AMA with @DCGGameFi

Recorded: April 6, 2023 Duration: 0:56:10

Player

Snippets

You guys are so fast. How?
Got those notifications on.
Gonna show this to the DCG group.
Yo, yo, yo, yo, yo, Nick is here.
Nick hello
Can you hear me clearly?
Yeah, can you hear me? Yes, I can. Avalanche gaming is here. Great. I know you guys have, uh...
then cross-providing with them quite a bit. It's good to see.
Yeah, they've been helping out quite a bit. Thanks for joining us. I mean, you have a playable game after all. So, um, who else do you want me to, uh, to bring up, save?
Yeah, sure. I'm not so if you want to speak up to him. I invited him. We're going to ping our discord. I think
Somebody's doing that as we speak.
(whistles)
I was the last time we spoke. Gosh, it's been one of our six months. Too long. Too long. Last time we spoke, it was... You guys hadn't released yet. I think you were on the verge of releasing. I don't remember.
Yeah, last time we'll explore. What's up, sir?
Not bad. Do you guys want me to bring anyone else up for?
No, I think that might be the team member joining this one actually. Yep, that's fine. Let me let's give it just a minute for peeps to get in.
Alright, we just picked everybody perfect. And if everyone could share in the bottom right hand corner, we'll get started in just a minute.
(humming) (thud)
What up what up? O T don't peek yet. Welcome
Yes, scared.
Give it one more minute, we can get started. People come in over time.
Alright, we can get started. Let's see here. Alright, next was a bit of a six-puncess we've talked. How have you been in the last half year?
Oh, busy busy busy busy. Um, six months have actually been kind of a. Uplier really because so much has been done for both the game and the studio behind it DCG right it's just been quite the journey. I mean,
from the team's perspective, from mine at least. It feels like the blink of an eye, like we've kept up to date with, you know, putting out YouTube videos, live streams per week. All of this kind of development happening in the background and things
to show off that by pretty quick. There's one thing you don't get with a lot of projects and that is like weekly live streams, right? You've been going strong on that for a very long time and I commend you for doing that. It pays dividends. Yeah, thanks, man. I think so.
to it's something that we weren't seeing a lot of so I figured that we could stick out that way or at least try to. Yeah, like when I think of you guys at least that's one of the first things I think of is like, oh man, still still doing live streams every week or multiple times a week isn't or is it once a week?
It's kind of multiple times a week. I have to give a big up to Siv because he's been doing a lot of live streams recently. I've been doing the weekly ones for it's got to be just under a year now, just week after week and also
doing some lets plays so a little bit less of a structure format and just you know playing around the game and everything. Yeah love it. Yeah you got to pass the pass the responsibility on if you got a full team might as well. Yeah absolutely. Yeah so I mean before
Before we've talked about a few things before, maybe we'll cover a few again for people who are unfamiliar. This is also recorded, so I know a few folks from our community from overseas will listen to this at a different time than live.
So I guess you know you just recently released it's been a long journey for you guys you want to kind of like summarize how you got here and how long it's been you know like you're your high level path to release.
Yeah, fair enough. So we've been working at this for about 18 months, give or take, right? Which is a very, very long time. And in that time, I think what we've done is start from the absolute foundation, which is, you know, a concept. And our concept
concept from that first day was let's make something fun on the blockchain. Let's make it with Reishell. Let's include everything to be NFTs in game, which we've set out to do and we have done. There's some newer concepts to it that I'll get to in a bit.
That was the main focus from the get go was let's make something fun. We all know RPG games on the team. And so we followed along with, you know, Sam is our CTO and founder of Dry Concerto Gaming.
