Hi Gamers, meet Raini!

Recorded: Nov. 29, 2023 Duration: 1:06:52
Space Recording

Full Transcription

All right, just a quick mic test. Also for you, Marty. Is that you on the main account of Rainy Studios?
Yeah, let me know if you can hear me.
Yeah, I can. Perfect. All right, let's give it a minute to enable people to slowly enter the room.
If you're already here as a listener, then please grab a cup of coffee, grab a tea.
I don't know if it's your morning, if it's your evening. We'll give it one minute.
I'm just going to grab a quick glass of water, and then I'm super excited to get started today.
So, yeah, give it a couple of seconds, and then we'll get started.
All right, perfect.
If you're a frequent listener and you're enjoying the spaces and you want to help us get more listeners,
then please click on the comments in the bottom right corner and like and repost the Twitter spaces.
And other than that, I'll briefly kick off the second episode, and then I'll let you introduce yourself, Marty.
Yeah, I'll start by saying hello, gamers.
Welcome to the second episode of our new series called Hi Gamers, Meet X.
And in this bi-weekly series that we're doing on the Wednesdays, we invite one guest per episode to really get to know them and the projects.
So what are they building, who's behind the projects, et cetera.
And on the other Wednesdays, we have our other Twitter spaces called Let's Talk Gaming,
where you can learn more about the hottest things in Web3 Gaming.
So, yeah, if you're free on the Wednesday evenings, we do those every week at 6 p.m. UTC this time.
So we'd love to welcome you there.
But like I said, this week we have Let's Get High Gamers, Meet Rainy.
And I'm really excited to introduce you to Marty and Rainy Studio as a whole and the Lords of Lights trading card game.
So, yeah, within the next hour, what can you expect?
You'll be learning everything about the team.
You'll be learning what I've been working on, what is the game, what are some exciting milestones, because I know that there's a couple coming up, exciting partnerships, et cetera.
So, yeah, without further ado, Marty, welcome to the Twitter spaces.
Do you want to go ahead and introduce yourself?
Yeah, sounds good, man.
Yeah, definitely.
Thank you so much for the invite.
I'm obviously super keen to be here.
Obviously, love doing literally anything we can with the Merit Circle or the Beam team.
But, yeah, for those who may not know me, my name is Marty, also known online as Alcatraz.
I'm the lead designer at Rainy Studios, primarily focused on our flagship title, the Lords of Light.
I guess a bit about myself.
So, I'm, you know, down or normally down in Australia.
I'm actually on holidays.
I'm spending a week in Vegas at the moment, which has been an interesting week.
You're quite lucky to have got me awake in the morning.
But, yeah, a lot of coffee is going to get us through today, I think.
Yeah, I've been in the gaming space for over a decade now.
I started out in mobile free-to-play, making a lot of casual and hyper-casual style titles.
I worked for about five or six years as a consultant, doing, again, a lot of stuff in the mobile space, but also moving a bit into multiplayer.
And then, yeah, obviously most recently, Artkin, one of the co-founders at Rainy Studios, gave me the opportunity to come work with the Rainy team.
And, yeah, getting the opportunity to work on what has always been a dream genre and a dream sort of game to build, a competitive TCG, was an opportunity I definitely couldn't say no to.
Outside of that, yeah, outside of that, avid cricket lover.
Yeah, gamer, cricket.
I think that's already a wonderful start.
We're going to go and dive a little bit deeper into your hobbies shortly.
I actually want to start with that because I was thinking, what is a question that I can, you know, some common ground between the different guests that I'm going to invite throughout those different Twitter spaces.
And we are thinking, what question would be really fun to ask and see how each of the guests answers this differently.
So, I want to start a little bit with your personal gaming adventure.
So, from your childhood on to where it is today.
And the first question I have for that is, what is the last game you would say that you completed?
And it could be completed as in if it's a multiplayer game, you got to a level where you're like, yeah, this feels completion to me.
Or it could be a single player game.
What would that game be for you?
I was actually having a chat with our team about this really recently.
And I was saying how so many of the games I play you actually can't finish, which is a really bad habit.
But the last game I would say that I finished, which to me is basically where I put the game back on the digital shelf, because let's face it, games don't come in boxes anymore, unfortunately.
It would have been the Mass Effect remaster.
I think it was the last year or the year before, 2022 or 2021.
Getting the opportunity just to play through all three of those games back-to-back, experience the story again.
I hadn't played them all for a very long time, was an absolute pleasure.
Obviously, the remaster, they looked great.
They played amazingly well.
Being able to go through and pick different storylines, what I've done in the past as well.
Yeah, it was a really great way to have that bit of a nostalgic hit, just remember just how amazing that series was, and get to go through it all again and meet all those characters.
Obviously, the game is rock solid in terms of gameplay itself.
That was probably the last game that I would say I finished.
The problem I have is I'm looking through my steam at the moment of games I'm playing at the moment.
Master of Orion, Slay the Spire, Factorio, MTG Arena.
I'm grinding through on tabletop sim a heap of Star Wars Unlimited, which is the new Star Wars TCG that comes out in March next year.
It's hard to think of what games I actually get to finish, because so many games I love to play are this more open-ended,
living experiences where there's no real end to it.
You can just always keep going.
There's always something new to play, something new to learn.
I mean, they want you to keep playing, right?
That's the easiest plan, yeah.
And you said this game has three series, and you walked through them all at once after, sorry, I mean.
Yeah, that was probably the coolest part of the remaster.
So, I played all the Mass Effect games, like, as they sort of came out over the years.
I remember playing, like, the first Mass Effect was on, I think it was Xbox 360 or something.
It was a long time ago.
Showing my age there a little bit.
But, yeah.
Being able to play all three back-to-back.
Obviously, with the remaster, they built it so that your save file continued through, so it was the same character.
Decisions that you'd made in the first or the second game got referenced in, like, the third.
But, so, yeah, it was just a really great, like, holistic experience of having the opportunity to really, like, dive into that world.
If you're a fan of, like, very strong RPGs or just narrative sort of driven games, yeah, if you have a chance to check it out.
But, I'm pretty sure if you have Xbox Game Pass, I'm pretty sure it's on there with the EA Play thing they do.
So, yeah, really no excuse to not jump in there and give them a crack.
I love it.
And I already can tell now, this is the first time I'm asking this question.
And I already love it because I think throughout the different episodes, I'm going to learn about so many games that I haven't played before myself.
And just to hear you excited about it is already really fun.
As you went through those three series, how was it for you to complete that final series?
