DevNTell - How to Make a Game with AI using @chaincraftgames feat. Co-Founders @BuchoStan & @EricWood753698 | Host: @narb_s

Recorded: March 26, 2026 Duration: 0:40:50
Space Recording

Full Transcription

GM, GM, welcome to what's going to be another fantastic episode of Devontel.
If you don't know, Devontel is a 30-minute podcast held every week, allowing founders,
hackers, and anyone in between the opportunity to come on the show and showcase what they
And today, I'm ecstatic to welcome back to the show the Chaincraft co-founders, Ryan
Beltran and Eric Wood.
So if you don't know, Chaincraft is an innovative platform that
revolutionizes game development by integrating blockchain technology and artificial intelligence.
So if you stick around for today's episode, you'll get to re-meet Ryan and Eric, learn about all the
great developments that have gone into Chaincraft since their first time on the show, and how you
can get started using them today.
All right, let's get into it.
GMGM, welcome back to the show, Ryan and Eric.
Pleasure to have you back on, guys.
Thank you for having us.
Yeah, great to be here again.
Of course, of course.
And I know you guys have been hard at work,
putting in the hours into Chaincraft since the first time you guys were on.
And I'm really ecstatic for our audience to kind of get a peek see at what you guys have been building.
But I guess before that, and in case people didn't catch you the first time around
would you just like to give a introduction about yourselves sure um so i'm ryan beltran aka bucho
um i sort of am strategy at uh chain craft and have the blockchain experience and heavy gamer
uh all-time lifer when it comes to games. And that's sort of what I've
brought to ChainCraft. Thanks. And I'm Eric. I'm a tech at ChainCraft Games. I'm really into,
you know, I'm a heavy gamer. I'm also a heavy, like, tabletop gamer. might participate in regular sessions so I've really been interested in how
we can use AI to enable creation of those type of experiences which I think bring a very different
feel and set of mechanics than you see in you know a typical 2D or 3D game.
Amazing and yeah I know I know you you guys have quite interesting backgrounds in tech
as well, and have kind of led you up to this point. I guess for people who, again, didn't catch
the first episode, how did you guys kind of meet each other and decide to co-found a company?
and decide to co-found a company?
I used to work.
We had a third founder who's still involved with the company, Matt Daly.
And I worked with Matt after we left the company.
I worked with him on some of his projects through his consultancy.
I have a consultancy of my own.
And we were working together on a lot of like metaverse projects and things like that.
We were working with a company specifically that was in the Web3 blockchain space and Ryan actually
came on did some consulting with us. And after that project kind of wrapped up, you know, Matt and Ryan, I think, had been talking about the opportunity that exists in the Web3 space, particularly in terms of like, you know, getting some some grant or non-dilutive funding to go pursue technologies.
years ago, I think we decided, hey, let's see what we can do. Let's give this a try.
And we pretty quickly, I was like, okay, what do you guys want to build? And they're like,
oh, we want to build a game builder. And I was like, oh, that's interesting. Just pick an easy
problem. And so we started talking about different things. We've always kind of been gravitating towards we think that there is an underserved niche in game content creation, which is text based games, card games, board games, you know, trading.
Yeah. So like so we've always kind of been talking about that. We actually were talking initially about D&D and I said, oh, that requires a lot of narrative work and narrative generation is just not something that AI is great at right now.
So we kind of pivoted a little bit. And yeah, so we've been very focused on creating those types of games and building great content
generation experiences for our users.
Love it, love it.
And yeah, Ryan, did you want to add on or?
No, he got it pretty good, yeah.
Yeah, I agree, I agree.
And you mentioned it, Eric, towards the end there,
since the last time you guys were on AI
and the landscape of AI has changed
quite a bit, to say the least. Just curious to hear both your perspectives on what you
think has changed and how much better or maybe worse you think the tech is.
Yeah, I want to turn just a little bit on the game side.
And then Eric is the tech guy here.
I just feel like the landscape and maybe it's also like this like bubble that has happened
in my own Twitter where I just get inundated with like overly AI, you know, open claw and
like games.