He had this vision for fun experience on the avalanche chain. We ran with that. There was a lot of changes from day one leading up to the release of the beta, which was actually, I want to say it was a year
go now out of that 18 months and it started out as something that I was able to livestream people were able to engage with. It was quite buggy at the time as per most Vedas but people were able to sink their teeth in which I think is
so important. It was just something, something there. And so people were able to dive into the beta without any character NFT if you couldn't buy one that was perfectly okay. It was more of a feedback
stage at that point, which was really nice. And we learned a lot from that. Then came TestNet after so many additions to the first rendition of our beta. And TestNet was a long road too, right? It was incorporating all of the blockchain functionality that
we wanted and it was testing out how the tokens were working in-game improving on that steadily. And then, you know, the high-level quest from 0 to 100 is beta testnets and now we're at main net now. So it's been
a long road, we've learned a ton, and I think that those goals that we set out to begin with, things we didn't compromise on, let's have everything be an NFT in game, let's include everything web3 and blockchain that we can reasonably fit.
and let's make a fun experience. I think we've hit the nail on the head as far as those goals and right now with the main that release we're looking at a lot of in-game balancing when it comes to our crafting system and the cost and tokenization.
of the current game. And we still have, of course, a lot of work to do. This is just made in that release. There's tons and tons to be added to the game ongoing. But it's a solid start. It's been a solid 18 months. Yeah, man. And it's funny.
some people why some games or even projects like why build this on Web 3? Why not just make a Web 2 game? And some people have so-so answers, oh Web 3 because community or because this or that. But you guys have all of your in-game items and craftable items and a lot of other heroes and things.
on chain and you're actually using the blockchain and integrating it into a game. And since you spent 18 months testing, like you have you've built a community through that and a lot of interest. So I mean, you guys are doing things the right way. I mean, how did you stay motivated through that 18 months and and fund it? Like do you do you have a separate job aside from this?
Yeah, most of the team has jobs on top of this, but while some don't, some do, I personally have a full-time job in between working at DCG, right? And that is the case for most of our team, but we actually are packed by Avalaab.
Aventures down the Rapid Capital value capital and Keychain capital. So we did go through around the funding which obviously was very very supportive and it also gave us actually a really good insight into what could be improved about the game because when you see this in
investment. Of course, there's going to be opinions that come with that. Of course, there's going to be, you know, being pointed in the right direction as far as tokenomics, which was really, really big for us. We had to change around a lot, but it made a lot of sense to us, right? So that
That was really important. As far as motivation, I guess it was the same effect that we've had on the community really. Me being outside of the dev team, I was able to see these weekly updates come to the game on beta, testnet, whatnot. And even to this day, right, just post main
that all of these small changes and balances that have been put into place, it's fairly easy to stay motivated, I think, as long as you've been around the community a little while and you've seen what we've done so far. I think it is fairly easy to stay motivated as a team member.
exciting stuff. Yeah I mean when you're building something cool and you get great reactions from your community it's you know that's what motivates you right it's it's very it's very fun you guys have certainly built out a very complex game that keeps people busy it's not something you just play once and you get tired of it and that's it right you know or or something that
It's too difficult or too easy to complete. It's a very tough balance to navigate. Can you talk a little bit about overall when you were building this game or helping your team build this game? How do you guys balance that? Making it replayable.
Yeah, so one of the feedback that we actually got from our round of investment in the community as a whole was like, what's the purpose of everything? Because everything has to have a functionality to something else, which I don't know if we were necessary
and mind before we got that feedback because making a fun game and an engaging experience doesn't always rely on something else. For instance, the crafting system, I know was something we were planning on, but the input that we received really shaped the way that we
did that. We made this circular economy in-game with both of our in-game tokens. In order to make it a fun rewarding experience, as opposed to just fun, which is more the Web 2 side of things, right? If you ask why isn't this a Web 2 game, it would be actually much simpler here.
to make the Web 2 game, I guess, but with that vision in mind that I was talking about it and those goals, it just wasn't something that we could really compromise on. This was the goal with the Legend of War and the Conus. We really needed to do this.
As far as the balancing of the game, it's definitely something still worked on. There are imperfections when it comes to crafting as well that we picked up on. So for instance, crafting potions and bandages in games, some of these healing items, it's
Sometimes cheaper it's actually buy it off the in-game marketplace and it is to craft it. So that'll lead to less token usage in order to craft a specific item Typically you would use the DCAR token every time you're crafting something but why do that if you could just pick one up?
