis engine. Um, John, you want to go in and and maybe cover some of those? >> Uh, yeah, just give me two seconds here.
Um, yeah.
Okay. Um, so again with the Nemesis engine, the it’s kind of like build new feature and then see what breaks and then build new feature and see what breaks.
So, um, we’ve we’ve we’ve gone from system that just attacks players while they’re mining to um, now the Nemesis engine garrison’s bases that it holds. Those garrisons attack fleets that fly nearby them um that are hostile to them. Um the Nemesis engine spawns other Jorvvic pirates right now that are not part of bas’s garrison and those Jorviks roam around in in things called wolf packs according to the the program design.
Um and the wolf packs specifically pick on players that are less powerful than them.
Right? If they have chance of winning, good chance of winning the fight, they engage the enemy. If they have good chance of losing the fight, they actually flee or run away.
And um the other thing the Doric pirates do is they harass star bases that are adjacent to the systems that they hold.
So th those are the sort of the newer features. Uh the the wolf packs moving and harassing the bases. Um and those movement those movement mechanics.
uh the errors, the thing was talking about that was breaking like they were moving into safe zone territories and um the transactions were failing and so this brought up this big discussion about how PvE combat should work inside safe zones and we’ve been working through that.
So currently if you’re um if you’re going to attack dwarfic pirate, you should be able to do it even if it’s in safe zone. uh you should be able to get loot from that pirate and um uh in the way of like experience, but I’m I’m trying to remember where we landed with medallions. don’t think the pirates actually give you any combat medallions or anything like that, but um but they do give you combat experience.
And um yeah, the the the mechanics are working well. The the brain behind the thing is is working well.
there’s dozens of fleets that are sort of being simultaneously commanded and um haven’t seemed to run into too many scaling issues. Uh on the uh on the dev server we were we were running something like thousand fleets uh without any scaling problems.
So, um want that to eventually shift into multiple NPCs in different regions own sort of thought process and their own act like the way they act. Um, and then as you guys go and take over regions, uh, you’ll actually eliminate some of these NPCs from the map as you do that or or strengthen them depending how it works out.
But, um, so lots of really neat lots of really neat stuff coming from the Nemesis engine. Um, it’s already sort of providing this this base level of combat. Uh, it provides targets for people.
uh provide some some opportunity to see different factions and their behaviors and stuff.
So, um yeah, so that’s where we’re sitting right now. >> Good stuff guys.
Something that forgot to share. Emperor is reminded me the the voting started for the council. Emperor, since you are here, can you please drop the link for us if you are available >> say these guys are shoein?
>> Yeah. And Michael, seen people asking question in the chat that we have yet to address.
people have been talking about when on everything that we have been talking here about phase three. >> Well, let me come back to that.
There’s only uh maybe two more items here uh that want to address. >> Uh one one additional change that is for sure getting in is that we’re we’re updating uh two facets of uh of ammo with respect to PvP combat. >> [clears throat] >> mean, one of these actually affects fleets globally, which is we’re we’re increasing um the ammo bay capacity for all fleets.
Uh I don’t know what the exact number is, but it’s it’s considerable increase to the amount of ammo that you can store in your ammo bay. [clears throat] And then second component is that we are reducing uh ammo consumption by 50%. Or combat specifically.
there won’t be any adjustments to um say mining ammo consumption, but specifically for PvP engagements, 50% reduction to ammo consumption. The reason for that is because um when we factor for all of the different adjustments to movement speed and time to get across the map [clears throat] um and get into an actual encounter, it felt like you could destroy or get into single engagement before you pretty much ran out of ammo. And what don’t want people to have to do is get into one fight and then have to go back to star base to restock that might be hours away from where they’re at.
So, um, with the adjustments that we’re making, you should be able to get into about 25 to 30 engagements, complete engagements before you have to restock, uh, your ammo inventory. And so, that um, that update’s going out.
And then um the last thing is we kind of touched on it already but it’s that uh dedicated utility for data runners which would include um uh separated loot tables per scan type. Uh we did make the adjustments so that uh so that data runners specifically do not consume any resources for scanning. Uh that may or may not make it in on the phase 3 initial release but uh likely to make it in over the course of phase three.
Uh so that’s quite big list, but that’s everything that we’re working on to get us to the point of uh phase three launch.
Now we’re we’re through about 80% of those. We’re really just tying up few loose ends. Um merging few final PRs here.
And so to your question, Jose, mean, think um think this we’re looking at another day or two.
So uh potentially by tomorrow this rolls out. Uh, would say worst case scenario, we should have this update out on Friday, though. >> Let’s go.
You guys heard here firsthand on the brew. Phase 3 is launching this week, boys and girls. >> Yeah.
So, I’m I’m pretty excited about it. mean, worth noting, everybody should know this, but it it excuse me, it does mean your account is going to be wiped. Uh, you will have to start over.
You’re starting from zero again. Uh but it’s um reinitializing the program, wiping all accounts, um distributing new starter bundles for everybody, and then all of those new fe features, balance adjustments, etc. should be rolling out.
>> That’s super exciting.
So, this is the time to get started more to grind and to actually see closer version of C4 to the one that will be launched in the mainet.
We are super excited to have you guys play phase three this week.
