Empowering Developers & Creators ft. @MiniNations

Recorded: June 28, 2023 Duration: 0:48:00

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I hope everyone is not too sad about our lack of elevator music as we wait to start. I could sing Disney songs for everybody, but I think I will leave it this time. We shall be starting shortly.
Hello everybody and welcome back to another Wednesday of press play podcast game talk other names with our Spogastar.GG and more specifically me George in the meta I'm
taking a break from my Kpop career as the fourth member of the Axie sister to once again bring you some glorious gaming news and talk this Wednesday. Join as always by Gaspodius Desmos Morillius, Hello Gaspod.
Fantastic, excited and thrilled as ever. Today's press play is about the topic of... Oh my god, I lost my thing. Empowering developers and creators.
And we are joined by Farroway, of which I have played both of their games I've been exposed to. Currently behind the main account I believe. Oh, we've got Alex on stage now instead. So Alex is going to be joining us in Farroway.
Alex, can you quickly introduce yourself for us please? I think we also have Grace on the main far away account. I can introduce myself. I'm one of the cook founders of far away. Can you guys hear me okay?
We can hear you perfectly fine. I'm one of the co-founders at Far Away. My background is in traditional gaming. We've been making games since I was 17 years old now. I'm a little bit older than that. Before Far Away, I was head of studio in Glue and then do field product at Skillplay.
So specializing in the four-tested games like RPGs and strategy games at Far Away. We make a few games, you probably played. There's Minu-ray on Nations, which is like a first person shooter. We make Far Away Land, which is a base builder.
We're making Seeram City, which is also a base builder set in the Mutant Aviate Club, like Universe. And there's a few other cool things that we're working on right now with different people. I'll give more announcements on in the next few months.
Awesome. Nice to meet you today Alex. Thank you for the good introduction and I have most certainly played two out of the games we've named already. I think we played Parare Land pretty early on. Yeah. So you also give Grace a chance to introduce us
So from behind the faraway account. Hey guys, nice to see everyone here. A lot of familiar faces. I'm Grace. I run community and growth at far away. So yeah, happy to be here with everyone and chat about what we're up to.
Awesome. So what we'll be doing is when we're asking the questions, we'll try and aim it to one of the two of you, or you can battle it out for who has the most knowledge to respond to it. It's up to you guys. But my first question I'm going to throw over to you, Alex. And what was your inspiration and aims?
with starting a far away. So this goes back to like 2016, 2017. I was at glue with my co-founder Dennis and there was a game called Racing Rivals which any of you have played it was like a
racing game think of like almost like CSR2 if you played that as well they had this weird pink slips mechanic where you could battle against another person and actually lose your car we found out that people were gaming that pink slips mechanic and using it to trade like
outside of the game. So basically you would purposely lose your part of somebody else and they would send you a PayPal, you know, for 50 bucks. We started noticing that that economy, that green market economy was becoming bigger, the actual economy of the game. A lot of the execs at glue,
to ban all of this gray mark of trading and all of these types of activities. But Dennis and I, we sort of took the opposite stance. And we said, hey, what if people love doing this so much? Why can't we think of a game design that brings this type of activity into the economy versus just
tries to completely disincentivize or ban it. So that's sort of got us thinking more in this crypto web 3 mindset. Obviously a bunch of all our friends were also doing crypto is outside of gaming back in the day and then what really got us started thinking.
about starting far away was when you were at Scooply as well. We had these same issues come up like brain market economies, player ownership of assets, interoperable assets where an asset should move from game to game inside of an ecosystem of games or even more broadly.
eventually Dennis and I just said to ourselves you know what like this makes a lot of sense it seems that like this Web 3 game design completely breaks like the normal free-to-play like closed ecosystem type of game design and monetization so you know obviously if you're at a really successful game
company like glue or scoply, you sort of have this innovators dilemma where you don't want to do something that could harm a billion dollars in revenue per year. So totally understand that. But that sort of gave us the opportunity to go out and start something ourselves, where we obviously could start from
brand zero builds with this open economy in mind and not have to deal with retrofitting a free-to-play economy. So yeah, that really got us started to think about there's open economies in a reprobial assets and that eventually we started far away. And this was back in June 2021.