on the in-game marketplace for cheap that somebody else is selling. So it's these small tweaks to the in-game that we hope will balance things out. The circular economy is there. It's not perfect, but we're definitely working on it. Yeah, that's right. I'm going to take
this one moment to say everyone who's in the room please hit the chat bubble in the bottom right and comment and retweet the space that helps bring more people in and learn about this this awesome already released game which not too many people can say anyway to respond to your comment yeah it's it's it's
Building out features that aren't intentional, right, is so important. And it's so easy to get lost and not doing that for sure. I definitely understand. Not from a game perspective, but from a different perspective, you know, making sure everything has a purpose and a rhyme and a reason. And it sounds like, you know, having multiple ways to do something
It creates like these little strategies and that creates replayability too So it's really great you guys I mean there's so much to do in the game it looks like there's there's there's oh so much to do and if anyone here hasn't played it go at least check it out So I want to ask real quick before I ask like how somebody would play it
if they wanted to. I want to ask, like, you know, since your release, how long ago was your release exactly and what's the reaction been so far? Yeah, so we're about seven days out from the event release and the reaction so far has been incredibly positive, you know, and we owe that to all the partners
Avalabs, our Packers, just everybody. Everybody has come out. And after so long of the test, that and beta and everything else that I went over, it's like 18 months period literally. Just all of the love coming through has been amazing. The community has really taken
to the game. We have a dashboard actually. I'll see if I can share it in this space. But basically, it seems as though I've never seen the game have less than 100 active users at any one time. It's really cool for a host.
somebody joined from the main account. Hello, everyone. Who are there? Yeah. So anyways, as I was saying, the reaction has been great. And some of the stats that we've gotten as a result of our main net release have been incredible, right? So these are
day old stats but the game is already seeing over 60,000 in game battles which is huge that means that people are really enjoying the game playing for hours on end the user retention piece I think is really really on our favor which is awesome that's what we set out for
The in-game marketplace volume has a past $3,000 so that's in, you know, six days. And we've seen over 14,500 items minted and over 800 items listed in the in-game marketplace. So that's, you know, all NFTs being minted from either
Lute drops after defeating an enemy or from the crafting system. So this circular economy as well as the token earning has been really proof to us that this concept works. And while it's not perfect, we can get it as close as possible.
What's up whoever's from the DCG account? Hey, it's it's so I just like to add something to what Nick said also we're nearing almost 200 unique players on the platform and then we have like around it it flies
it's around 110, 120 daily active users. So those are really good numbers for us. We didn't expect that numbers are going to approach to 100 in the first week to be honest. And all we like to call it proof of addiction that you have almost 200 unique players
But then anytime you enter the dashboard you see around 80 to 100 live sessions like concurrent players which means that Players are always around and some of them spend quite some time there. Yeah, so we call it POA proof of addiction
I love it. I love it. I think it's very accurate too. I mean, there's nothing like just going about your day doing whatever you're doing and knowing that, you know, almost a hundred or over people are playing it already in the first week. Those numbers are a
saying that's that's quite good that's that's really really good you guys should be super happy about it sounds like it even exceeded expectations and I'm also glad you guys are measuring all of this because I'm a firm believer of you can't improve what you don't measure obviously right so yeah yeah right right and also like good
talking about that, we have a third party software to measure some things, but you know how brave browser blocks everything. And those numbers are a bit worse, but first my my my like like yesterday we had a discussion like who to trust trust
Is it third party software or what we built in game and yeah at the end we proved that the third party did on track Brave users which are plenty I mean I'm first one who uses brave so yeah, it's the tricky so you have to have multiple trackers at the same time I Love it man
That's good stuff. And I also see there's only like just over 50 heroes listed out of thousands, which means people are holding onto them. They're not just buying them and flipping them. They're actually playing. Everything about the metrics is very bullish. That should validate the very long 18 month path.
have had. It's a really great story overall. Can you talk a little bit about the difference between drag and crypto gaming as an organization and arm draconis as a game and like the relationship between the two maybe future goals with that
Yeah, totally. So trying crypto gaming is a gaming studio on the avalanche chain. So that's the company behind the Legend of Orn d'Akownis. We do have actually two games under our belts. So the first one was actually released in October of
2021 and that was named Tiny Dragons Arena. That was actually really really successful for its time. They're still around. They're an NFT collection of a thousand. They're still kicking and they're actually included in the Legend of Orange or Cogniz as a companion to your character.