Like, was it the nostalgia, like you said, hitting again?
Or were you like, wow, I want more of this?
So, the problem with being a fan of, I've always loved, like, really immersive RPGs.
And, you know, I don't know how many hours I've put into Oblivion.
I have no idea how many hours I've put into all of the Deus Ex games over the years.
Just those games that have really strong writing, really amazing, just, like, deep, you know, storylines to them.
Especially the games where decisions you make matter.
Like, the first Deus Ex game that came out, like, I think, late 90s, I think it was, maybe early 2000s, will forever be one of my favorite games of all time.
Because that was one of the first examples of a game where your decisions really did make a difference to how the game unfolded and sort of plays out.
Yeah, having the opportunity to sort of play through that again.
Playing it all sort of back-to-back was really great.
And, yeah, I guess, when you play them separately, as standalone games, they're all, you know, brilliant games.
Well, I want you to get past how terrible the driving was in the first one.
But, yeah, sort of treating it as just one.
It's kind of like, you can watch, like, the original Star Wars movies.
You can watch them by themselves, and they're great movies.
But when you get the chance to actually watch them through, hopefully in the correct order, which is 4, 5, 2, 3, 6, it's a completely different experience when you get to see the whole, like, massive saga, that full arc of the story and sort of all coming to a conclusion.
And for myself personally, playing right through the end of 3 and getting to actually hit a different storyline that I hadn't finished before.
So, yeah, having the opportunity to see a new part of the story that I've loved for a very long time, which is, yeah, was amazing.
I love that.
So, you were just mentioning, you know, playing some games around the 1990s.
My final question before I want to move on to some more serious business is, what is your gaming setup like today?
And what was it like back then, like, when you played your first games?
I mean, my first gaming experience was on the Atari 2600 on a CRT television.
So, yeah, things have definitely come a very long way since then.
I'm very fortunate and blessed that, you know, I can obviously, you know, being a game developer, a lot of stuff that you would want as a gamer, I can sort of justify buying for myself because I, you know, need it for work.
So, yeah, at the moment, my main game...
I know that one.
Oh, yeah, it's great.
So, at the moment, I'm gaming on a 34-inch ultra-wide with a 4080 graphics card on there.
I've always been a PC gamer.
I play a little bit of console stuff just to keep up to date with everything that's happening there.
But, yeah, growing up, like, PC gaming was, like, consoles were great, but PC gaming just felt magical to me.
You know, even right back in, you know, the early days where, you know, with PC gaming, there were so many different styles of games out there.
There were so many, you know, I was very heavily involved in, you know, very early on, like, the modding scene around games like Unreal Tournament, Warcraft 3, the original Half-Life, stuff like that.
But the fact that, you know, I could play the original, like, Unreal Tournament and then go and design my own maps for it and then share them with friends and actually jump into online games with them and play with them.
And that just, that's what basically started me down this path of where I am today, where I couldn't imagine doing anything besides being a game developer.
So, yeah, very fortunate.
I've got quite a nice setup today.
But, yeah, definitely wasn't always the case.
I love it.
And for me, I think when I think of my game first game console, I think it might have actually been the Game Boy Advance.
So, I think it was the age difference there, too.
But it's amazing.
It's amazing to see how far gaming has gotten and where, you know, what were the moments for people to get into gaming.
I always love hearing about that.
And something that also stands out to me as I get to talk with different developers is there are developers that still love and breathe gaming themselves.
And there's developers that say, you know, after they work, I'm not playing games anymore.
But it's very clear on which side of the, yeah, which side you are there.
I mean, don't get me wrong.
I definitely don't game as much today as what I did in the past for various reasons.
But, yeah, one is obviously working in the space.
Sometimes you just need to unplug and sort of do something else.
One of the things I've been doing a lot in the last couple of years is my partner, my friend, like close friends group, stuff like that.
We're playing a lot more physical games.
So, getting back to the board games, tabletop games, stuff like that, which it's, yeah, there's so much happening in that space as well.
If you have the opportunity to go to like, you know, a PAX or, you know, GDC or stuff like that, there's a lot of really cool innovation happening in the tabletop and board gaming space.
So, yeah, there's a lot of, like, a lot of really fun games there out, you know.
So, if you are, normally if you're more of a digital gamer, definitely, you know, take the time to check out what people are doing in that space.
Like, we're playing so much of the Stardew Valley board game at the moment.
But, it's just a really fun four-player cooperative sort of game.
It takes an hour or two to play.
And that's been really fun.
Yeah, I might go to GDC.
I know we have a couple folks going there.
So, if I'm not going myself, I'm definitely going to ask them to check out that whole section.
Because I think last year, I've only spent time at the digital games.
I kind of overlooked any of the board games.
So, yeah, I think that might need to change this year.
We'll see.
If you're at GDC, I mean, I guess for everyone listening too, if you happen to be at GDC next year in San Francisco,
there may be a talk on multiplayer game design that I personally think could be really interesting to attend.
So, when they finally release the list of talks, definitely have a look and see if there's anything there that might take your fancy.
You heard it here first.
I'm not confirming anything.
I haven't released it officially yet.
But, yeah, definitely keen to get back over there.
Yeah, we'll see.
We'll see.
All right.
Let's shift some gears.
We talked a little bit about gaming.
Actually, you know, I love getting to know a little bit more about you and your team.
So, I mean, you already briefly talked about how you've gotten into the gaming industry and what you did before this.
I would love to hear how did you end up working with Rainey Studios and what is a little bit about the history behind Rainey Studios, if you could shed some light on that.
Like, when was it founded?
Is it the first game that the team is working on together?
Have you worked together before?
That sort of thing.
Yeah, absolutely.
So, I actually started with Rainey back around when the project was sort of just kicking off and RT Law was sort of kicking off.
At that point in time, I actually came on board as a consultant.
I was still working with my previous consultancy at the time.
And I came on board to help sort of get the team up and running, help with a bit of, you know, onboarding, getting the project sort of set up.
Did a lot of the work around the initial design with another very talented designer from my previous consultancy.
Not going to dox them, but, yeah, if they happen to listen to this, yeah, absolutely miss working with this particular person.
They're amazing.
But, yeah, we did a lot of the initial design stuff.
That was where a lot of the mechanics that we know and love in the game today sort of came through.
Things like staking, things like, you know, how we have all the different colors, you know, base cards, different sets, how we're handling collectible cards.
All that stuff was all right back then.
I actually left the project for probably about a year after getting everything up and running.
Like, and, you know, the team was very well established at that time.