Hopefully that was a good story. Yeah, no, it's a really good entry and I like the idea of the kind of grey market's been the prompt because I think that's something that a lot of people point to when they're looking at Web 3 and what can offer. You did mention a Web 3 buzzword and I see it on the faraway bio as well to do with
our operability. Means a lot to different people, but what does it mean to you guys and how do you see it playing a key future in the future? I mean, I think we believe that the asset you own from one game should be able to have utility in some way, whether it's like visual, like purely
as medic utility or some sort of like economic utility because it does suck right you buy something in one game the game dies or even worse the game releases a sequel where they sell you the item all over again in the second game and I think everybody here is probably seen this disaster happen with
like Warzone 1 and Warzone 2 where they're selling the same exact gun/gun skin in Warzone 2 that somebody already owns in Warzone 1. So like we try to approach things from more of a player-centric mindset. Like obviously we understand the need for a game studio to make money, to continue to make new games, but like a lot
a lot of this, like, 3-to-play, like, closed type of modernization, it's just sucks for the player, right? So if you were going to create a new type of game design, or you were trying to give something that people want, it would be like, they buy something once, and they could continue to enjoy that
that's something in future games as well as the current game they're playing. So that's what it means to us. We have experimented with interoperability and a number of facets. So there's a pure visual interoperability and that can be seen with our meneuroy avatars.
many Royale operatars, they're playable, like visually playable. I think in like 9,000 other like virtual worlds or like like external to far away experiences and we did this through this like pretty cool like integration with ReadyFlayerMe and then we
have economic interoperability where, for example, this is between Minu Royale and Farawayland where assets produced by Farawayland, for example, Geer, which you produce only in Farawayland, you can then produce
to like serum city. So this is something that we do in all our games and it's either going to be in our ecosystem like our far away ecosystem of games or it's going to be you know outside of that where you know different different games or different ecosystems are also giving utility to the assets that we create.
Yeah, I love basically everything you just said I can't think of one point to pick and say that's a bit I love most but it comes from the idea of as far away as a whole because I know for the longest time I was always thinking of far away as just mini nations royale opposed to far away being
ecosystem with many a game in it that would have areas that could work together and then one would be helping the other like you mentioned with the land gear helping you when you get into the other part as well. So when you're considering the interoperability and the vehicle interoperability
that you offer for yourself and also potentially others to come in as well. How do you see others coming in and working with you and what's that going to look like? Is it going to be your bringing creators in and helping them or is it going to be your appropriate
people I'm building for them. I think it's a spectrum. So there are creators that we have that they say, "Hey, instead of me creating this character or this weapon or this building and it's only playable in this game, it would be even better
is if I created this thing and it was playable in a lot of games like from day one and that you know that array of games that things were playable in they kept increasing over time because then it makes that asset like continue to appreciate over time so we have like these are individual
like creators, whether they're making like skins or you know full of full game assets like re skins of like mini rai ala guitars or like full 3d avatars. So we're gonna demo this when we launch our far away shop which should be in like a quality like wait two
3 of this year. And then as far as like you mentioned like building experiences for others as well. So like a far away we do like first party games. So that's stuff like you know like Minu Royale and Far away Lam. So we you know we build and own
like 100% of those things. We also do second party games, so like games that we're partnering with other collections like the Mutant Cartel, especially Mutant Ape collection, or like a different other IPs. So the reason we do this is because like
It's sort of like important for us to demonstrate like how interoperability can work within other sea ecosystems besides like the Minerary Alessage, like Faraway land ecosystem. So I mean, I can't probably divulge like too much here, but you'll start seeing
like with the Serum City game, like each sort of universe has its own like ecosystem of like related games. With Serum City for example, you'll see like those assets will be usable in other experiences outside of Serum City. So,
That's that's the big thing and then eventually and this is through The launch of our like developer platform, which is you know just coming up I'm Complete third parties will be able to you know launch their own games and those games will
be like interoperable within our ecosystem of other games that are also interoperable currently, currently built on our platform. So there's a bunch of stuff going on. We'll give more updates as time goes, but yet should be pretty cool.