And so I feel like it's hit this fever pitch and people are hitting ceilings with things,
but then are also finding out new innovative ways to progress in the space.
So much has happened since even personally with our team and in the AI space in general.
And I think, and luckily, I feel like we've been taking this approach that has
scaled and moved and been very similar from the very beginning for us, where we keep seeing in
similar projects in the AI and gaming space where they will use AI to make like one project,
or like there are AI game developed platforms,
but they're mostly like just surface level wrapper of a chat,
you know, like of an LLM or something.
And so Eric can maybe get more into the nitty gritty of why
we're taking our approach and why it's different too, I guess.
Yeah, I think I want to challenge a little bit
that the AI landscape has changed in terms of actual capability.
I think this is a case where expectation is starting to or has has been for a while outstripping actual capability.
I mean, sure, the frontier models are getting better. Right.
Sure, there's people taking Claude Opus 4.6 and Ralph Wiggum loops and posting about
these amazing things that they've created. You know, that's just, okay, yes. What we're seeing
is, you know, incremental improvements and not even like continuous incremental improvement.
I can't tell you for certain like, wow, you know, the agents are really building a lot better
than they have. And the fact is that, you know, you can't build, in my opinion, a profitable
business by just relying on the enhancements and the improvements that are coming in the model
themselves. There's a lot of people out there with a lot of hype saying, you know, software
engineers are done. AI is replaced off of of hype saying, you know, software engineers are done,
AI's replaced software engineers, AI can do everything software engineers can do.
And, you know, I think I said it in the last one, I'll say it again, I challenge those people,
you know, who are actually building, you know, on with AI and try and get AI to work. But
even if the frontier models are enabling things that,
you know, are able to build software that, you know, better than a software engineer or equal
to a software engineer, you can't create a profitable business on that. And so in my
opinion, the innovation is not going to come from a better models. The innovation is going to come from better models. The innovation is going to come from better ways of using the models. And our strategy is to do as little with AI as possible. And we'll get into it,
but we actually have reduced the amount of AI or more accurately, specialize the AI and focus the
AI on the things that it's good at and removed it from the things that it's not good at to try to drive reliability.
So I don't think the AI landscape has changed that much.
There's a few things people are doing the economics don't you know that we would
spend so much uh in in token costs that uh it's not gonna uh uh be a return on investment so our
our approach fundamentally hasn't changed of course we're always up and up you know upping
the model um version uh but we're not seeing huge differences there. And for us, like I said, the innovation is coming in more clever ways to use the model and more intelligent ways to use models with the deterministic code to achieve the best outcomes.
Wonderful answer.
And I always love a contrarian take.
And yeah, on that point around like the AI taking developers jobs or whatnot.
I don't know if you guys have seen, but there is a stat a week or so ago that came out, or a chart rather, that showed kind of the, like an increase in developer job openings, even like as of this year.
So yeah, who knows who's crafting these narratives or whatnot.
There was a quote somewhere where I don't know what CEO was like, there's going to be
so much talent out in the field. This is the best time to hire because there's just a lot of people
getting let go, you know, but at the same time they're out there and sometimes people are getting
pulled back because they relied too heavily on AI and they're like, wait, we launched some, like, I think Amazon did that recently where they,
yeah, anyway, you're going to see a lot of that chaos. Yeah, yeah, 100%. I think Block,
I think they ended up rehiring some of the folks they let go, but yeah, it's an interesting,
they let go but yeah uh it's uh interesting uh interesting time indeed i guess um kind of
reeling it back to chain craft itself um i guess from the last time you guys were on it was still
in a bit of a alpha alpha stage you guys were still kind of building it out i guess between
that time and now um what's um what Chaincraft? It was in Discord last time.
We had just gotten the Quest Book Grant,
and we are just now, we just finished the Quest Book Grant.
So it's like a bookend to where we're at.
And Eric has really developed...
I'll just set up the stage for Eric.