I didn't really want to leave, but basically had an opportunity to go work with Netflix on a multiplayer game that hasn't released yet.
And as much as I love, love or did and still do love working with the Rainy Studios team, getting the opportunity to work with Netflix back then was pretty cool.
So definitely jumped over and took that opportunity.
And then, yeah, probably towards the end of last year, I just happened to be chatting with Artkin, obviously one of the co-founders of Rainy, who basically mentioned the project was going great.
There was, you know, there was still an opportunity for me to come back and do some work if I wanted to.
And as I said, you know, earlier in this space, as a lifelong fan of TCGs, when you get the opportunity to really dive in and work on a game like this, it was just an absolute no-brainer.
So, yeah, actually, yeah, only like two hours after that conversation with Chris, I resigned from my previous job.
Probably should have checked with my partner first, but she's been very supportive, thank God.
And, yeah, been here ever since.
So, yeah, the project's been around for just over two years.
Obviously, at the moment, our flagship title, RTLol, is our primary focus.
For anyone who has no chance to try the game out, you can head to RTLol.com.
All the links are there to, like, watch the trailer, download the game.
We're fully launched on the Epic Game Store.
We've launched two large expansions, so Genesis and Tempus, and one mini set, which is Seven Deadly Sins.
It dropped earlier this year on Valentine's Day.
And we actually have our next large expansion called Formations dropping in, I believe, my math is right here, about four hours from now.
Four hours, yeah.
Yeah, time zones always mess me up when I'm traveling.
But, yeah, I think it's about four hours from now will be when Formation drops.
So, that will be our next large set.
So, there's 60 cards in the expansion.
Two Mythics, a bunch of Legendaries, stuff like that.
And, yeah, this is the first set we've actually built since, obviously, the other two large sets.
So, Genesis and Tempus were both designed side by side.
We actually got to work with Jerry Darcy on a lot of the initial design work on those sets.
Jerry, for those who don't know, worked on the original Star Wars TCG back in the 90s.
So, one of the most prestigious designers in the TCG space.
That was an absolute honor to have the opportunity to work with him on it.
But, yeah, Formations drops in a few hours.
It's our first big set since those original two.
And, yeah, hopefully, based on the response we're getting, we did, like, a massive spoiler on yesterday's AMA.
It's going to really shake up the meta and add a lot of really cool cards and new ways to play.
I love it.
And I'm excited.
But I can also imagine that some of the listeners that are less familiar with, you know, Rainy, Lord of Lines so far,
that are thinking, what is all this about?
So, I think for them, what I would love to do, like, we have about 40 minutes left.
We'll see how far we get or if we run a little bit later, is let's start at the basics.
Then go talk a little bit more deeper in the actual gameplay and the card decks.
And then move to the ecosystem.
But, yeah, let's start at the basics.
So, a little bit around Rainy Studios itself.
I mean, you're building multiple games by the looks of the website.
I know that right now, obviously, the main priority is on the Lords of Light.
How is the activity going on Light News of Chromatica versus Lords of Light?
Are you, like, co-developing both at the same time right now?
Is the sole focus on Lords of Light?
What does it look like right now?
Yeah, for sure.
So, one of the benefits of when you actually have a game at the sort of state that the Lords of Light is in,
where we've done all the hard work, all the development work is pretty much done.
Although, we're still doing some stuff at the moment around getting the game up and running on mobile,
as well as some localization efforts and some other just optimizations and improvements.
So, once you really get to that point with what we call a live ops title,
it opens up the opportunity for the team to sort of still keep that game going,
still, you know, add new features, add new content, as obviously we're doing today with Formations.
But you can sort of also start moving some of your development team over onto new projects.
And for us, that's LOC, that's Legends of Chromatica.
That's currently in, like, pre-production, concepting, prototyping still.
We're still doing some work around working out exactly what that title is going to look like.
Like, it definitely didn't help a couple of months back when Unity decided to make some pretty drastic changes to their pricing model.
We had to stop and, yeah, that was an interesting time for us.
We were basically sort of, you know, tools down for a little bit, just to basically stop and go,
okay, you know, is Unity still the right tool for this particular game?
We did some investigation with, like, Unreal and Gundo and stuff like that.
But, yeah, so, LOC is definitely still in what I would call, like, a pre-production stage.
So, I wouldn't be expecting to see anything on that anytime soon.
Games do take a bit of time to make.
But, yeah, that's pretty much, yeah, the current planned next title for us.
Cool. All right.
Then I would suggest that throughout these spaces, we mainly zoom in on the Lords of Flights,
which was the original idea as well, and just fully go in on that ecosystem.
Awesome. Is that all good with you?
Yeah, absolutely, man.
Perfect. All right.
So, you've already briefly talked about Lords of Light and explained, you know, it is a trading card game.
But in a nutshell, can you explain a little bit what is the Lord of Light?
How does it differ from other trading card games that people might know?
Yeah, absolutely.
So, yeah, for people who may not be used to TCGs, in the Lords of Light, you play as one of seven heroes,
each one having a different color, so all the colors of the rainbow.
And you battle using a deck of cards against an opponent that we, you know, find somewhere else out there for you
and pop you guys into a match together.
So, the goal of the game, both players start with 40 health.
The goal is to obviously knock your opponent down to zero.
There's a bunch of different ways you can choose to do that.
So, in your deck, you can have minions that you summon to battle on your behalf.
Your minions can attack your enemy's minions or attack directly into your opponent themselves.
You can also have a variety of powerful spells, as well as what we call season cards.
So, spells, obviously, are things, you know, think of it very much like, you know, in a magical sort of setting.
Spells might be, you know, fireballs or lightning strikes or big, you know, big things like that that you can play that affect the game in some way.
Seasons are a little bit unique to us.
They're basically a card that you play, they can only be every one season in play at a time.
So, whenever either player plays a season, it replaces an existing one, if there is one.
And that provides, like, just an overall effect that will change the whole battlefield for both players.
So, there are seasons that make minions weaker or stronger.
There's a season that, at the start of everyone's turn, one of their minions gets banished back to your hand.
So, yeah, it adds a bit of dynamic gameplay into the mix.
But, yeah, seasons are generally designed to affect both players equally.
Whereas, obviously, like, spells and your minions are very much like theirs, just to work with you and sort of, you know, try to help you gain control of the battlefield and sort of try to win the game.
Yeah, so, high level, that's sort of where we sort of sit.
For anyone who might be a bit more experienced with TCGs, we generally like to say that we sort of sit in between, say, Hearthstone and Magic the Gathering in terms of style of game and complexity of the game.