NFT. So we certainly didn't leave them behind. You can't play Tiny Dragons Arena at this very moment, but we're going to include the entire arena. We're going to redo it, modernize it, and have that inside the Legend of War underconus. So it'll be kind of a one-stop shop if you have a
tiny dragon NFT, you can battle them for token rewards as per the original release of the arena. That will all be included in the Legend of Ormdurcona, so it will be kind of a two-in-one game. That's more of a casual example.
experience, I think, which will be great. It's PVP battling between NFTs for token rewards as it was before. And that'll be a good kind of casual experience inside of the Legend of Orange Cones, which is
I don't think that it's a casual experience, but it can be enjoyed as well. I don't know if said wants a comment on that at all, but I think that the experience could be whatever you make it out to be. We have people who are grinding for hours.
hours per day, which is great. God bless them. I've done so as well. And yes, if you want to speak on that. Yeah, yeah. I mean, it's definitely not been a casual experience for me and many of the other players I'm playing hours
There's a day and I still feel like I'm behind a lot of the community, right? I'm only at level 18 or 19. We've got community members in level 30 and level 40. So there are people that are playing this all day long because they love it. The loot finding aspect
is definitely part of that proof of addiction, finding a great piece of loot. You know, in any kind of looting game is always a really fun and, you know, there's a lot of adrenaline and and and orphans. It's a fun experience to have and I'm really, really enjoying it.
Yeah, and just to go along with that as well, I think that you can enjoy it casually because you have 10 turns in the game per NFT character. And if you only have one NFT character, there's guides out there in order for you to, you know, make it
it without any use of our in-game tokens. It's a lot harder to do it that way, but you can. And there's guides out there to help you along in that. So we're definitely not a company who's shoving a bunch of NFTs and tokens down people's throws.
can start with the bare minimum to enter the game and be successful doing so and actually we love to see it so if you're out for a challenge there to go. It's very bullish when the team isn't the highest level in the community is. That's a good thing. So quick question so so Rugless asked
And you guys know regular season fucking legend So I guess I must first ask what do you need to play? I assume I assume you need to mint a hero NFT And are there any plans to increase the number of those NFTs? When he decided Who is that guy?
Yeah, no clue man, he just popped up. Who knows? He doesn't know anybody at all. Certainly not a connector at all.
I for one love Sir Rugles and I appreciate our overlord name as Sir Rugles, but anyways getting to his question I'm going to answer it quickly. The only thing you need to play the Legend of War on the Gona is a character NFT.
You only need one. Don't go based off of my experience. I hold tokens and I hold 11 character NFTs. You do not need to be that extreme with it. You don't. I'm just bullish on everything so that's why I have that. You can buy it off the open market as I have.
We're available on Joe Pigs and a trade open C our character NFTs are on there. And if you want the full verified collection, I recommend just hanging out at dragencrypto.io, soaring through our documentation.
We do have a tab under NFTs that links directly to the verified collections for those just so nobody's impersonating us and nobody's going to scan it, etc. I don't know what's out there. I don't. So I always make sure to put in that little caveat. Now the character NFT that
you buy if you were a buy it secondhand is the four prices gone up a fair bit so you're probably spending at least and correct me if I'm wrong six abacks for a low tier character I think that's the current price and
We just worked on the five. So ranging between five and seven, I just put out a thread. I wish I if I could I can't add it to this space. I just posted a thread about all the sales over the last week. We went up to 142 weekly sales and floor has gone up to five
Yeah, 142 is a all time high by quite a long shot. So a ton of interest to play the game. Yeah, it's been really exciting. Yeah, certainly. And as far as upcoming min's, that's going to be a really nice one. I don't know. Heat engine would do you want to speak more on that?
from the main account. I can if you want. Yeah, you can. I just wanted to say that I pinned CIV's announcement. So everybody can check it in this space. Yeah, Nick, go ahead. You're free to talk about it. I don't want to.
Yeah, so we will have some upcoming nins later on this month. It's going to be late April actually. So if people want to follow us and hang out or in our discord and on Twitter for the latest updates, you might be able to catch a hero mint and
Maybe maybe min something better than a low tier character, which is a Neophyte. The ones that have a 5-7 A-Vax for at the moment, you can try your luck. They will be small batches of characters too, just for warning.