We have this focus of getting our web app ready so that we can actually
play games through the engines that Eric has made, both the builder to help you create the
game and then the simulator to have you actually play that game. And also during that time,
we're always thinking of what's the incentive to play on our platform? Why would somebody want to build here?
And also like keeping in mind how we focus actually around items and assets and ownable things.
And we really have like been able to take that.
And it's kind of a constraint, but a good constraint that like,
if we revolve around items, it both affects our gameplay, but it also allows creators to get be pretty creative with how their economic model of like building on our platform could be.
So I'm just laying that out. It's not super in depth, but maybe Eric can get further into what he's built.
Yeah, thanks, Ryan, for reminding me of where we were last time we were on here.
Cause I was like, how far back do I have to go? I did a little research. I went back at where we
were. I appreciate it. Cause I was like, uh, did we, um, so yeah, um, the, the, the, uh, the engine,
um, has evolved dramatically, significantly.
You know, a lot of it,
we're kind of in this constant balance of adding more capability to the platform
and then optimizing that to try to keep costs low,
to try to keep latency low and things like that.
So, you know, we, yeah, since the Discord days,
we largely have kind of the same design uh front end um but
we've done a few things to reduce uh token costs so we batched we started batching our design spec
updates what we call our spec um so now like if you make changes and they update the spec it won't
go generate that right away it'll like queue a few of those up.
We did a, what I call narrative compression.
So a lot of the content in the spec,
especially when you're working on like text-based adventure games,
which is a lot of the stuff we were looking at,
is just these lengthy,
AI is very good at creating a lot of detailed narrative text on, you know, how the AI should respond and what a character is like, you know.
And none of that is necessary for, like, gameplay, except, like, when it actually has to generate
that. So we did something called narrative compression, where we took all the narratives,
and we had AI just reduce that down to a marker. And we just stick the marker in the spec. And then
we can expand that when we show it to human being. when we are you know iterating on it from uh from the creation point of view we just strip all that out
um and then when we're ready for the engine to actually generate a narrative we hand it back to
it um so that's been a significant uh cost reduction um and then on the on the builder side
complete overhaul i mean we used to basically uh just kind of say, okay, here is the
state of the game AI, you know, you're simulating this. And we kind of had one LLM that was just
kind of responsible for doing all that. And now what we've done is we've introduced this notion
of artifacts. So the artifacts are our schema, our game schema, our state transitions, and then our instructions.
And another big focus for us was reliability.
So when we had the LLM just updating the entire state, it would hallucinate, it would make
bad decisions, it would forget things.
And so what we did with instructions is we said, all right, let's give the AI a very
narrow set of instructions, and it can't actually write the state.
All it can do is, we call them state delta ops, all it can do is say how it would change the state, and then we do all that deterministically.
So when we actually update the game state, it's all deterministic.
The AI is just saying, these are the deltas that you need to make.
The AI is just saying, these are the deltas that you need to make.
So, you know, that resulted in more token usage than what we were doing before,
but the game engine is much more reliable.
And one of the really nice things is those artifacts get generated
the very first time you simulate a game.
And then every time you run that same simulate, that same spec version,
it's exactly the same uh so we see no variability between uh game sessions um and then most recently
because you know so now we're generating these artifacts well now the ai can do a bad job of
generating artifacts and it can hallucinate we have all these validation rules um that are looking at
the artifacts and saying is this artifact a good artifact Is it going to produce a good game or a broken game?
And so we wrote all these validation rules. But the problem was that when the validation rules
failed, your only recourse as a user was to go back and just start over. And so what we did is
we introduced a repair capability. So now the system kind of self-heals.
So it generates a bad artifact, it fails validation.
We hand that to another LLM.
We say, hey, we failed validation.
And it goes back and it can do surgical edits on the artifacts to try to repair and fix it.
And then most recently, in terms of the core game builder stuff, we are now experimenting with fully deterministic mechanics.
So when the AI, you take like rock, paper, scissors, right?
And the rules for how to figure out who won versus rock, paper, and scissors.