We try to lean very much towards, like, the Hearthstone end of the scale when it comes to, I guess, accessibility.
So, how easy it is to, like, learn the game and get in there and start playing.
Like, when you jump in there, for example, like, the first thing that happens when you play the game for the first time is we walk you through a three-part tutorial that teaches you how to play the game.
And even just by finishing that tutorial, we actually give you a bunch of rewards, including two, like, pre-made theme decks.
So, you can actually jump in and start playing straight away.
You don't have enough to worry about learning how to build decks straight away.
And, obviously, you can, you know, from there, you can start, you know, opening packs of cards and sort of putting decks together yourself.
But, yeah, we try to make it very, very easy just to get in there and get up and running in the game.
Where we say that there's also, like, you know, a bit of, you know, Magic the Gathering sort of elements in there, a lot of that comes down to how we've actually done our seven colors within the game.
So, in the game, as I said, you've got heroes, which are all seven colors of the rainbow.
You've also got, like, different minions and different spells in those colors as well.
Each color sort of represents a different style of playing is probably the best way to think of it.
Red minions, for example, are very aggressive.
Orange are very defensive.
They're very bulky, big shields and stuff like that.
Purple are very manipulative in what they do.
So, they may not be the toughest minions or toughest spells, but they can sort of manipulate or, you know, add some randomness to the battlefield.
So, stuff like that.
So, it's actually, yeah, a lot of players really enjoy getting there and sort of experiencing all the different colors and sort of playing around.
Similar to Magic, though.
Excuse me.
I'll grab some water.
Similar to Magic, though.
You can actually combine any number of those colors into one deck.
Unlike, say, Hearthstone, where you would just play with a deck that was like a warrior deck or a mage deck.
With us, you can mix and choose different colors together.
So, players can put all their favorite cards in there and sort of make that work.
And we enable that through what we call our staking mechanic.
So, to be able to play cards, you need to create gems.
And to make gems, you basically stake or throw away cards out of your hand.
We give you a new card for it.
But whatever color that card was, we give you a gem of that color to basically allow you to start playing different colored spells.
So, it's a really cool mechanic in that it allows you to just play a single color if you want, which makes the deck very consistent.
But if you want to, if you want to have the option of playing lots of different colors together, some of our most powerful decks that we saw from the recent 2023 World Championships that concluded last month.
Or October, sorry.
We're in December yet?
No, we're not.
Still in November.
Yeah, some of the most powerful decks were actually seven color rainbow decks.
So, they were using cards across all seven colors.
Basically, take advantage of some really powerful mechanics that that enables.
Great start.
And if you're listening to this and you're like, I want to see this for myself, I actually think this is a good moment.
I was looking through Twitter to see if I could find some good tutorial videos.
And I'll give a brief shout out to Raiden.
If you look at the top of this space, you see four pinned tweets.
There's one by Raiden, which is basically a tutorial video where you can briefly visualize what the game looks like and what the colors of the gems mean that, you know, Marty was just talking about.
So, yeah, as you're listening to us, feel free to briefly check out the video while we continue.
And, yeah, I remember, I mean, when you started talking about the tutorial, it was going to be one of my questions.
Because, honestly, I installed the game so long ago, I didn't even remember.
Was there a tutorial?
Was there not a tutorial?
But I remember it's, you know, very easy to learn and pick up the game, but very hard to master.
Because as you were just talking about the different color gems and whatnot, I'm thinking by myself, I typically just stay with one color gem decks because I find them the easiest to understand.
At the same time, I think as I start to unlock more cards, more decks, I think I'll slowly expand beyond that.
But, no, absolutely been enjoying playing it so far.
To continue, Marty, so Lords of Light has free-to-play options.
It's currently available on PC.
But a lot of people want to play mobile.
Now, I saw that a mobile release is planned for December.
Can you tell us a little bit?
Is that coming together?
Is the December timeline still on?
What does it look like right now?
Yeah, absolutely.
We're still on track for a December launch of mobile.
They'll probably be, like, we'll obviously release that first to our community, get some testing, stuff like that on there.
Obviously, with mobile, a lot of the work that we're doing at the moment, a bit of it's around just general optimization.
Obviously, trying to make sure that regardless of, you know, whether someone has a newer phone or an older phone or tablet, the game looks and runs great on as wide a variety of devices as possible.
Oh, excuse me.
But yeah, so doing the optimization work, there's also just a bit of work around just general the user experience.
So making sure, for example, that if someone is already playing our game on the Epic Game Store, when they come across to mobile, they don't have to make a new account.
We can migrate everything across for them.
So your cards, your decks, your, you know, position on the leaderboard, all that just moves across seamlessly.
And also, for all the new players that obviously we're hoping will discover the game through mobile, you know, at some point down the road, they may choose to want to go play it on Epic as well, play it on desktop.
So, yeah, making sure the players have the ability to sort of migrate their accounts and sort of have that really seamless experience is the sort of thing that the team is currently sort of focusing on.
There's also just a few small things, and this is actually tied in a bit with the localization work as well, because there's a lot of overlap there when we're talking like UI, UX.
Just making sure that when you do take our game and sort of scale it down to that smaller screen, and obviously when you're using it on a touchscreen instead of like a mouse and a keyboard, just making sure that everything feels really good.
And it's a, yeah, really great experience for players to get introduced to the Rainiverse.
Nice. I'm excited.
I had a Twitter space earlier today where I was a guest rather than the host, and I was talking about how excited I am about more mobile games coming and interaction.
I noticed, you know, as I'm buying the PC all day, I said, I like in the evenings just to kind of shut down the PC, go on my phone, play some games.
And, you know, I'm excited for Lords of Light to come on mobile because I definitely want to play more.
I think that's a good opportunity.
So December it is.
So I briefly mentioned, and we talked about it, there's free-to-play options, but there's also players, you know, could choose to purchase things in the game.
There is a game currency, there's the token.
I want to dive a little bit deeper into the game ecosystem.
So could you tell us a little bit about what are the different items that people can buy in a game right now?
Yeah, for sure.
So yeah, probably the most important thing, and this is something we've been pushing hard, like even if you go right back to, you know, some of the earliest, like, AMAs that we were doing, like right back at the start of the year when we started talking about, like, our economy design.
The game has been designed to be a free-to-play game first and foremost.
So as I mentioned, anyone can download the game via Epic and soon, obviously, through iOS and Android as well.
You can jump in, do the tutorial, we'll give you two free decks, and you can jump in and start playing the game from there.
On the, I guess, free-to-play or the Web2 side of things, the two currencies that you'll see are coins and lux.
