And just gonna put some people join before this kicked off give it a few moments Thank you. you See beings here
John's coming up also. Thank you. Thank you. you're there beanie
how's your your friday morning going
um good i i think there's a lot of people who want to ask questions.
So if you get any requests, I think you should let them up.
If anybody wants to come up, wants to speak.
I think that's like, I think people need to know that's the whole idea here.
These are, you These are community chats.
So by all means, please come up, ask questions.
I know some of the concepts sound pretty complex.
But I think the magic will be in how it gets disseminated, right?
Into, you know, like a public app.
There's a lot of thought pieces on Gamefly right now, too.
Crossy might be, everybody's got like something to say about it.
I feel pretty good, kind of the direction of the game,
based on a lot of the thought pieces, right?
But yeah, I think john john's gonna get
it here uh john usually likes to kick off he's usually got some questions some of the you know
he's tapping into the community pretty active in discord i don't see him i don't see him here yet
but i'm glad you're not using any of the spaces old music because I hate that.
Honestly, I don't even know how to do that.
There's like a spaces music.
I know how to put music music, but not that elevator music that I've heard.
Yeah, well, I say give it a couple minutes and then kick it off.
All right. Sounds good. Sounds good.
Wait for John also. Thank you. you
there's john hey john how's it going what's going on matt what's going on beanie how are you guys doing hey hey john okay i guess we can uh kick it off. I think right before you got here, I just mentioned
to Matt, just that it would be a good idea since I get a lot of inquiries, Hey, can I come up and
speak? Of course, you know, just let everybody know, of course, just request to speak. That's
the entire idea of these weekly calls is that, you know, community questions and answers and um you know a lot a lot of the concepts are
you know super complex um so of course you know it requires you know a lot of uh discussion anybody
has any questions please feel free uh requests to speak and uh happy to answer them yeah yeah
i also i also you know said i was going to talk a little bit
about the recipes i think you know beanie obviously leaked out uh the flywheel that
i don't know if anybody's had a chance yet to look over it well i have a question like
just generally speaking so i've leaked a couple of these flywheels and again they're they're
very complex on the surface um which which shouldn't really scare anybody because
the you know a lot of this stuff is complex but it needs to be complex but uh it's not like you
have to understand it right that maybe you can explain that matt this all happens in the background
if you look at these flywheels and you're like whoa i don't get this this is overwhelming yeah exactly it's more being posted
for transparency than than anything not so so you can actually see there is some thought that goes
in to the tokenomics unlike uh you know most other a lot of projects i'd say i would say all or most
others exactly so i just wanted to like you know because a lot of people have been asking you know how do
the game mechanics work what's the risk reward uh you know they've been people have been wanting to
get into kind of depth and understanding of you know what's behind you know the game itself i can
say well you're going to go out uh and you're going to go send your critters out to go gather
you know some materials and those materials you're going to craft stuff you know that's that's a
surface level thing where where it's pretty easy for anybody to understand that it's
a game you collect materials and with those materials you progress in the game right um
but again obviously you know there has to be some sort of sustainable economy and especially with
gamefly for a game like that to work so i have been you know definitely releasing these flywheel economic mechanic, what do you want to call them,
infographics that people can kind of understand where my thought process is on how they are going
to basically help maintain the game, the economy, and just everything to do with Critter's Quest
in a more in-depth kind of perspective.
I know the gamer that just goes in there and plays doesn't probably care too much about it.
He'll just naturally kind of probably get bored of the game
why he got naturally bored of the game.