Currently, those are text rules that are resolved by an AI because they're very hard to represent in our small instruction set.
by an AI because they're very hard to represent in our small instruction set.
What we're doing now as an evolution towards more fully deterministic gameplay is we're actually
taking those mechanics and saying, okay, just generate a function that implements those mechanics
and then we'll run that in lieu of the AI. So that's kind of the evolution and we're on this path to
having fully deterministic
games that reach out to an LLM
when they need to for a narrative
or for adjudication
but if they don't need an LLM
they don't use it
and then just to wrap up quickly
we participated in a couple hackathons. So we participated in the Neath Denver hackathon and an ARV hackathon. And for that, we added token duels, which is the ability to actually stake a wager for two player games and have some fun there.
games and have some fun there.
We added item creation.
So the creator of the game can say,
hey, when the person completes this game,
I want you to be able to generate a token
with their character and mint that character.
And then later on in the game,
we could pull that character in
and you could use that character again.
So it gives you some persistence there.
And then we participated in the ARB New York City open house. And there we added the ability to pull in live data from
blockchain or from REST APIs. And so we did a really simple, fun little prediction game where it was like, you know, you can, I think Ryan calls it Tokimon, where basically like your character or your Tokimon's, you know, strength is based on the current price of ETH or Bitcoin or whatever.
And so it's just some fun things that we can do.
There's a lot more we can do in that space.
And it's kind of, it's gratifying as a builder
when you can add capabilities really easy
when you've built an architecture
where this stuff just slots in.
And we're getting to that point.
So that's really cool.
Yeah, to add to that,
like all the hard work that Eric, and also I'll mention Mark is our sort of front end and smart contract person who's been amazing.
And we'll show the site in a little bit.
But just between the amount of work on the foundation of all this that they've done this whole time, it is wonderful to see that now that the foundation's there, we have a laundry list of features that we want on our
wishlist. But we've seen that some are just pretty easy to implement or add. And then that's just
another tool in the tool belt that kind of compounds the features that we can have over
time for the user at the end of the day, which is pretty exciting. Yeah, I'll say.
And I've taken a little bit of a peek
and played around with Chaincraft.
And yeah, I think it's going to be
a really awesome tool and platform for people,
hardcore gamers, and maybe not even the hardcore gamers,
maybe just like the gamer who's like,
oh uh making
a game i never thought this was in within my reach but now now it might be and uh yeah you mentioned
that i'd love to kind of segue into um you guys just showing it in action because i i think it's
worthwhile to see the fruits of your labor let's see i will share let's see yeah I will share.
Let's see.
Yeah, maybe while we're doing that,
kind of a little bit about where we're going next is that we're really leaning hard into,
we recognize that there's a niche out there,
an underserved market in this trading card games,
card games, board games, things like that.
And so currently we're still
a text-based interface and that has limitations on, you know, the cognitive ability of your
players to hold things in their head about how many cards there are and which cards and
everything. So, we know we need to introduce UIs and we've got a good plan to do there where uh you know basically we build a ux description
of the game alongside of the specification uh and then we can have various visualization strategies
that can display uh that can take that ux and say okay now i'm going to create a you know a phaser
based interface or i'm going to create a babylon based interface now I'm gonna create a, you know, a phaser based interface, or I'm gonna create a Babylon based interface,
or I'm gonna ultimately, if you want to do Unity
or Unreal or something like that.
So, and then also, like I said,
we're gonna be doubling down on cogeneration,
folding more like, you know, software engineering agents
in that will generate full games,
but with the ability to call out to LLMs and these other capabilities.
Love it. Love it. Love it.
Yeah, I will bring up your screen here, right?
All right. Yeah.
Oh, so this is our current setup.
We have it mobile first and browser first, so it plays really well on a cell phone,
you know, like this is our main page. Once you create, once you come in, it asks you to create
a profile. So we use Third Web to create a profile and it has both like games you've created,
games that you're working on.
Every time you make a game,
it creates a cartridge graphic for that game.
Here, I actually go to Superhero Showdown is one of our favorites.