Coins being our general currency, lux being our premium, I guess, free-to-play currency, which you also can purchase through the Epic Game Store.
Or you can purchase through Rainy.io by spending RST, our token.
You can actually buy lux directly through there.
And you actually get a bonus for how much lux you actually will receive by buying it through RST compared to just doing it through Epic.
So if you are looking to pick up soul-bound cards, so account-bound cards for formations or other things like that, it's a great way to do it.
And then, yeah, so basically, all the stuff on the free-to-play side, as I mentioned, will basically unlock soul-bound items for you.
So soul-bound are basically our way of saying account-bound.
So anything you obtain in the game which is soul-bound is basically locked to your account.
They're not tradable.
They just basically allow you to play the game.
But yeah, I mean, obviously, that means that you can still unlock cards, build decks.
So you've got access to the full experience.
If players then choose to want to engage on the, I guess, the Web3 side or the collectible aspect of the game, that's where, obviously, the RST token kicks in.
And that's where, obviously, we do have all of our collections and all of our cards available as on-chain collectible cards.
So formations, obviously, will be fully available.
We actually have a 50% off sale running for the first week as well when formations goes live as a Black Friday sale.
Even though we're a little late for Black Friday, but yeah, I thought we'd squeeze that one in there, regardless, for our community.
And then, yeah, obviously, the big benefit of having access to collectible cards, straight away off the bat, one, they're tradable.
They're true player-owned assets.
You can store them on any of our supported chains.
Just link your wallet on rtlol.com.
We'll read those in and allow you to play with those cards in-game.
All of the collectible cards that you use from sets prior to formations will have a really cool holographic effect.
So when you do play them in the game, people will know that you're playing with a collectible version of a certain card, which is really cool.
From formations onwards, we're also extending that.
So from formations, all of your mythics and legendary cards, also the owning the collectible version will also unlock a unique skin for that card as well.
And when you're actually creating decks with those cards, it's up to you which of the skins you want to use.
So obviously all the soulbound versions will look the same, but the players who do own those collectible versions, not only will they have that holographic effect,
but you can actually have completely alternate skins or alternate art on the card as well, which is really cool.
And then from the 1st of December, we have all of our play-and-earn and collect-and-earn systems kicking in.
So that coincides with the start of Season 2.
And again, that's obviously for anyone who is owning or playing with collectible versions of cards.
So it's a really great way to get really involved in the ecosystem, play the game, obviously.
But yeah, to be able to have that true player ownership of all of your cards, all of your assets, in the same way you would with a physical TCG.
I've got boxes of magic cards lying around the house back home.
And yeah, it's a similar idea, but obviously with RTLOL, it's all online.
It's all digital. I'm still collecting.
Nice. So you've already briefly talked about Formations.
You know, it's going live in about three and a half hours.
I think there's different packs involved in this new Formations set.
Can you talk a little bit about what does it mean for the game?
Like, what are those different packs?
What should people, or rather set, how should people choose which ones they might want to get their hands on, etc.?
Yeah, for sure.
So in terms of, there's two different ways that we sort of do packs in terms of our collectible cards.
The first ones are our rainbow and unicorn packs.
Those are available for basically as a thank you and a reward for our community members who stake the old Rainy or the new RST token.
So when you stake that token or put it into an LP, we obviously provide you with rainbows or unicorns.
And we have packs specifically available for holders that have those reward tokens.
Outside of that, obviously, we do make the set available.
Formations will be available on Ethereum, BNB, Avalanche, and Beam.
So Beam for the first time, which is super exciting.
So yeah, definitely look forward to that.
Beam will actually have more packs available than the other chains at this stage.
Just because, yeah, we're obviously excited to work with Beam.
We understand that our players have always wanted to be able to own their assets on chains where it's very low gas.
Hell, even with a faucet, obviously, the gas is sort of taken care of there, which is amazing.
So yeah, outside of the rainbow and unicorn packs, there'll be our standard collectible packs as well as our super chat bundles.
So a standard collectible pack will have three cards in it.
They'll all be at least rare with a chance of them being legendary or mythic.
There's a recent medium we put out that actually has the specific odds for all these packs listed out in the medium.
So you can go and have a look on there to get an idea of what the odds are between the different packs.
The super chat bundles are really awesome.
So with those, it's basically a way of purchasing 20 packs for the price of 15.
So five free packs in there, which is really cool.
And with a super chat bundle, we actually guarantee that you will open at least one mythic card in that particular bundle.
So if you got your 20 packs and you'd open 19 of them and there were no mythics,
then in the 20th pack, there would definitely be a mythic basically.
So we just guarantee that mythic there for the super chat bundles.
Because again, if people are going to buy that number of packs and support the game,
we want to sort of, you know, while there's always going to be an element of RNG,
we want to basically support them and make sure that, you know, at the least you'll crack one mythic.
By the numbers of 20 packs, you should be getting two.
But yeah, at the very least, we can guarantee one.
Nice. Sounds good. Sounds good.
One of the things that stood out to me when I first,
and this was even before you started working together on the Beam side, investment side,
was seeing the cards.
Some of the cards are, I mean, they're all unique,
but some of them especially stood out to me,
like taking real world people like Elon Musk, Mark Zuckerberg,
but even for NFT projects like Pudgy Penguins.
Who's the creative mind behind it?
Like, what made you think,
let's add those kind of people and characters to our game?
How did that go?
So where that actually mostly came from,
there's a really awesome documentary that the team that makes South Park did,
called Seven Days to Air,
where they talk about how every episode of South Park is actually created
from like inception through to like production in the week leading up to the episode being aired,
which gives them this really cool ability to like touch on current events
that are happening almost in real time,
unlike what a lot of other sort of, you know,
cartoons and stuff like that are able to do,
take a lot longer to produce.
Because of the way that the team has set everything up,
because of the experience we have,
because of the way that we're able to use like tools such as,
you know, generative AI art and stuff like that,
it allows us to create cards very, very quickly.
And one of our goals we had early on was,
we were able to sort of touch on current events in a fun,
lighthearted, you know, meme-y sort of way.
It's a way for us to, you know, always sort of stay relevant
and just have a bit of fun with it as well.
So obviously, yeah, we had Elon as part of our Genesis set.
You know, he's there with like two rocket launches,
because that was the sort of thing he was doing at the time.
The Pudgy Penguins card was part of a collaboration we did
with that particular NFT project.
There's other like promo cards we have in the game now,
such as Campi Pandas, Chad Doge, the Blockfather.
There's a Avalanche card.