But when GameFi is involved,
when GameFi and money is involved,
you care a little bit more,
so you want a little bit more so you want a little
bit more details so i feel like you know that's why i'm doing this more than anything right so i
think that was that was your question i was like why right why am i doing that yeah i mean i i think
right now we're seeing like uh a resurgence in public interest in gamefly it might not seem like
it in crypto but uh it's just outside of crypto i would say there's sort of a gamefi
revolution happening uh with roblox i don't know if people have seen the stock has the stock just
hit a record high yesterday blowout earnings and it's all uh uh it was it was left for dead what
uh maybe a year year and a half ago the shorts were you know writing about it uh you know it was going to zero uh and it's done like uh six or seven x off off the lows um and this is all being powered
by this like there is a game fight there is an economy of roblox it hasn't reached crypto yet but
um you know there's kids who who have created games literal kids uh you know like young teenagers
who have made millions of dollars sold their games um it's you know the the resurgence of this like
you uh ugc the user generated content um and it's just a matter of time uh before that you know all
this uh excitement i believe flows into crypto it's a bit of my
a bit of my thesis why I'm so bullish on uh on game five because I'm seeing it outside of crypto
but it's like just outside of crypto um there's just so much more you can do with crypto game
five than you can on Roblox and it's just like a natural uh progression I think especially using like
NFT assets and stuff like that I don't know uh my my daughter played Roblox years ago and always
so I mean I I actually bought her some some of the um I forget the name of the game but it was
like there were some like really in demand things
uh items that you could get and and it was such a hassle to try to get them like you had to go on
eBay and like you were essentially breaking uh the the user terms you could get banned for doing
it I mean nfts fix all of this right um So I really feel there is this progression towards it.
That's why I'm pretty bullish on it.
And I believe there is public interest in it.
It just, again, GameFi has really failed in crypto
And that's why I keep saying,
hey, look at what Matt has done with so little
versus some of these other,
there was what, a 2,500 sole Mint, and you're releasing a full game out of that versus
we've seen many other projects with tens of millions of dollars release literally nothing.
And that's why GameFi, I believe, has failed in in crypto it's not the concept of game fi i think the concept is the most exciting concept in crypto it's just been a lot of bad operators
and it's sort of like poison the well for everybody else yeah i mean i was during cobit there was the
big the big uh the big game the first big game fi kind of interest, right? And VC money and people got all this,
they got all this money and really didn't do much with it.
You know, that's kind of what I was reading this article past my feed today.
And even, you know, it's true, like, you know,
building the game is definitely a lot more time consuming
and probably expensive than, you know,
building out other apps that, you know,
that you see crossing your timeline on a daily basis because you can just build a website, you know, building out other apps that, you know, the that you see
crossing your timeline on a daily basis, because you can just build a website, you know, get some
some sort of middleware that's already exists and just plug into it and boom, you've got a product,
you just need to market it. With a game, you know, you can do that to an extent, but you still need
to kind of, you know, create that immersive experience where you
want people kind of interacting, having fun at the same time and, you know, keeping true to kind of,
you know, the DeFi, GameFi experience where there's a kind of risk reward element and these kind of,
you know, complex financial concepts that have been gamified in a way that makes it kind of,
you know, easy for anybody to participate in.
I mean, that's kind of really how I see it.
And I think, you know, that a lot of people miss that.
And a lot of, like, a lot of, uh, a lot of early game by,
I get a lot of, I guess game.
I don't even know if I'd call it game by before,
because it's more just like web to like wrap.
It would be like a web to wrap around a web to game.