Because we from day one have not wanted to flood the NFT market with a bunch of our characters. In the future though, I mean, who knows, like if we want more users or NFTs need to be out there, because as you said at the moment, there's very few that are for sale in most
I want to see a good amount of people mid more than one at a time. So yeah, that was going to be one of my questions. It's like what what happens if the demand for players playing the game outpaces the number of you know characters that are actually listed on the open market or if the floor price
goes up to a degree where it's not manageable for a lot of people, say $500 or something like that. Yeah, so that's the impossible balance that we've been struggling with, because if you're an OG to the project and you've been holding a character NFT for
long time. I mean, should you be able to make a profit off of a character NFT? I've been kind of like you've hung out for a long time and I mean, like what can I really say, right? But we are going to try to make it affordable through our minting process.
But I don't think that we're going to be kind of a mint on demand type of situation where there's tons and tons of character NFTs out there. We have taken some steps such as limiting to one wallet per mint, but then
Again, of course, it's crypto. You can make a bunch of different wallets and mint at the same time. It's very, very difficult to actually bought the mince, which is nice. We have some very skilled developers who have made it not worth someone's wild to bought the process.
us, which is good. And that's, you know, that's just one of the many steps that we've tried to take in the right direction. But that's the impossible balance. I don't know if Siv or he want to comment on it, but that's kind of what it seems like to me.
So, I mean without without ever adding more character NFTs though, are you not effectively capping the number of people who can play the game?
Yeah, if we never added more, we will be minting more this month. And that'll clock in at about 200, 200 total NFTs, which isn't a lot if you consider the fact that somebody may buy more than one, etc., etc.
But after that, we'll be able to gauge whether or not we should maybe have more mince or what the player base is looking like. We've really been aiming for a steady trip of users, which has been working very well thus far, as opposed to tons and tons of users all at once, and then an inevitable dump, just like.
Everything else in the crypto market rate Yeah, I definitely respect that method the flow and steady growth and you want to you want to make sure like demand kind of Kind of right on the brink of supply, right? You don't want too much of one of the other Yeah, yeah, like I said, it's really just an impossible balance, but yeah, oh
You guys are doing just fine. I think I think you have like 50 to 100, you know, that are available at any one time that gives plenty of room for a new spurt of new players without taking you guys off guard and you know, it's probably not super hard to add to that number either way. Also, I like to add we're also going to implement a
So that's going to help people who don't want to invest into NFT, but can rent it from other owners. And looking at the numbers now we have like 800 owners of NFTs and almost 200 unique players. So you know, numbers are not quite the same.
We would like to have meant as soon as possible as Nick indicated a smaller collection But yeah, there there'll be renting system also if we end up being on the other side of the problem where we have too many heroes We were thinking maybe to open like PVP with a
with the end game burning your character for example so I mean there are many things we can do but I'm not sure if things are happening that fast as it should because it's you know like now it demand is high but people have to wait for us to do the art to do the mint we have a lot
of things going on, we're not a big team. So yeah, and I think it's also good. Let people cook a little bit more. We've been doing this for a year and a half, and it was a long wait. So why not wait for a couple of weeks more? Yeah, I mean, at the end of the day, you can monitor, right?
and tweak things pretty easily. You have a lot of options in terms of incentivizing, disincentivizing, minting, whatever you choose to do. I mean, it's all about monitoring. I'm sure you guys will keep it close. If you're anything like me, you wake up each morning and you check all your numbers. And that's like the most exciting part of the day for me. - Oh, yeah. Yeah. You hear it out#
Now, now long-term, long-term. It's been 18 months. Why worry about a single day of level? Of course. But yeah, yeah. So obviously with games, especially a game as complex as this with great art, visuals are really important marketing tools to use.
videos. That's right. Do you guys plan to go like I don't know if you know the game on dead blocks? I don't think it's on avalanche but they they go to a lot of IRL events and do these demos of their games or anyone can just kind of sit down and play or watch other people play and it's very effective marketing for them. Do you guys plan on doing anything like that?
Yeah, we definitely will. I think what we would do is perhaps wait for more PVP functionality in order to give people kind of a way to interact with one another that isn't just a chat box and game. We really do want to bring that to the forefront.
Nick you're kind of rugging for me is it just me?