There is a Beam Me Up card.
There's just people are starting to win that
in our recent Blooming tournaments,
celebrating our partnership, obviously, with Beam.
So, yeah, it was just a really cool way for us to,
one, leverage the team that we had and the ability
to be able to create cards and assets very, very quickly
compared to what other TCGs are able to do.
And just to have a bit of fun with it.
One of the, if you go and read like the lore page
on Rainy.io, or just sort of get an idea
of the sort of narrative behind RTLol,
you're battling throughout the Rainiverse,
which takes place in a bunch of different dimensions.
So as we release new sets moving forward,
it allows us to sort of touch on different,
you know, settings for each set,
whether it be fantasy or real world or historical.
So Formations is heavily inspired by Greek mythology
and ancient Greece.
I might even drop a little bit of alpha
about the next set that I haven't actually dropped yet.
Maybe a bit later on, maybe we'll wait to the end.
We'll make everyone have to listen to you right now.
But yeah, it's just, it's a really fun way
for us to be able to sort of move around
and stuff like that.
Even in Formations, you'll see some cards
that maybe are referencing a very, very current
legal situation that might be happening
in the Web3 world.
So yeah, it's just a way for us to sort of
add that bit of relevance, relevancy into the game.
You know, when the whole SPF thing happened,
we actually updated the card up to throw him in jail clothes
and put the bars on the front for him.
So a big shout out to SPF.
You know, I'm pretty sure I'm better at League of Legends
than he is from what I've heard.
So yeah, at least I know that.
But yeah, it was, the goal was always just,
how do we stand out in a world where, you know,
there are a lot of other TCGs?
How do we stay relevant?
How do we, you know, show people that, you know,
these cards aren't designed years and years ago.
These are very fresh, like the team is working hard
to make sure the game feels very current
and very modern in everything that we do.
Yeah, absolutely.
I think it shows too.
I mean, one of the things people keep saying,
especially in Web3 is because, you know,
the blockchain element or the ownership aspect,
so to speak, is perfect for a trading card game.
But as a result, you obviously have a lot of competitors
in the industry.
And so I find that those unique cards
that we were just talking about really are a big factor
of why I personally actually really found it's really funny
to just start playing, checking what it's about.
And I'm sure that counts for a lot of other people as well.
At the same time, it made me think, right,
here with the formations, with those cards,
is introducing new cards to the game
has a big impact on game strategy.
And, you know, a large part of yesterday's AMA, I believe,
was around, you know, card strategy and formations.
And can you shed a little bit light on how is the progress go
and how, or process, sorry,
and how long does it take you from draft
and the idea of adding new cards
to the implementation, like the launch that we're seeing today?
Yeah, it's a really good question.
It's a deep question.
We could do many more of these spaces
without going over everything sort of there.
But yeah, I guess in terms of design,
so formations is what we refer to as a bottom-up design.
It was designed around the concept of specific game mechanics
or sort of how the game would feel
when the set was implemented
and how you would play and that sort of thing.
Whereas like a top-down design
will be much more focused on starting with like the setting
and then sort of making the mechanics sort of fit that.
So there's no right or wrong way to do it.
You can have amazing sets both ways.
Seven Deadly Sins, for example, is the exact opposite.
We started with this cool idea of, you know,
let's do a set on Valentine's Day
focused around the seven deadly sins
and the seven virtues.
And then we sort of go, cool,
like let's see what mechanics we can sort of make fit
and, you know, make them fun
and sort of, you know, mold them around that.
Work on, it's not really possible to say
when work on formations started.
Some of the cards in formations
that's launching in almost three hours now,
some of those original designs
are actually from some of the original Genesis
and Tempest design documents.
You know, like any good game design,
90% of what we think of
and maybe even stuff that we concept and test
never sees the light of day.
And that's a great thing
because it means that what the players get to experience
is that top 10%.
It's the cream of the crop
that actually makes it through.
One of the rules that we have in terms of design
is at any point, regardless of where we're at
in terms of, you know, maybe art's been created,
maybe, you know, the game,
the card is implemented in-game, ready to go.
If that card isn't fun, if it isn't balanced,
if it isn't adding to the ecosystem as a whole,
we'll cut it.
It's as simple as it gets.
For formations in particular,
I don't know the exact number,
but there would have at least been over
maybe 100 cards that we had designs for,
some implemented, some still just on paper,
some which were tested in a paper setting,
some which would have been tested in the engine itself.
But yeah, it would have probably been cut
throughout the process for a variety of reasons.
The most common one of which just being,
is this card fun?
Is it fun for me as the player who is playing it?
Is it fun for me as the player
who it's being played against?
Finding that really nice balance
is such a critical part of any PvP game.
But obviously TCG is very, in particular,
it's really important to make sure
that everything you're adding in
is just adding to the ecosystem as a whole.
But yeah, in terms of specific design
and development work that was focused on formations,
you're probably looking, I guess,
somewhere in the ballpark for us
around three months
to go through that whole process.
And that would basically be where design
really starts to lock down the mechanics,
starts to lock down the actual cards themselves.
We get Art to start doing their first iteration,
first pass on the different cards.
The dev team will go in
and start implementing the mechanics.
Even from there, as I said,
a lot of cards will get changed and adjusted
literally up until the last few days.
There's been tweaks to power and toughness
of certain cards and stuff like that.
Again, we do as much testing as we can internally.
But obviously once we get it out there
in the ecosystem and the players get a hold of it,
that's when we get a lot more data to work with
to see how all the cards are sort of playing out.
If needed, we'll do tweaks
and we'll do balance updates as we go.
But yeah, thankfully from the sets we've done previously,
we've been pretty much on the ball
in terms of getting it right during the design process.
I hope and I pray that formations is the same.
But yeah, as anyone who's been involved in TCG design
in the past would tell you,
yeah, sometimes you'll put things out there
that you just don't expect how it's going to impact the meta
or what the players will just go up.
We'll find out.
Yeah, probably the most famous example of that
was Magic the Gathering did a set called Mirrodin
many years ago now.
And they actually had to emergency ban,
I think it was like seven cards,
before the set was even released.
They just realized that,
hey, we've put some cards here.
They've made it through design.
They made it through production.
They're printed in the packs.
But we just can't let these things out in the wild.
And yeah, they had to do like emergency bannings.
Obviously we've got the benefit of being a digital game
that we don't have to take that quite drastic a step.
But yeah, it's definitely something
where we pay close attention to the meta.
We listen to all our players' feedback
and we tweak things as needed.
Thanks for the input.
I am keeping my eyes on the time.