I like that and I've got a question just to build on it and this might be to Grace, it might be to Alex up to you guys to fight it out. But when you mention about expanding it beyond the interoperability, like focusing maybe on the visual one because it's a bit easier for people to conceptualize, do you see
They're ending up being, they're existing projects that come in or do you expect to see more communities building a fresh, straight into the ecosystem and how are you going to support that to improve the community around far away as it's own thing?
It's going to be both like what we care about is like providing value to assets. Right? So it's like if a game creates asset, like say we create an asset, our job is to continue providing as much utility to that asset as possible. And in order to do that, like obviously we're going to make experience.
that you use that asset, but we're going to also try to have other games or other experiences also give you the utility to that asset. So it could be new games that say, "If you have this asset, you can join a clan in our game. You can get this other
special thing in our game. But yeah, I think it's going to be the variety of both existing experiences and new experiences. I think some people are using interoperability as like a user acquisition play. Right? Will this say like, you know what? I want to get all the board apes to play my game. So I'm going to go say like, hey, bring
boardy to this game and then you can have some cool utility. I think that's okay, like it's cool, but I think the coolest thing is we'll be called two-way interoperability, where say you have two games, you can tell you like Minu Royale and Far away Land
as the demo here, where games are producing assets for each other. It's not just like one game is trying to do a vampire attack up in other community by saying, "Hey, all board apes come here and claim something." It's like a 50% of the loop you need.
If that makes sense. So like with all of our games, there's always two way asset, two way interoperability, where like both games or maybe like three games, four games, five games are all like feeding off of each other. And I think the big rule that we have is that
like only one experience can produce, basically one asset can only come from a single experience. You can't have basically two games producing the same asset or else you risk crazy amounts of instability in that asset.
Yeah, I love that idea of it being a two-way street. You call it a vampire attack. I usually refer to it as a parasite growth where you're... That's cycling things off of the well. I think maybe vampire one sounds a bit more pleasant than parasite, but the principle is the same.
And I do like what you're saying there that an asset is created in one game but can be used throughout the whole ecosystem and not having the same asset created in multiple locations. I think that not only is good for the asset itself as in the amount of them that can be created,
but also drawing people to a certain game within the ecosystem if they specifically want that asset as well. And talking or bringing in communities and doing stuff like that, I don't know if you all grace want to answer this one, but is there going to be the idea where like
smaller type people can get in and bring their own stuff into Faroe. With this something in very narrow and I know we've seen content creators or web 3 gaming influences, whichever hat you want to put on them, have done their own drops previously. Do you think there's likely to be any of them doing
a faraway, say, George within Mini Nations Royale and you can have the skin of me and run around looking buff and shooting people. Or do you think this is more still aimed to largest scope actual projects? I'll give you the answer
they probably don't want it, it's both. So we already have the first one. So you'll actually just see that inside of Minuari Al. I think pretty soon maybe Grace can give more updates there. But then of course, like there's also, like you can call like more "studio level" or "professional level".
types of people that also want to build into the far away ecosystem or more of this decentralized ecosystem where they can benefit from also having a bunch of players that care about interoperability of their assets.
So yeah, I think it's going to be both. Like we already have the first and I think we'll have the second pretty soon. Yeah, something that that's pretty interesting that we're running now is is a program to onboard 3d modelers and artists within our community and our mother
me as well to create their own custom skins, which can be sold in the upcoming Far Away Shop that Alex mentioned. So we could very, very well have a have a George avatar running around with Maykay. But it's really cool because something that's awesome through the
utilization of crypto and blockchain for us, these skins can be sold in our marketplace and then payout is pretty much instantaneous and we don't really have to go through a lot of the tricky setup systems for receiving payment for creators that are more typical to
other marketplaces outside of the like web 3 gaming space. So we're really excited to be launching this and to have a some pretty awesome custom custom skins that people can make and just sell like there's no conversion to robots, you know, it's it's used
a price in, I think we're doing at launch, Solana, Ether and Matic. And yeah, if people like your skin, they want to buy it then there you go. So it's really important to have creators actually have a real
role in player-driven economies. We think we'll be leading the way here with some of this functionality, so super excited. And of course, you guys will all know first when we have updates about the Far away shop and things like that. But if anyone's in the audience who's
interested. You're welcome to shoot us a DM on the faraway account and we're working with tons of different artists and creators to get some stuff for launch especially. So yeah. And we're hoping like creators like use this to also build their community and make things like more social as well.