Yeah, I can't hear him. You've been good this whole time, but kind of rugged there towards the end.
Oh, that's better. Something happened.
Damn, you can leave and rejoin if you want to.
Yeah, sometimes that works. Oh, Twitter spaces never change. Here we go. Oh, that was fast. That a bang, that a boom.
There we go. Let's see what's up now. Hello.
Yeah, it's better now. It's back to normal.
cutting me off, I was just going to keep going if you didn't. Yeah, it was like progressively worse. Like a person was acceptable and then it was like, oh, okay. Yeah, you're good. Yeah, that was just me trying to leave the space actually. Yeah.
the PPP aspect as well as the quest is going to change up quite a bit. So we're going to start looking at multi-day quests and more missions which would be more rewarding for the player but it'll require a little bit more
on commitment, etc. Which I think will be really nice. And that is around the time that we would start entering into this whole eSports category, I think, right? If the PVP is something really, really intricate, as I
think it will be, then you can get people really competing as opposed to PVE or player versus environment where it's more a singular experience and not a lot of, you know,
cross fighting happening.
Yeah, I think that's pretty wise. Again, the visual aspect is great. So I'm looking forward to that. And I think it's good that you guys will focus on the PVP aspect because then you're going to have this great complex game, but also this really awesome like
PVP experience, which everyone loves. Who doesn't love PVP? A little bit of that. So I mean, it's great that you guys are kind of focusing on making that really quality and good instead of just saying, oh, let's just release PVP real quick. You know what, quick work around the part, if you don't mind. Of course.
The artwork as it is right now, the more kind of 2D look, that will be revamped as well. I don't know if it's more of a priority than the PVP, it probably isn't at this point. You know, heat engine just said that we're a small team and, you know, we are, we can only focus on some of
things at once. But we see it through to the end. I think that's something we've done really well. The artwork though will change over time. It's going to be more 3D oriented. And Sam actually has the idea of am I still coming through? Okay.
Sam does have the idea of having sprites on the world map instead of simply clicking around everything else, your sprite can enter into an in-game location, you can control the path, etc. and these in-game locations
will have, you know, interiors, as you click around the world map right now, you are instantly into these in-game locations that basically just have like a wallpaper to them, some options, and it plays well,
smoothly, but that overhaul in the artwork I think is going to be really great for someone who, you know, questions the experience whatsoever, right? Because people are graphics oriented and I don't blame them.
Yeah, that's interesting that you mentioned the 3D. I mean, that's quite a big change to what you guys have now, right? But I kind of agree, you know, having an actual sprite that moves around and goes into buildings and does stuff like that is a bit more engaging experience for people than clicking around. But, you know, what you guys have now works.
This is pretty subjective, but I would say PVP first personally. But it's kind of great. Yeah, it's never finished. It's going to be a constant state of improvement, a constant state of like, "Oh, look at me improve. What can we make better?"
to hear the 3D thing that's quite a change from what you guys have now. Yeah, pretty much. I mean, a lot of things are going to change about the game, but throughout, and I think we've established a really, really solid foundation here. We're going
to keep the nice token knowledge structure for sure. And it's only going to get better because the uses for DCAR will evolve as well. That's our second release token. And even DCAR, you are first released.
which is, you know, all out there fully minted, 153,000 supply, something like that. Both of them are burnt 20% per transaction. 5% goes to an ecosystem fund, which the team can use for further development and 75%
of in-game transactions are recycled back in game rewards. We have a circular economy and with that we need to revamp a lot of different things surrounding that and make even more token sinks.
that's always an important thing. More utility for everything in game and making it more appealing is definitely where the goals are out. Yeah, I see a lot of similarities with our project too. You have a solid foundation and then you say, "Alright, you know, it's cool, but we can
clearly improve here, here and here. Is it through team determination or a feedback from community, etc? Sometimes it's obvious, sometimes it's more subtle. What's up, DCG? Just one data point, what Nick mentioned about circular economy. For now, we made to not
That meant a lot of DCR. So in first two days we didn't any because of that 75% of tokens that are redirected into reward pools. So that's going well for now. And if one day it doesn't,
We can still tweak the percentages, like maybe we can burn more or redirect more tokens to reward pools and such. So that's very flexible as well. Can't improve what you don't measure. It's beautiful. The last question I had prepared is the most business C1, but I have to ask you because I'm always curious.