I still have so many questions I want to go over,
but actually I'm going to prioritize them
so that we still can give the listeners a good,
you know, view on some more things
around the multiplayer side of things,
but also a few more things around your ecosystem
with the token, with the NFTs,
before we round it up.
But I also saw we have new people coming into the space.
If you've just tuned in,
I'll just quickly reset the room.
We've been getting to know Marty,
we've been getting to know a little bit more
about the team, about Rainy Studios.
We've mainly been talking about The Lords of Light,
which is a trading card game by Rainy Studios.
In the Twitter spaces,
basically we go over in-depth,
over game studios,
over the game and over the ecosystem.
So yeah, if you just tune in,
we'd recommend you to stay on
and potentially listen to the recording.
But yeah, going into those last 10 minutes,
I want to put out,
it's not a hard stop,
but we'll see how far we get.
One of the things I really liked
about Rainy Studios back in the day was,
and this was before Epic Game Store Time,
you were using this Telegram group
to basically match player liquidity,
where people were looking to find a match.
You could just shoot a message in there,
like, hey, I want to match with you.
People could join,
and they would be fighting against each other.
And now, when I start the game,
I basically fight matches within 10 seconds.
I think within Web3,
that's not too common yet.
I keep talking about multiplayer games,
not being able to fill lobbies,
but I haven't really noticed it in your game,
which is very positive.
I want to talk a little bit
about user acquisition with you.
So, since listing on the Epic Game Store,
would you say that the majority of users
that signed up came through the Epic Game Store,
or did they come through other marketing activities?
And what is your longer-term strategy
on user acquisition?
Yeah, it's a really good question, actually.
And yeah, obviously,
we get that question quite a lot,
being one of the first Web3 games
on the Epic Game Store.
We made the move to Epic,
I mean, yeah, months ago,
quite a while ago now,
mainly because we did want to have
that sort of discoverability
in the Web2 space.
We wanted, I guess,
the legitimacy that you have
being on a very well-recognized launcher,
such as Epic,
as well as being on the largest
PC gaming storefront,
which embraces and supports blockchain gaming.
Obviously, as we're aware,
Steam has a hard no on blockchain games.
And yeah, compare that to the experience
we've had working with Epic,
with our account managers and stuff like that.
It's been a really great experience
having them on board
and being able to have the game
be visible to all the players
on there looking for TCGs.
Outside of the work we're doing with Epic,
obviously, we do a lot of marketing efforts
and UA efforts
across both the Web2 and the Web3 space.
We had a very well-known
Hearthstone streamer, Kriperian,
take a look at the game,
just leading into the World Championships
that we held not that long ago.
We've done some really great activations
with well-known Web3 influencers
and community members.
Ali Straza, for example,
has done some really awesome stuff
with us in the past.
Her partner, Mason,
has actually won several of our tournaments,
including the AVAX Invitational
that we held earlier this year as well.
I had a chance to catch up with all them
at 3XP a few months back as well,
which is great.
One of the hard parts being in Australia
is we're so physically far away from everyone,
so it's always great
whenever we get the opportunity
to actually catch up and meet up in person.
So yeah, big shout out to Ali and Dub
and all the other amazing people
working in the Web3 gaming space.
Outside of that,
we've done activations
with a variety of different gaming guilds
and companies.
We've worked with Morpheus League,
worked with IndieGG.
We're planning on doing a lot more stuff
in that field once we've got mobile
and some localization stuff up and running,
because obviously that really opens the door
for us to be significantly more accessible
than we are at the moment,
obviously being just a PC game currently,
and also having that localization work done.
One of the hard parts being a TCG is,
unfortunately, it's a very text-heavy game.
There's a lot of cards,
a lot of what the cards do,
a lot of stuff like that
for people to understand.
Having the game localized
into players' native languages
can really reduce that barrier of entry
and make it much easier
for players to get involved
and really get in there and play the game.
So yeah, definitely plan on doing a lot more stuff
along those lines
after we've got the current work completed
on mobile and localization.
Sounds good.
I'm excited.
More player liquidity is always welcome.
Absolutely.
All right.
So I want to shift gears a little bit
and ask you some questions
around the RST token.
So I read a little bit about,
we briefly,
way in the beginning of the space,
just talked a little bit about heroes.
And right now they're,
you know, free to play,
but they're coming
and they can be purchased.
So the RST token,
one of the things that people can do
with it is purchasing those heroes
when they're out.
But it's not,
not the case yet.
Can you talk a little bit about,
first of all,
what is the RST token
and what can people use it for?
And then talk a little bit about
the heroes that are coming up
in December as well,
I believe.
With the heroes,
I think they're actually being pushed back
at the moment.
I have to double check with that
with the web thread.
Yeah, sure.
So there's a lot of the work
we're doing at the moment
is just around getting
all the systems ready
for the play and earn
and collect and earn.
definitely in terms of the RST token itself.
So that's obviously our primary token
that we use within,
the Rainiverse.
For anyone who may have supported us
back in the day
with the Rainy token,
you can actually now
just migrate that token
one-to-one across
to the new RST token as well.
and basically we did that
for a variety of reasons,
but the primary one being
that we wanted to have
a single consolidated token
instead of the previous two token
system we were looking at doing
between Photon and Rainy.
So a single token
that's basically used
for all of the utility
and functionality
within obviously the Rainyverse.
So within obviously RTLOL,
but also across future titles
that we're developing
within the studio.
Currently with the RST token,
probably the main form
of functionality
that you'd find there.
Obviously you can buy Luxe with it.
So you can buy that premium
in-game currency.
That's done through
the RTLOL,
through the RST portal,
which is available
through RTLOL.com.
And then yeah,
obviously RST can also be used
to buy packs
of all of our sets,
probably Formations
being the main one
that people will be spending
their RST tokens on
hopefully in a few hours.
And obviously,
one of the cool things
with how the RST token
is set up around that.
So the token itself
has a 25% burn built in
based on any spend.
So basically,
as people are spending
the token,
buying packs of Formations,
buying other sets,
buying Luxe,
or other things
that we're going to be
slowly adding into
that RST storefront over time,
it actually does burn
25% of the spend.
So it sort of brings down
the total supply
of the token there as well.
So it does make it
a deflationary token,
which is pretty cool.
we're also using
the RST token
as part of our
player incentives program.
So that's where
play and earn,
collect and earn,
and all of our
leaderboard systems
are coming from.