of like you know that's that's roblox right essentially right they're they're bringing some
concepts of the five part of gaming into roblox lately and that's what's really caused it to take
off because frankly people are making money right um in in the whole ecosystem and i just think crypto can do it a lot
better it's just we haven't had we haven't had that roblox moment you know we haven't had any
really good operator there hasn't been an explosive game like that yet but game five is actually i
feel like it's getting a bit bigger in crypto i mean every exchange now has a huge gaming section
and volume certainly much higher now than it was two
three years ago you know it's just need one game i think if you get one game that really is huge
like kind of like what axi did in 2021 i think the entire market will kind of turn their heads to it
yeah yes i i agree i mean i should not say that there hasn't been any good operators there just
has been so many bad operators like just ridiculously bad ones that
have blown through just 90 ungodly amounts of cash and it's and it's soured the taste in
everybody's mouth of gamefi i think that's really what has happened including gc's the ones who push
it so gc's have a bad taste in their mouth and it's going to be hard for for you know for for
the markets to kind of get that that liquid that funding that they need to even push it into the market so so hopefully critters you know
changes this like i said 2 500 soul releasing a full game very unprecedented in crypto i think
um it's it's sort of like the you know the show me first model which i i think makes a lot of sense and uh you
know instead of coming to the market saying here give me tens of millions of dollars and i'm going
to build something and then you know we realize well this person's not a real builder um so um
anyhow john you had some questions from the community matt was uh matt was saying yeah let
me pull up let's start i mean honestly since you put it out there before we got started here
matt do you want to dive into that flywheel at all um and just share yeah i really just wanted
to kind of touch on it on the surface level i want to get into too much detail um again i'm trying i
don't want to get into too much kind of boring technical details, but the whole idea of the recipe system is that it's an item that a new player
could obtain and sell to any level of a player. So you can be an end game player, you would
still need these unidentified recipes, uh but at the same time you know
an unidentified recipe has a different utility for an end game player than that does a new game
a new player right so depending on kind of your workshop level uh you know that that actual
unidentified recipe is more valuable uh to someone who is a higher level because they have more chances to get higher tiered recipes
where they're limited to maybe only a tier one
depending on the level of their workshop in the town.
So it's basically this kind of cross tier interdependence
kind of system allowing, you know, new players
to farm something that end player still need, right? So there's this kind of like participation
that allows anybody to come in and just start kind of earning an income if they wanted to just farm
these unidentified recipes. I mean, that's pretty much what I wanted to just farm these unidentified recipes.
I mean, that's pretty much what I wanted to get across the table on these recipes,
was that this is probably one of the things that most people are going to be farming and trading most often, because it's one of the biggest chance, I guess,
games in the game itself.
But yeah, I mean, I don't know.
I released the paper. I mean mean beanie released the paper um i don't know if anybody's
had a chance to look at i tried to post it on here i don't know why i can't um
add it on here it's not letting me add it but yeah i don't know what's going on with that
i suck at these spaces things too that's probably what it is okay share it there we go so yeah I mean I
don't know did you have you had a chance look over John I mean it's basically so
it actually ties back to a question we have in the discord
here because it's a pretty unique flywheel and the question was because obviously you know we've
been talking about complexity here how many flywheels are there in critters quest which i
know is kind of an abstract question but that's from gablin if you can answer it as best you can
that would be great well the idea is it's one big giant flywheel, like everything is kind of connected in some way, right?
That's the whole point is like,
I want everything to have some sort of interdependence.
You know, that's, that's,
I think that's kind of how the economy should work.
Like, you know, you can't introduce something that,
you know, won't affect everything.
Everything should kind of have some sort of value
and kind of affect everything as a whole so i mean
it's basically one giant flywheel and i'm trying to break it down into like um like sub flywheels
so that you can understand it with these kind of um you know these documents that bini's been
putting out there and we're eventually going to put into one giant uh document that people can read over into like a docs i i think the word flywheel
itself has been like bastardized in the last like couple months by uh you know uh the crypto
community where it's like you know flywheel has become sort of synonymous with ponzi but that's
not the case that's not what a proper flywheel is not a Ponzi. Matt, maybe you could touch on that. Like what makes,
what makes this flywheel not a Ponzi? Like some of these other ones that are
they're literally designed to last hours and then they collapse.
Well, right. I mean, I don't, right. Again, I think that's a,
that's more of a Ponzi than, than kind of a sustained economy.
I think a flywheel is something that brings value back into the system
and keeps the system working versus, you know, it's not really just supposed to.