So, you can support your creator, find your asset, you go to some virtual sandbox type of thing. There's a million of you that all own your asset all in the same place. I think there's a bunch of cool things that we've heard people talk about wanting to try. And I think we're sort of at this stage in like
Web 3, like Web 3 Gaming or Web 3 in general, where we just almost need to try a lot of things and see like the reception and see like what actually works at scale and what people really like. And yeah, I think that's the only way we'll understand like what do we build next.
And our approach at Far away has just been like, we need to build really, really fast because the meta keeps changing and player expectations keep changing. And the only way to really understand how do you build
like an interoperable gaming ecosystem or build like an open economy game is like by building it and if you don't build it and are just like theory crafting, you're probably missing something, you know?
I like all what you're saying, and I think the idea of building rather than theory crafting, you'll just get overtaken if you try and think too long without actually putting sort of pen paper as it were. We touched on the two games that you're kind of building out as well as the idea that within the universe are the projects.
coming in at their own stuff in kind of in the future. How important was it to you to kind of build these two initial games, essentially a proof of concept for the faraway universe? A critical, we had no idea, like how a lot of this stuff would work, like how do we operate, like a
more like an open economy game. The only way we actually knew how to do it and I continued to get better season after season in minueryl and I understand the different exploits, the different clerics' rotations and the only way we feel comfortable building something else, or especially making
games with like important partners is because we have experience and production and I think like that experience and production can come from like the game design like side of things you can also come from like the technical side of things because there's a big difference between like testing all your smart contracts in like
a staging environment and testing it in production. So I think, yeah, that's basically these two interoperable games between Icon Mini Royale and then Faraway Land. If we didn't have those, I don't think we would have any idea what to build next and I don't think anybody would have the confidence.
in us that they should, you know, partner with us on making a game or making another experience or building on all of the tech that we've made. Like for, I think like AWS worked, right, because Amazon was like the best customer of AWS, like Epic, like Unreal, Epic Online Services, Unreal
And then the real engine, like that works because everybody knows Fortnite is pretty cool, right, and runs with a lot of players, right, Steam works because like Valve had a very specific use case in Half-Life, right, when Steam was created. So I think the only way you can build a platform is by first having a consumer product. And I think the only way you can operate, like an open
on a game is by actually operating it and making a bunch of mistakes and getting better over time. So yeah, your original question was it important? Yeah, I don't think we would be able to even know what to build if we weren't making a bunch of mistakes in production. I love that answer.
And I have seen others that both stay an ecosystem or we are here to help builders within Web 3, do yada yada yada this is our product, but they've not actually got anything on their framework as it were. Whereas with yourself you've got far away, but everyone previous to being really aware
of you guys, I know for myself, especially I was more aware of many nations rail as the game and then I'll expand it from there to be aware of the whole far away thing in general. So I do completely agree with the idea of you need to show people that games can run on your framework or your ecosystem
before you tell them we're the best thing you guys need to be building on. One thing you have touched on a little bit was how the two games are linked to each other and then obviously the following games and the store type thing are linked to each other. You've mentioned gear in land going in too many nations
or else. My question about that is how strong is the link going to be between them. For example, say if you're playing mini-nation royal and you need to get something from land, is there a chance that you're going to be stocklocked? Or are more of the things that are linking these games within the ecosystem
together, more just like visual or boosters opposed to something you are required to do. We've experimented with it. So like with gear, for example, it's a hard lock. It's like land is the only place you can get gear. And I think it's important to have some soft locks and some hard locks.