So, make sure to clear our agendas because the grind’s going to be intense. >> Uh, not not to uh >> weekend. >> What was that, John?
>> was just reading the comments about people wanting to launch after the weekend. Is that because there’s long weekend or something or what? Oh, they don’t want the bugs.
got it. >> Uh, it is holiday on Monday in the United States. mean, we want to give you the the long three-day weekend.
Yeah seriously. >> Uh, correct, Arthur. The the quoteunquote premium bundle that is strictly for phase 4, which is snapshot of your mainet assets.
For phase three, uh, [snorts] John is defining new starter bundle that everybody will start with. Uh, know we’ve spent lot of time here on C4. Uh, it it is probably worth touching on.
Um it was it bruho >> E5 yeah updates >> it might have gotten deleted but um we’re we are still working on the Unreal Engine client um kind of slowly in the background with limited resources primarily Brad focused on that but um we have been working on some bug fixes uh yeah the immortality bug hopefully that’s resolved uh we had bunch of infrastructure issues won’t get into the specifics on it but we kind of fully lost lost our our uh dedicated multiplayer servers previously and needed to restore those. Uh we didn’t have the people on the team that originally set them up.
So it was bit of um investigation to figure out how to reestablish those. Uh and then we encountered another issue which was that the matchmaking server itself was ephemeral. Uh so it would only last 3 hours if nobody connected to multiplayer instance.
Uh we’ve got that fixed now. Uh uh racing modes should be fixed now. Invincibility bug in arena should be fixed.
Uh probably have release today or tomorrow on that as well, public release. Um and multiplayer should now be fully working.
So instances will spin up and matchmaking is working. >> Yeah, this is super exciting. We should have play test session on Friday for sure.
Yeah, if uh you know, see Jindo in the audience chatting about it and uh if he’s up for it, would love to have him coordinate um some more play sessions. Uh don’t know if he wants to do it this Friday or or starting next, but do think we uh we’re probably in position to to start those back up uh the weekly weekly play sessions. Uh, and hopefully don’t know if we have anyone from the Super Phoenix DAO team in the audience, but they’ve got their Super Phoenix sports uh, product uh, with their their, you know, their streaming product and and so um, hopefully that unlocks them for uh, being able to run their their promotion and they did have proposal in the DAO that got passed some funding for an event, tournament and so should [snorts] be able to see that come to life pretty soon as Yep.
Yep.
Yes. Gindto is going to to get this together. Thank you, Jindo.
Guys, any last questions? Any last comments about C4 PTR phase 3 engine before we close this episode of the Brew? We’re already close to the top of the hour.
Yeah, Zinc Zinc is essentially ready. Um, maybe worth closing on this, but we have um the demo bridge, which currently just bridges between Atlaset and Zinc testnet. Of course, for the mainet launch that would be updated for Salana to zinc bridge.
The infrastructures in place. mentioned this before when we talked about zinc, but if there there’s any interest out there from people to uh operate as validator, would love to have conversation with you.
We are looking for more validators to support on launch. Um you know, more distribution decentralization is better. Uh we have the claims investing portal complete that rolled out you know months ago uh on an update with snapshot of your uh ZXP value at at that time.
Uh but that is complete.
We have documentation page out now at docs. z. inc if you you know want to learn more about the network.
Um we’re we’ll probably pull together light paper for Zinc. um there’s still not an enormous amount to talk about because from an innovation standpoint, we’re really leveraging SVM.
So, so on tech side, we’re not really changing anything. Uh what we are layering in is the identity piece and that’s really the more relevant aspect of Zinc.
It’s your profile.
It’s it’s the progression system. Uh it’s reputation and status.
It’s um it’s the the multi pass kind of like battle pass concept and the rewards that you get from participating in that and then any future airdrops.
But um Zinc is largely ready to go. And I’ll I’ll kind of close by saying one of one thing that I’ve been working on is this auditing suite. Um you know, building it with our with my agent and um I’m pretty proud of where it’s at right now.
Um just ran an extensive audit yesterday. Um discovered some 1300 items and then overnight those were all largely resolved.
But um part of phase four and and one of the reasons why we also want to have feature lock on C4 is that um everything that we’re going to be releasing to mainet needs to go through security audit. And so this auditing suite that built should help the full team accomplish that because it’s going to be um it’s essentially web app that we’re deploying. Team can connect uh via SSO to this auditing suite.
they can import their own ooth or API key and then start running security audits against their own usage credits.
So, um we’re going to be running extensive extensive audits against everything that’s rolling out on mainet before before releasing anything. Very good. think this answers the last question guys.
Michael, John, thank you for joining me today. Always pleasure to have you guys on stage. Super excited for this new moment in Instarata’s history.
Going to phase three. can see the finish line of the mainet release now on the horizon, which is super cool.
So, let’s start having fun. Let’s start preparing because every day that passes, we are closer to the full vision of the game. >> Yeah, looking forward to it.
>> Yeah, it’s going to be very exciting. >> Awesome. Awesome.
And thank you as well audience for staying with us, for supporting Star Atlas.
We are really looking forward to start playing phase three with you guys this Friday or tomorrow even if things run smoothly. >> Absolutely. Thank you guys.
Appreciate it. >> Thank you everyone.