So once you go to the builder,
work on a game,
you go back and forth with the simulator until you like it,
and then you can publish it, and this mints as an NFT, and it shows that you own that game, that game spec that is created.
And right off the bat, it's multiplayer, like no add-ons.
This is the only game that we have Token Duels on.
So I'm going to start one with Token duels. And then I will invite you if you
want to try it out. So if token duels is on, it has to do this process. And it even has a faucet
for you to just get our testnet token. I'll put the QR in chat. So or the link in chat. So when
you start a game, you get an invite link here,
but what's cool is when it turns, when it's the size of mobile, you get this QR code because I
was doing it in real life, like at IRL events, it was just easy to just be like, hey, jump in,
join this QR code. And some interesting things that happened as we built this is each game has, there's a global chat and then each game creates its own chat.
So even if other people join, so I put that in, if you want to try out this game with me, click that link and you should be prompted to create a pass.
And we want it to be super frictionless or low friction.
You can be a guest without adding social login in like two clicks.
But what I was trying to say is that anybody can join
and spectate the game as well,
which was kind of an interesting side feature
as we built out the way we did.
And let me know if you come into any issues,
if you want to try to play this out.
If not, I can just do a single-player game.
Yeah, it's giving me an issue trying to join.
So maybe, yeah.
I can join, Ryan.
Okay, okay.
So I put it in the chat.
Go ahead and give that a shot.
Let's see.
I got to say, I love the cartridge.
It gives N64 super-
Yeah, yeah.
It'll auto-generate.
So the gasless
stuff is not working. Do you have a version
that doesn't have token duels?
Okay, yeah. Then we will not do a token
duels one. That's what it is.
You have to get
tokens in your wallet.
I haven't gone to the faucet and gotten any tokens,
so that's why it's not working.
That's probably the same thing for NARB if you give them a link with a non-token.
Yeah, let's try this new link then.
Whoever wants to try it out.
So this game is basically, it's very simple.
You create a superhero of any kind, any kind of description, and then I will do the same thing and then the AI will have them battle in a narrative and decide who wins.
All right, I'm in.
All right, so let's see.
Wow, everybody's going to watch my input. So what am I going to be? I am a super cute
puppy with big eyes and an even bigger heart. So I made a move and Eric won't see what I submitted.
And then it'll think as it decides who wins.
Okay, so it showed that they received mine.
Eric made a move.
Let's see.
It's still thinking in mind.
It's still processing.
Here we go.
So let's see.
I didn't even know you were picking a puppy.
I just went with my normal Schrodinger's cat.
I'm a super cute puppy with big eyes and even bigger heart versus Schrodinger's cat.
He is neither alive nor dead,
so can't be defeated. And then so this AI kind of, I gave it a like announcer, like wrestling announcer kind of feel or style. In this corner, a super cute puppy with the big heart. This
adorable eyes are locked and loaded, but wait, its opponent emerges as Schrodinger's cat,
simultaneously alive and dead, existing in quantum superposition.
The puppy charges with pure-hearted cuteness, but the cat phases through reality itself.
The crowd gasps as the puppy's love attacks pass harmlessly through Schrodinger's cat lens.
A devastating uncertainty principle strike the puppy cannot defeat what cannot be definitively defeated.
The winner defying observation and defeat itself, Schrodinger's cat.
And then it creates like an image of that.
So I was going to say, and this is the first time that I've lost with this strategy,
is that I have found that if I make something super cute, the AI does not want it to
lose. So that was my go-to. And then my afterward, I would explain why I chose something super cute,
but I like this that Schrodinger's Cat won. So it's a very simple type game just to get a quick
IRL, like somebody to play with you with and to showcase what AI in game can do.
Cause that's something that a lot of games
don't even have game engines out there.
So there's other AI game builders,
but they don't normally have multiplayer.
They don't normally have the ability to have AI
in your game in different ways.
Like AI is telling the outcome of the game,
AI is narrating the game.
So that's interesting thing that I think we also have
that is different than others.