I think I asked this last time, but I honestly don't remember. You guys obviously have a solid foundation. You've got a great user base. Initially you've been building for 18 months. You've had VC funding and support from Ava Labs, which is awesome. How do you plan on sustaining yourselves
like with revenue through this game. Can you talk a bit about how you guys plan on making money, basically? Yeah, so the in-game structure allows for a lot of opportunity in terms of different revenue streams.
take up sponsorships, we could do PVP hosts that arenas work with a lot of collaborations on the Apple and chain. And I mean, it may even go beyond that, right? Just, there are things that exist such as chain grants, which different chains have in order to
get people building on their networks. So you know, sky's the limit when it comes to that. In terms of the keeping us going as a team, a lot of us, it's been time working for free, including myself. I think it was a solid four to
seven months, depending on who was on the team at any given time. But it was quite some time. And I think that if needed, we're just going to make the dream work, whatever it takes. But as far as the sustainability piece, we will be doing
You know, a lot of meetings, just like we were to get the first round of funding and whatever happens, we're going to stick with the project. But, you know, the revenue sources that you can have in Web 3 as far as a game.
It's really something I think we're going to need to pioneer in a sense because just like with the circular economy and the token structure by which we don't have a reward token, there's lots of you
utility, we're also going to have to figure out the different revenue streams afforded to us and figure out how those work. But to answer your question, it's expensive to run a Web 3 project, but we'll simply figure it out.
And if it's not in time, then our team did work for a while with Opayment and, like I said, whatever it takes to make the framework basically. He'd end if you have any comment on that, too, free.
That's kind of funny because similar mindset like we've been working for free for about 14 months now also and it's like yeah, I mean we have we have a revenue stream and possibilities but at the end of the day we've already been doing it for over a year you know for nothing so like there's no rush
There's no, like building the foundation is so much more important than making $5 million on a pre-sell or VC funding or whatever, you know, whatever and and and yeah, we've already been doing it for so long so not as well just build something great and and we'll figure it out kind of like you went like kind of like you
So there's so many different routes and options. So yeah, definitely. And those routes and options we're looking at very early after release. We still have a healthy runway by current, you know, expenditures. We're looking at about nine months and we're already looking
at all of these different possibilities. So I think that we're quite safe in that way, but I mean, time will tell, right? Yeah, about nine months for us too. That's about the exact same. So maybe, yeah, well, there's so many options though. I mean, there's literally million options.
Especially if you have this whole complex in-game ecosystem, something as simple as charging a 1% transaction fee or something like that is very unnoticeable. Like you mentioned, sponsorships, if you have 100 users a day or more than 6 to 9 months, then it's going to be quite easy to make that.
You know, a revenue source as well. It'll come with time. When the time is right. Yeah, definitely. I agree. Yeah. Well, I mean, if anyone wants to come up and either say something or ask anything, please request the mic. We got 12 people in here or so. Maybe a little more. And
Anyone can come up and have something if they like. I don't have any more questions myself. That was amazing after a half year of building both in our corners. It's good to connect again. Nick or Heat Engine or SIP. Is there anything that you guys want to mention or talk about?
I just want to go ahead and say
Okay, I'm gonna take over. Just kidding. Alright, I'll make mine quick and then I'll leave it to Nick. So I've been live streaming
this week the Legend of War of Drakonis. If you would like to see what the game looks like after you're done with the space, I'm going to jump right into the livestream starting in about 10 minutes. So I'm on Twitch as Civ Drakonis.
I hope you enjoyed this video.
I was going to say I wanted to congratulate M Top Swap on all the progress that you guys have made. Look forward to swapping on there, man. It's been a long time for both of us. Yeah, yeah, thank you. And I see so many similarities in our project both in terms of what you mentioned there at the end with. We've been working for free for 14 to 18 months.
We've got a healthy dose of daily users and volume. We're looking at a complete UI revamp as well. We're looking at features that are blatantly missing, like bridges and incorporating aggregators instead of just Dexas, things like that.