So they'll be paying out
in RST as well.
obviously,
the important thing,
I'll drop here
and mention as well,
the RST token,
to the best of my knowledge,
was the first gaming token
to launch on Beam.
obviously Beam
is the home of RST.
very happy to have
that sort of
working relationship
with the Beam team.
having the token
on a very fast,
very low gas subnet
opens up a lot of
really interesting possibilities
for us moving forward as well.
Absolutely.
It's been a pleasure
working together so far.
So there's the token,
the trading cards.
Can you summarize
for those that maybe
just came in the room,
what elements of the game
are going to be
on the blockchain
and specifically
what aspects
are going to be on Beam?
Because part of it
is obviously,
like you already said earlier,
multi-chain,
but what does
the ecosystem look like?
So the way we sort of
think of it,
so Beam is obviously
our preferred chain
for everything
that we're going to be doing
moving forward.
So I'd say it's
the home of RST.
There'll be packs
and cards available
from Formations
and all future sets.
We're currently working
with the amazing team
at Layer Zero
to set up bridging
as well as all
of our other
supported chains.
We've worked with
the bridging
for the other chains
obviously up and running,
but we're adding
in Beam support
on there as well soon.
One of the big things
that we've always believed
in as a studio
is that we're going
to offer people
true player-owned
whether they be
packs, cards,
card backs,
whatever it happens
You should be able
to own those cards
or assets,
I should say,
wherever you choose
that to be.
So while obviously
we love our relationship
with Beam,
we still want to make sure
that our players
have the choice
of where they choose
to own their assets.
So I said at the moment
we support ETH,
Avalanche,
and now Beam.
So players can own
their assets
on any of those
particular chains.
All you need to do
is connect your wallet
on rtlol.com
and our back end
will basically read
all of those chains
for that wallet,
we'll find any assets
that you have
and we'll sort of
pull it into the game
for you automatically.
that's obviously
how we read in
all our collectible cards
and stuff like that.
it's an interesting,
dichotomy of where
we obviously want
to work with Beam
and we have a really
great relationship
with you guys
and obviously
that's where we
prioritize a lot
of our efforts
but we sort of
balance that out
with wanting to make sure
that players still have
true choice
over where they choose
to own their assets
and then yeah,
we obviously support
those different chains
for that purpose.
Sounds good.
Thanks for that breakdown.
All right.
We're one minute
but like I said,
there's so many more
questions I could ask
and I think
we should just do
another space
in the future
to be fair,
just go way more
deep dive.
I think this episode
has really been
a good high level,
high service level
breakdown of,
what's the studio,
what's the game about,
what's next
but I definitely think
we can go more
in that in a future episode
but to stay
to the lines
of what's next,
I think before
we round things up,
you mentioned a little bit
of alpha earlier
in the spaces
that you were saying
people need to stay
until they end
to hear it
so a lot of people
have been hanging on
and pretty sure
it wasn't just
for the alpha
rather for just
the actual conversation
but what's next
What are some
of the big milestones
coming up for you
and what's the alpha
that you were talking about?
so I mean,
definitely in terms
of like big milestones,
obviously formations
is a big one
that's kicking off
in a few hours.
We've obviously got
our work we're doing
and localization
and just general
optimization of the client
that's probably
the big things
that will sort of
take us in
towards the end
of the year
one thing we haven't
spoken about yet
because obviously
our focus has been
on formations
is what's next
in terms of
the game itself
and the meta
so we can say
that the team
has already started
some of the initial
design work
on our next major set
that will follow up
formations
so that will obviously
be dropping
and I can tell you
that the codename
for that set
is Evolution.
All right,
Evolution.
as to what that might mean
in terms of mechanics,
in terms of cards,
I'll leave that up
to the community
to try and say
definitely
if formations
is going to be
a big shake-up
to the meta
Evolutions
is going to
double down
on some of those changes
is probably the best
way I can put it.
Sounds promising.
That sounds exciting.
And I think by time
that that time is there
we'll definitely
be chatting again.
When is your
next holiday
to your proper time zone
so that we can do those?
it's probably going to be
I would say,
next year.
I think it's the same thing.
like early March,
So I don't think
I'll get a chance
to get back over
to the States
before then.
that flight
from Sydney to LA,
the 14 hours
is pretty nasty
with how the time zones
definitely we'll be
over here for GDC.
I'm hoping to make it
back over to Gamescom
later on next year
which is over in
in Germany.
definitely be keen
to do a bit of travel
and definitely
connect with
the community
and connect with
people such as yourself
when we're on
slightly more
compatible time zones.
sound good to me.
I definitely hope
to see you there again.
It would be fun
and we'll make it happen.
we've honestly,
within just this hour,
talked about so much.
Is there anything
that you feel
we've left out
or that you would like
or would you say
for this episode
we've kind of
covered the grounds
pretty well?
as any of the questions
we've touched on here today,
I'm sure we could have
spent an hour
just on that one question.
There's so much
to what we're doing
with the studio
there's obviously
a lot of questions
that we didn't get to today
that hopefully
we can touch on
later on as well.
I guess probably
the only thing
I'd want to add
for anyone
who hasn't had a chance
to try the game out yet,
obviously completely
free to play,
just head over to
and hit the
play now button
that will download
the game for you
via the Epic Game Store
and you can jump in
and give it a crack.
Please come and connect
with our community.
We've got a really
awesome active community
on Telegram,
on Twitter
or I'm just going to
call it Twitter.
I refuse to call it X
but anyway,
that's just me.
engage with the community,
play some games
give us some feedback
and let us know
what you think of it.
and if you cannot
play right now
but you still want
to check out
what the game
actually is about,
check the pinned tweets,
second one from Raiden
just gives you
a good intro
to what the game
looks like.
for those just tuning in,
we definitely recommend that.
I think other than that,
you already just said it yourself.
If you've enjoyed
listening to
Today's Space,
please give
the Raiden Studios
account a follow
for what they're doing.
If you're not following
Merit Circle
or Beam Gamer
and you like gaming,
please give us
a follow as well.
And I think other than that,
like I said,
talked about a lot.
Super excited
to get you on
the future spaces as well.
And if you've listened
to the space today,
you've enjoyed it.
I would love to invite you
same time next week,
we'll be doing
the Let's Talk Gaming series
which is a little bit different,
talks more about
what's hot in the industry
and general gaming.
but the week after
we'll be back
with a new guest
to do just one deep dive
once again.
I think that's it.
Thanks everyone
who tuned in.
Have a great rest of the day.
Thank you,
for tuning in today.
with that,
I'll say bye gamers.
Thanks for having us.
It's an absolute pleasure.
Have a good day.
Bye everyone.