I think people look at a flywheel as kind of like, you know,
It's like our flywheel for the participant's wallet more than, you know,
happens is you get these like inflated or you get these inflated flywheels where like people
are, uh, putting back in, but they're getting way, way more out. Um, or they, or these flywheels
don't work because they've also given out so much of the tokens before the flywheel even had a
chance to kind of, you know, get, get off the ground. So basically they flooded the market with tokens and they just kind of, you know,
they just kind of did this kind of smart smack down on their own flywheel, which
never, which isn't going to work after, you know, a fly, flywheel should be
international progression, I think.
Um, but yeah, I don't know.
I mean, what makes critters different?
It's, it's the deliberate planning of the economic model.
a key differentiator that i that i've seen um you know you've been working on you know a real focus
you've had a real focus on the economic model for about over a year now right um and uh that's sort
of that's sort of one of the the differentiators i see versus everybody else
is sort of doing the exact same thing and this is uh different well yeah that's always i think
you know when people talk about a game fight hasn't worked yet bad operators at the end of
the day i think 98 of these games that have launched a token in tandem have just had bad tokenomics.
Like, people try to find a reason why their badics are down, but the tokenomics outline are just bad, you know?
They're designed for down-only tokenomics, and this does not seem to be that way.
I actually had a question in that regard, too, Matt.
too, Matt. A couple questions, actually. So you mentioned yesterday that you guys are going to go
A couple questions, actually.
the DEX route in the Discord, which would reduce the liquid supply on day one by about 30%.
So what is that looking like? In terms of the actual, I know you guys are going to put
Quest into liquidity pools on the resources, but obviously that quest, you're not going
to be able to track day one.
It'll have to go through your bank.
So do you have an idea of like day one, how much quest you're actually looking at being
tradable across users and what the team has?
In terms of which liquidity pool, the sole debt?
Like how much quest so again like i don't have a number
right now that i want to give out um like you know once we release it we'll release it um
but we are you know we are looking at the best kind of you know way to do that and we're actually
doing a little bit of some tests on DazNet. Also,
again, I don't want to give too much, like, I don't really want to, I don't want to commit too
much, but we're playing with a few things to see, you know, what a great, a good outcome could be.
And I think, you know, setting up these token pairs, especially with like resources versus um you know traditional a lot of these nft games or
games in general what they do is all their items uh a lot a lot of their items they're you know
they're nfts um so they create this token and but then all their items are kind of nfts uh so you
you basically are almost kind of uh siphoning kind of utility to your token um in in kind of NFTs. So you basically are almost kind of siphoning kind of utility to your token
in kind of, you know, a DeFi landscape where you're supposed to kind of have these token pairs,
right? Because even if they're like virtuals, virtuals is all based off kind of like token
pairs of itself and it seems to be pretty successful. So I think, you know, creating more, you know,
demand for your token inside your game
and finding this balance between what should be an NFT
and what should be a token
is definitely gonna help with kind of the tokenomics itself.
That's why we created so many of these items
as a token rather than an NFT, which I don't know.
I don't know if I've seen such a hybrid like we're doing in other games.
Again, I don't know every single thing.
Using tokens or, you know, using fungible tokens where it makes sense
and using non-fungible tokens where it makes sense, right?
Liquidity stays in the game.
I mean, all of these items you see in other games,
it's just like impossible to sell them really, you know? So, unless you're in a turbo bull market.
Exactly. So you make it into an NFT and it's like, well, then if there's no, you know,
how do you sell into these, especially if nobody's got like an order book. So we're obviously
going to be pre-populating the order book for not every single token pair, but for a lot of them.
And, you know, we just feel like this might be the better route for the token itself i get like demand so
well like uh what john just mentioned how you know the historically there's never been
liquidity for in-game items for anything even the the top uh you know game five games that we we've seen uh but and and like i mentioned
before on roblox having to go to ebay and breaking the user terms uh trying to you know trade items
or you know the whole uh csgo fiasco with skins and uh but this this could be this has a potential to be a very disruptive model. What Matt has created in terms of, um, yeah, making these in-game
items, their own, uh, liquidity pool.