because the hard locks are the things that are going to promote specialization and then trading. We're going to have people that are like, "I'm the land player because I love playing base-doters and I am particularly good at making gear." I think we're going to have the
that paradigm and I think specialization breeds trading. So I think you need hard locks. But again, you can also have soft locks. And I think some assets, I think a specialty assets from like completely third parties. Like another, we might say like, hey, you know what, we're talking to this game. We're going to give, you
utility to their collection and we might say, "Hey, we don't want to make it permanent utility." We might say, "You know what, there's an event that's running this week. This asset, if you have it equipped or you have it in your inventory, it'll give you a boost, like a temporary boost in this event." So I think there's multiple ways to do it and you probably need both.
And then looking for how that soft and hard locks can be then built, no need just to emphasize trade in terms of the community and the growth aiming towards grace a little bit. Do you think this will maybe build a separate community
or what we see is, in traditional games, there's more that clad in the guilds where they do try and bring specialized players together to avoid open market trading. But they've now got everything in-house and they can build up together as a single community.
Chris, I think you're on mute. Unless you're just very quiet.
Hey, sorry, could you repeat the question? Yeah, just in terms of the idea of the hard and the soft locks and people ending up semi-specialised, for example, enjoying playing mini-riall and then enjoying playing the Serumland, two different players almost. There'll be some crossover but likely
to be differences. Do you expect to see guilds or communities pop up to kind of try and keep that stuff within the house so that they can trade amongst themselves a little bit without having to risk going on to the open market and how would you kind of support and maybe promote that so that it can be used not only to promote trading but also
community growth? Yeah, I think it's interesting. We typically haven't really run anything with guilds and sort of what I think everyone here sort of associates with the guild to this point. We do have a clan structure in mini-rayal nations where you can clan up with up to 30 different players
and then share resources for Clan Wars and work together to kind of have places on the leaderboard for prizes. And so that's been more of like an organic community growth where people have really just found other people in our discord servers and join Clans and grown together that way.
I think there's definitely benefits of working together for the products that we do put out, even though some of them are a pretty single player, like for Far Away Land. But there is a ton of information that people are creating their own communities to help onboard other people so that they
kind of know what's going on. First year in city, I'm not totally sure what that would look like on that side. We'll have more information about how people access the game and things like that coming out soon. But I do think that there is a really good place for people trying to kind
grow communities within the products that we release because kind of the whole point is that we have these these social experiences and social gameplay that people can kind of grow together through. So yeah, I think there is definitely a lot of security. I'll find a security for a tiny bit. So I
one interesting thing that we have in Serum City that I don't think other games have done before is this concept of like global supply catch of specific like NFT items. So you'll see in Serum City it's all like early season one is all about like crafting crafting cool items making cool things.
And each resource has a global supply cap. So people can only mint up to a certain amount. And then the only big thing if that supply cap is hit, like basically people you'd need to use those resources and crafting, then basically burn
Those resources in order for you know new supply to be introduced on like a resource level. So what I'm hoping and like I think we'll start seeing is like groups of people come together in order to like corner the market on a specific like item type and I think like without you know, but that's sort of
what you're talking about with like guilds like really working together and I mean if you have a global supply cap on an item or your guild has that your like variance and device to keep all of the trading between your guilds and like not making it you know it could completely open market so yeah I'm hoping
that they're one of the reasons that we designed the mechanic that way. So we have like these groups of people formed that are all like strategizing together on producing a single like resource type. And I'm hoping we'll start seeing that type of like very tight community bond form around like the economic aspect of that game.
I do really like that idea before I move on to my next question because that was that's pretty interesting actually The idea of a hard cap on a resource. Do you fear though potentially with that?
that will limit the game's life if, say, one of their starting resources is at, or how is that going to play out? There's like hundreds of resources.
So, yeah, I mean, that's the this simple answer on like how we're getting around that also like each pass type. So I could begin I'm probably gonna leak a little bit too much but I'll leave a little bit.