It's just kind of looking at your product and saying, "All right, where do we go from here?" It's not perfect, obviously, right? So here's what we do next. It's never been done in front of things to do. Thank you. You're not copying our roadmapper. Yeah, I know, right? It almost seems like there's so many similarities even though we have totally different products as a lot.
a lot of similarities. But it's really great, man. I'm so happy to see the awesome numbers after a week after release. Like really, really good stuff. Super, super confident in the future of your guys' ability to build a replayable game and a true community
of loyal players who log in once a week or once a day or all day. Yeah definitely something I want to you know just bring to the surface I guess is that with the crypto markets I hope is you know improving you never really know I think that good on as pro
projects are going to have their time in the time in the light, you know what I mean. And it's really just a matter of time. Those who have built through thick and thin and top swap the ECG bunch of other projects. It's going to be our time in the light very soon.
And one question for you guys actually is what is the what's the UI situation like in terms of having it inside of another, you know, projects UI? Is that possible? Asking for a friend. Yeah, it's funny.
because you guys have more than one token so it's kind of like a perfect use case right you can trade both at once instead of flipping back and forth. So in terms of priorities kind of like with PVP and UI like what do you do first? Okay not even a lot we saw Lama Swap create this meta aggregate.
I don't know if you are you familiar with that neck? Have you ever seen or used it? No, but I know some of our team members have it's it's awesome. It's a beautiful beautiful product basically takes gives you the best price but it also uses like one inch and firebird and periswap and 0x macha and all these other aggregators and
As well as Dex's, it just gives you the best price and a really nice beautiful list. So we want to kind of take that meta aggregator idea and incorporate it into our multi-dex situation. So you could have as many meta aggregators on one page as you want with price charts.
would be like the differentiator there. Once we latched onto that idea, that was the next move, clearly, as well as a UI update, kind of at the same time, tackling a lot. After that, we do plan on developing like an SDK widget that people can
but in game easily and customized to their own brand and colors and things like that. Timeline on that is probably a while, unfortunately. Probably late year, so we're, you know, six to nine months away from that. But, you know, it's all about priorities, right? Like I don't want to create a widget
for something that we're about to completely revamp. Right. So it's just kind of, you know, picking priorities and things. But for now, you know, users can trade both of your tokens as is right now. Or actually, I don't know if they're on trade or Joe. Is that right? Is the liquidity on trade or Joe?
Yeah, I would say most of it is on Trader Joe and then there's That's where I'm top swap really comes in handy because With the tokens being on more than one DAX technically, you can look at what you could get from Kiber swap right
Yep, exactly. Yeah, I might even do a little video about that and tag you guys and say, "Hey, if you want to trade both these tokens at the same time without swapping back and forth, here's how to do it. Simple boom, boom, bang."
address or anything. I'm not sure if they actually already are. I have to check. But yeah, like collaborations like that are certainly possible. But it's, it's, it's a, we're a small team too, just like you guys, right? And it's all about balancing priorities and, and such. But
Yeah, it's awesome. It's awesome. I absolutely love love talking to you guys and anyone listening should be in the live stream in a few minutes Yeah, yeah, I don't know any any way to explain it over text
or voice even. So yeah, hearing me, Ram, a lot about this does not do a justice. You have to at least watch one of the live streams of the vein net and skim through it. You'll kind of see what's up and the peaks here in trust. It's not a
you to bear your entry and we try to make it that way so you know yourselves. Even if that's not enough, we can let you on the testnet you can play for free just to feel how it works and then if you like the game join us on Maynath. I'd say that would be even better selling point.
Yeah, I love that. I love that. So to recap, you guys have a playable game on Avalanche, backed by Avalabs and many others, building for 18 months, complex ecosystem, amazing numbers one week after release, weekly live streams of the game and a really, really bright future ahead.
Just so so bullish on you guys as a team and as people too. So as usual, yeah, I appreciate you guys for taking the time to come on and answer some questions and kind of reconnect. This won't be the last time I guarantee that. And yeah, thank you for everybody for listening as well.
Yeah, thank you guys. Thanks, I'm Top Swap for hosting. Thanks to everybody in the M Top Swap community for listening to my rambling on. And I must say to our host, that was...
and insane recap. I'm not I'm not over that yet. Appreciate it. Great to see you guys. Yeah, you guys too. Cheers. Talk soon.