I, has this ever been done, Matt?
I guess I think I saw a one game across my, my, my timeline.
I think it was on Ronin. And it was
pretty successful. I forget the name of the game,
to be honest with you right now. And they did something
similar. And I do believe
it was actually successful.
They made every item a token.
remember what the name of it was. And I don't even know if it was on
something similar to this it definitely creates a lot of you know game theory right uh where
for when you have every item trading as its own market with liquidity it's and are these all
paired with quest these will be paired with quest so every item is paired
with quest with quest exactly so every item is gonna be paired with quest uh there's an easy
swap in game uh to either buy or sell um we won't be we won't be um seeding any of the liquidity pools. On this in-game swap, are there, are there fees?
It's like a normal, like liquidity pool that you can go on Meteora.
And that's part of the, the economic flywheel.
So this is, this is basically the natural kind of regulation i
think you know where uh players can now or if you're a player i mean if you're a player you
know you could this is i don't know if you're a player versus an investor an investor might want
to go and and you know play the resources rather rather than kind of playing the game so now they
can just take quest uh eat up resources or put a bid in to gain a resource
that players want to, you know,
And then they can play, you know,
I guess like outside game
that's not really even playing the game
and just, you know, trading.
It's like a trading game for them.
Or of opportunities and whatnot.
I'm not going to, it's not for me to really kind of, you know, I'm putting it out there where people can go and, you know again i'm not gonna it's not for me to really kind of you know i'm
putting it out there where people can go and and you know if they if they choose to they can go and
do that um but again i do think it's like going back to axes right and like peak axi days there
were people putting together teams there were people who just owned like the mythics right and
they were trading for seven hundred thousand dollars each and they were just kind of leasing them out and then there was like that whole like scholar thing and then you
had like you know they're training players and then there'd be people who would literally sit
there and play all day right um but there were different levels of involvement of different
people uh some you know and is is that kind of what you're getting at well what i'm saying is that is that there's like, I'm making parts, uh, like basically there's, you know, there's different types of participation in this ecosystem, right?
So if you want to play the game, you can play the game.
If you want to be a master edition and just kind of clone your stuff out and, you know, have that kind of that flywheel, or if you want to be a trader and there's trade resources, you can be a trader.
Can you talk more about this cloning?
Cause even I'm a little uh uh still covered this thing like on every spaces okay
well i mean just maybe if there's any new people like what what's the what i i'm not sure still
that people understand the how not necessarily understand the cloning, but like really the God tier status of a master
I think people don't really get that yet, that this is all there is.
And I alluded to it yesterday, uh, in a post because, you know, what we've seen is all
these other game five projects that have been like, okay, we're selling, uh, uh, you know,
characters and then we're selling land
and then we're selling items and they're coming to the market, selling, selling, selling, selling.
And then, you know, some or none materialize of that and everybody is disappointed.
Um, now this model, I don't think people quite grasp the concept that like the master edition is all there is
there is no land sale but there is land but you you get it from having a master I think it's worth
you know touching on that because a lot of times you get this like sort of tunnel vision and you
just assume that people understand it but then there's a lot of new people coming into critters
especially you know it's it was one of the top one of the top traded uh uh nfts yesterday so you know there are new people coming
in so i think it's worth you know uh discussing that again and just letting people know that
uh this is it the critter having a master edition is a holy grail that's has you know you can create
the 15 clones you can create this town the bank and everything uh don't be afraid to you know, you could create the 15 clones, you can create this town, the bank and everything.
Uh, don't be afraid to, you know, uh, repeat that again and again, because I think it takes
a while for people to really grasp that concept just, uh, because people have had very bad
Uh, again, like, yeah, so you're, you're my, the master additions are basically the dictators
of, you know, of the Critters' Quest economy, essentially.