And then also this whole item economy is something
that sort of differentiates our platform.
Yeah, so that's a little peak,
but we also wanna grow this in a way
that's very community driven, community based, like with chat profiles, community. So it's
easy to go spectate somebody's game, remix somebody else's, or you could even invite
somebody to your builder and spectate as you build a game, and they can give feedback as
well. So we're kind of looking at almost the itch.io route,
where it's very easy to share,
and we just keep adding tools and playable in the app and everything.
Great stuff. Great stuff.
And I guess, is there any alpha you can share with our audience today
around when they might be able to get their hands on this
and create their own games and play with their friends?
Well, I could say right now, if they reach out as needed,
like we are looking for playtesters that want to kind of tinker with this,
give us feedback and grow with us.
So if they just go join our Discord and just say,
hey, we want to try it out, we could invite them on a case-by-case basis.
But yeah, we're looking for that.
But in a few months out, we're looking to launch something more accessible.
But there's still a lot of features that we really want to layer in here before we do a public launch.
a public launch because I feel like we have some things that we want ready and able before I think
more of a market can take a bite out of it and enjoy it. Yeah. Awesome. And yeah, folks will have
all that information in the description of the podcast below. So definitely if you're keen to
go on the Razor's Edge and play around with Chaincraft, definitely reach out to Ryan and Eric.
And I guess as we're kind of coming to time, I'm just curious to get your perspective on just like this, the use of AI in the gaming industry itself. From my observations and some friends that work in the gaming industry,
there's this weird kind of tension between the use of AI in games and people using it
in game development. And yeah, I guess I'm not sure why, at least from my perspective,
but I'm not in the gaming industry, so I can't say it.
I do have something to say about that. And so I,
I have a background in photography of all things like photography and film
and storytelling. And early on, I was like in the dark room,
like doing dark room photography.
And it was right around when like digital was coming out and the same sort of
feel and vibe was happening there where like it was digital versus, you know, like darkroom.
And I embraced both, but it was interesting to see that tension.
But ultimately, it's like another tool.
Like you could even go back to when painting was around and then photography came around.
And people were like, oh, now paintings can be reproduced.
So these things like happen in our history and there's this like struggle against it.
And there's nothing wrong with like not being happy about it.
But then there's also this reality like it's here, it's happening.
Like how can we embrace it and make the most positive change going forward?
And that's how I felt about like photography and how I feel now is that if done right,
I think it's just a new tool for artists and even the very original thoughts of our platform
were how can we bring some of these tools to artists
so that they can earn revenue or earn something
as they build on our platform.
Everybody thinks AI is going to just completely
replace everything and all the jobs
and things like that and artists. And it is sure going to do that in a lot of ways
and it's sad but I believe you can also have artists who are creators at heart and want to
create no matter what. They want their outlet and some will embrace this and have their creativity
maybe shine in ways that they couldn't do before and we want to be able to
have them have a place where they're able to maybe sell their style like their art as a laura
as like a skin for our platform uh be able to sell their sounds or music for game sprites like
things like that if there's like that ability to say hey if you're just good at this one thing you
really like to do it,
here's like an outlet for your creativity here and you may be able to earn from it. So that was
even inherently at the heart of our original vision for this. Yeah, you know, I mean, I have
a daughter who is a, you know, a writer and an artist, you know, and so I have conversations with her about AI and obviously in
the art world, you know, there's a lot of concern and fear. And I think, and I tell her, and I think
it's true, I think it's a bit misplaced. You know, I think most people are still going to gravitate
towards human created experiences. In fact, human created experiences are going to become more valuable. As we look at, you know, the amount of, you know, what people
call slop out there, right? Like people that are just, you know, throwing something out there on
one of these content creation or game creator sites. And, you know, people are concerned,
I think that somehow we're going to dilute the value of human
generated art. And I don't think that's true. I think we're going to elevate it. But where I think
the real benefit is, is that imagine the number of people out there that have really good, really
creative ideas, but don't have the resources, don't have the passion, don't have the time to invest in creating a great
tabletop or digital property. I look at what we're doing as expanding the scope and democratizing
that creativity and giving people an opportunity who have great ideas but don't have the resources.