There's going to be like three different types of passes to play the game each pass gives you a different type of base and each base produces different types of resources. So there's like multiple like different types
to specialization. You can specialize at the past level so your past can produce these resources and you can also specialize at hoarding resources. Whether or not your best produced them or not.
Yeah, that's that's that's a good way I guess yeah, that's what's gonna have the the dwarven mid real guild that all they do is do miss hope in the end of the series exactly and I'm hoping that that that happens that think it'll be really interesting. But yeah, you're right that some people can sort of they can break like a recipe.
Right and then the meta will change like that recipe is broken because nobody can get this asset because this one group of people have cornered the market on this one resource Like that'll happen and then the meta will change and then people will say you know what I can't produce this so I'm gonna produce you know these these other items But I think that's what makes things interesting
Yeah, I definitely think that there's as someone that has played a lot of the games that are based around lands and farming and that type of stuff is one of my favorite genres. I think I'm up to like 450 hours in rim worlds. That type of thing is right on my street. Coming back in
see the games that we have at the moment. I've played a lot of your land game and very much more of the mini royale. But how well mini royale is doing. Do you see it taken off as something you guys can be doing competitively or at least letting a community create a
a esport around, or is it more of just a game you built as the proof of concept and it's not going to have that sort of attention level because your busier building that ecosystem is a whole. No, I think Minu-Rial is still a good hero product for us. It's like by building that game, like in
forms how we build like both future features for that game as well as like future games. So I guess I yeah, I mean still a lot of concentration on that like the same way that you know epic obviously you know still says they like making Fortnite right because Fortnite is both an incredibly important part
of the Epic ecosystem as well as the thing that informs how they build Epic online services, you know, Unreal 5, etc. So that's like our position on Mini-Rail, as far as like, do we want Mini-Rail to be like a competitive esport? Like, we as far away?
We don't want to be like an esport company, but we do want to give the ability to our community to say like hey if you want to you know treat this as a esport and host tournaments and have like you know private rooms where you're matching like 5v5 yeah, we would love for that to happen and in our like one of the recent
features we launched in the past few weeks was the ability for people to select their teams like in private rooms and then eventually I think it'll be the next few months they'll be able to bring in community-made maps into those private rooms as well. We're like different community map makers
they're going to be able to make maps and this is this thing we're doing with Hyperworld. They'll be able to make maps outside of Minu-Rail. They'll be able to bring those maps into Minu-Rail. And then in the private rooms, people can have competitive or crazy types of matches on like
How do I play this Hogwarts themed map or how do I play this crazy vertical map where everybody is doing weird things or this low gravity map. So yeah, we want to basically give the tools to our community for people to create these cool experiences, but we don't want to be an esport or a competitive game.
Yeah, I think nobody realizes that like esports and competitive games like you need to Build the team as like a competitive esport team from the very very beginning I mean also like browser games just are never gonna be
like ask competitive as a client game. I do like that final point you just made there. The browser games versus client, I know some people stand by the fact that a browser game can always be as good as a client game, but I don't believe that to be true.
Yeah, I mean, it's just like, actually not true. Like from a technical standpoint, like the networking is not the same between a browser and a fine game. Like, Minu Royale is supposed to be like competitive and fun, but mostly fun and social and easy to hop into.
Yeah, it's definitely easy to hop into. It's got that edge up on the client games as well. And that's one of the phrases I would give to the web Gios over the clients. But yeah, I agree with you without having the full knowledge you clearly have of the difference between the two. But yeah, I would say that a browser is not going to
me the same level of competitiveness as a quiet one can. And I do like your answer there, oh, giving the tools for community to make any sports out of it themselves, if they so choose, but not something you're going to be pushing yourselves. I do think that's always a good way for anybody to go, even if they build
the game is the next FBS esports game. It always feels a bit forced if the company is the one that has to make it the esports game. Rather than the players thinking, "Guy, I really enjoy this. I wish this could be an esports tournament that I could set up." So I do like that angle.