Because if you, you know, they're the ones who are going to control a supply of the characters that you can play with inside the game.
And in order to play the game, you need a character, right?
So these Master Editions have the ability to replicate themselves, clone themselves 15 times.
They can maintain 15 clones in circulation at any time.
If a clone is consumed for promotions
or destroyed in gameplay from death,
basically what happens is another slot
other slot and their circulating supply will open up and they can mint another one.
in their circulating supply will open up
and they can mint another one.
So it's basically a 15 max supply flywheel that they can just continually be minting
When you open a mint up, do you have to mint all 15 or can I open a mint up for five clones
You could open it up for one if you wanted.
Yeah, you could open it up for one if you wanted.
You have the ability to set what your mint is going to be.
You can set how much you're going to have.
And you can even allocate quests to each clone when you set up the mint.
It'll be a bonding curve or an uh distributed quest distribution if you choose to you don't have to you don't have to give quest
away um you know it's just kind of like pre-loading but there's a lot of nationality
yeah you're basically making the master editions creators in and of themselves that's right
that's right and so matt can you can you walk us through this, uh, the town and bank?
A lot of people are asking me about this bank thing. I think that, that, that concept resonated
with people. Yeah. Can you walk, walk us through how you get a bank and how you get a town and
which is essentially what other people have sold this land and all that and how it, how it all
comes from the single master edition critter while you know people who
own these don't necessarily don't have to go out and buy new things right uh i i think that's really
what differentiates uh you know critters quest ecosystem is that it's all there it's all out
there right now people i don't think the market really has clued into that yet, which is normal.
It takes a while to understand it.
And that's, you know, the alpha, it really truly is being early, but can you
just walk us through that, that whole like town and bank thing?
So basically in order to play the game, you're going to need a town, um, which
you're going to have to place on a world map on the
world map. There's 40,000 tiles. Uh, so basically to get this town, you have to have a critter.
Uh, you cannot put an empty town on a, on a plot on the world map. So you are required a minimum
of one critter inside your town. Uh, sorry, sorry, I don't want to interrupt you, but a critter inside your town. Sorry, I don't want to interrupt you,
but a critter as in a clone critter or a master edition?
So the clones have some real value.
A clone can create a town?
Clones have full in-game utility, right?
Whereas kind of master editions
are more economic utility.
people understand this that a master edition can create 15 clones and the clones all get towns too
i mean i i somehow maybe john am i wrong that i think people are missing this like how yeah i i
it is the clones in and of themselves are very powerful. Right, I think people miss that.
Yeah, and on top of that, they're going to have their own quest, right?
So if you buy a clone and someone attached 100,000 quests to it, you're going to be able to play in the game without spending more money out of pocket.
If you buy a clone for one soul with 100,000 quests or two soul, well, you don't need to go now spend 10 soul to buy a bunch more quests you know you're going to have that on you from day one
yeah exactly so yeah sorry go ahead continue continue along there on on the you know the
town to bank exactly so that's what again that's kind of the idea is like with the clone you know
if the master edition decides to you know do a mint where he gives each clone kind of you know a
distribution or an allocation of quest you know then it's great because you'll mint that clone
that your clone which you can now play with in the game is going to even have quest to start paying
for things inside the game you know that you might need to pay for for example like plotting your
town when you create your town uh you know, maybe re recharging your stamina, promoting your critter. The only thing you won't be able to do with a locked quest is
promotions in your town. So you'd have to actually go and play the game and kind of generate some,
some, some quest or some rewards inside your town bank that you would then spend inside your town,
or you could buy in secondary markets and put it into your bank and then use that to
So, Matt, there's another important point here I think a lot of people may be missing.
So Matt's locked the quest so that it's like liquid in games, but isn't going to put undue
cell pressure on the actual token like we've seen elsewhere.