We all, you know, get to experience their great creative ideas where
we couldn't do that if we didn't have tools like this.
So I really do feel I understand the pushback.
I understand the animosity.
We're not here to create a game builder that is going to replace human-generated content.
I am still going to love to play,
you know, great indie games and AAA games that were completely human created. But I really want
to tap into that untapped potential, that creative energy that's out there that just otherwise
wouldn't be able to be expressed. Yeah, that's a wonderful answer and i i completely agree i think
these things always start out with this weird kind of tug uh left and right and then i think
everyone just like uh adapts uh so i i think it's this is this industry is going to be no different
at least from my perspective um and uh i i realize we've gone a little bit over time,
but one final question.
Since you both are co-founders yourselves
and there might be some aspiring founders
in our audience today,
I guess, are there any words of advice
or sage advice you'd want to pass along
to anybody watching today?
I mean, I'll say that it's a great time to have AI help you iterate ideas
and simulate what your idea may be and how the outcome may play out.
So those things I didn't have, you'd have to like
workshop it yourself or work with other people. But I think for those out there, you know,
look for people in the same realm, look for if you need funding, that's always a big part. Like
grants are great. And I got to, you know, really tip my hat to Arbitrum. I really like
their longevity, their long-term goals. We've predominantly worked in the Arbitrum ecosystem
and they have a lot of grants out there that if you're you know have a really good idea
itch it to them you know write it really well put a lot of time and thought into how you pitch your
grant and at the very least they will give you feedback on like why it doesn't work or why maybe you know, write it really well, put a lot of time and thought into how you pitch your grant.
And at the very least, they will give you feedback on like why it doesn't work or why maybe to reapply again later. So we did our Questbook grant. And so that's what I would say
is, you know, it's kind of focused in that area. But yeah.
Yeah, I guess I would say, you know, don't don't skimp on your go to market.
You know, I'm a builder. Right. So I'm like, I just want to I want to build. Right.
But you got to look at it as like, OK, I'm about to invest some number of years of my life and the sacrifices I'm going to make in my life and, you know, my relationship, things like that, because
I'm going to be spending time doing this while I'm working a full-time job.
And so spend some time figuring out who is your audience? Does your audience,
do you have a compelling proposition for your audience? Can you monetize it? You're going to need to establish those things for yourself. And then you're going to need
to establish them for other people. Because, you know, when we started Chaincraft, we're like,
okay, well, maybe we can just grow this thing, you know, with sweat equity and non-dilutive funding
and get some revenue and flywheel. And, you know, I'm quickly finding out that
Well, I'm quickly finding out that it's just not it's just not sustainable.
It's just, you know, not not if you want to have any part of you left on the other end of it.
Right. So so think about what you're really willing to invest, what you really can invest, what you can sacrifice.
Definitely talk to your partners or your loved ones in your life and get their support and figure out, you
know, kind of where they are. And then, you know, recognize that you may need to go and do a raise
and you may need to pull in some help in order to realize this vision. And, you know, and that's
okay because it's better to get to the end of this and still have your health and your sanity than to get to the end and just be completely
burned out.
Yeah, wonderfully said.
And yeah, I've seen both sides of that story.
And yeah, definitely need to lean on everyone around you to get that help.
But I think this is a wonderful way to kind of end things off.
Ryan, Eric, thank you so much for taking the time out of your busy days to come chat with us today.
I really love where TrainCraft is at and where it's heading.
And yeah, really looking forward to people getting their hands on it. And again, folks, if you are keen on getting your hands dirty with ChainCraft,
are keen on um getting your hands dirty with chain craft um the contact details um to get in touch
with ryan and eric are in the podcast details below thank you and of course of course my pleasure and
uh yeah with that uh wish everybody a happy rest of your day and uh we will catch you back here
next week for another great episode of dev intel until. Until then, have a good one, folks.
Of course.