So as we're coming towards the end of our time at the moment, what do people have to look out for and be excited for say the next three to six months from far away? So we have, I think, so I agree it's just post this. We have like a mini-hour season
5 coming out like very very soon like I think tomorrow. The fingers crossed but yeah the goal of this season is we're introducing like a campaign mode which will make it like the goal is like really easier onboarding and then
a lot of like tuning to like the the live ops and event structures that we run. Obviously we've learned a lot over the past like four seasons like things that people like, things that people don't like and obviously the minuery out like economy even though it's a shooter it sort of has a more
RPG style meta and that meta has gotten increasingly complex over a season over season and we haven't done the best job of explaining that meta to people who are very, very new to the game. So sometimes we'll see people like they'll
So join the game, this is really fun, but either they get too confused when they see all of the complexity around a specifically like clan wars, or they don't even know that these clan wars exist. You know what I mean? So in season 5 we're trying to do a better job at onboarding.
players into the more elder parts of our game and one way we're doing this is with this campaign mode. So that's the thing on the Minu Royale side of things. Seerum City will be like Q3. We're going to, this is like in partnership with the Mutant Cartel. It would be like a really, really
cool base builder is similar in some ways to faraway land but think of it as faraway land on steroids and with some really interesting game mechanics built in so that'll be like Q3 of this year we have the launch of our faraway shop which is it's not a secondary marketplace it's a primary
market place. So this is where creators can create and sell interoperable gaming assets that will be used across our ecosystem. And then of course, if they're making an avatar, that avatar will be playable across those 9000 ready player me capable
experiences as well. So it should be really, really cool for creators. We like like UGC in general because crypto has a very clear use case in like creator payouts. So even on even on thing the far away shop, for example, like say, you know, you submit an asset, you work with five other
people on that asset like you list those five wallets when you submit that asset to the far away shop every single time that asset is sold to any person right all creators across all five wallets get paid like instantly and transparently so that was a big thing for us and we think
that will be very cool for people. So yeah, we have the launch of the Farrowing Shop, which will be, again, be Q3. We're going to start doing some like initial pilots with the developer platform. Once we make it more like external facing, that will probably be like a Q4. And then we have
a few unannounced things that I'm sure will start seeing some announcements for in like Q3 or Q4, but these are some other games that we're partnering on. Awesome, it sounds like we've got a lot of stuff to be keeping our eye on for faraway land for the coming months.
and all the stock you guys have bringing out. And on that note, where should people be paying attention to? Where is the best place to stay up to date with all the new news for you to play it? I love Greece, I love that one. That Greece is the better one if that. Yeah, we like to keep things pretty streamlined. The best way to know about updates is here on Twitter.
our far away page and also at many nations. We also have a blog where we post kind of more substantial user guides information, release highlights, things like that. That's news.mini-ri-l.io. And then of course we have our Discord server.
where you can come hang out with 50,000 other people. And that is discord.gg/faraway. So yeah, I'm always happy to have some more heads pop in and happy to answer any questions that people have either in Twitter via DMs or in Discord as well.
Awesome, so everybody now know where they need to be going and paying attention so they can find out about the upcoming season 5 and the upcoming shop as well. So everybody that is listening, thank you as always for coming along on this Wednesday for a press play. Thank you to Alex and Grace for growing this up here and helping us learn more about Farah.
Also, thank you to Gasboad for being my co-host as always. Gasboad, do you have anything to say? Go in and check out Pookstar for the new quest. Yes, very well reminded there is currently a quest going on on Pookstar.gg.
Remember you can also head down to boxdodgg4news, reviews, guides and everything and all the fun stuff that you can find on a website. Members, come back next Wednesday as we'll be doing another press play where we'll be talking to some more fantastic guests and growing our brains together. If you did miss this one and you're catching the tail end,
you can go and listen to us on most podcast, audible sites. We still have not made it onto iTunes, despite sandboxes, heavy-handed trying. So I will see all of you next week for the press play. I have been George Inomeda, as always. Until then, goodbye. Thanks, guys. Thanks, guys. This is great. Thanks, George.
And thanks a lot, I was a two for saving this up. Bye bye.