However, if you use your master
edition right you actually can make that lock the liquid quest liquid by attaching it to clones and
putting them up for mint which is a pretty pretty neat mechanic in my opinion right right the idea
the idea is that you're you know you're kind of you know you're adding value first to your mint
uh second you're you're helping you know players get in and be able to
play the game right away and it's not like you're giving them liquid um liquid quest where they can
go and just dump on the market no it's playable quest right it's quest that stays inside the game
uh and you know they'll obviously earn liquid quest by spending that quest that they can then take out of the game and spend, which is how the bank works.
So the bank is basically your cap or your limiter of how much you can get out of your town on a daily basis.
So you would go on the map and you would say, you know, let's say you go gather a bunch of resources.
Then you sell those resources for quests.
And now your bank has this quest.
And let's say you may, let's say your town is level one and you want to withdraw.
Let's say you made a thousand quests in one day from sending your critters out gathering and you sold it out.
Now you go to the bank to withdraw
that 1000. And you notice that you now have a withdrawal limit, your withdrawal limit is 500.
So you're like, okay, well, I can only take out half, half today, half tomorrow. But you know,
this isn't going to work because you know, I'm probably gonna start making more and more,
I need to upgrade my bank. So now you can upgrade your bank,
which is the natural progression in the game,
to basically increase your withdrawal limits
so that you can start taking out more
So it's basically a limiter to prevent people
just from taking out as much as they can,
as much as they're earning daily
and just dumping it out onto the market.
That's essentially what the bank is.'s just a it's a it's almost like a vesting tool if you want to
call you do you have a an idea of what the day one limiter is going to be for like level one banks
500 500 which is oh wow which is pretty high so which is still pretty high so okay cool cool cool cool i like that now we have another question here
um it is asking are there any will there be any easter eggs in games if so can you give a hint
um no we definitely have plans to add um some stuff into the game on the first probably in the
first um you know release there won't be too much but again as we
progress uh the game is built to be kind of you know expansive and easily kind of like i can just
throw things in there like like thog matt like what's that dog like weather
i think he said thug i'm sorry that would be that would be the ultimate easter
egg right right i mean the idea is that we could have these hidden uh treasure chests we can have
hidden hidden objects on the map or very unique or special uh objects that appear on the map. And, you know, it would be a first come first serve type thing
where the first person that sees it gets to it
and kind of, you know, gathers it would get it.
You know, ideally that would be an Easter egg.
I don't want to have these Easter eggs.
Again, I hate things where, you know,
everybody has a chance to get it.
You know, then it just becomes a flooded market
and there's no real value to kind of whatever it is. like i you know people will bitch and complain like oh you know it's unfair whatever
but in reality you only need one critter to go and get that right it's not like who sets the price
of these uh clones so you have your master edition you could create as uh john alluded to before you could create
one clone 15 clones five clones whatever how how does that process work i know you've discussed it
before but uh i think i think it's important that people understand that well it's all up to you
know it's all up to the user oh the master edition sets the price of their mint exactly it's just supply and demand and it
could vary based on uh uh what what kind of what the like what the uh the characteristics are
of the master right so like a platypus might be worth more than a cow, for instance, or whatnot, right? Well, I think a lot of people, you know, obviously there's a novelty of people like in terms of collectibles and, you know, wanting to own a platypus.
You know, there's that side.
Or the amulet. I see there's been a run on amulets lately.
Right, because the amulet has, it basically gives you more stats uh overall on your critter
so i think it's ultimately going to come down to stats um and depending you know what season we're
in what objectives uh are currently the meta in the game you know i think you know it's going to
be a stats driven kind of economy where people are going to be um you know going after more
people are going to be um you know going after more more of like let's say attack one season or
you know more defense another uh even hp you know for survivability i think it's going to really
come down to like you know whatever wherever we're at in the game um and until it kind of
all matters all at once so that's an interesting it brings so there's a question in here can we put multiple
towns near each other with critters I assume yes is there will there be a strategic advantage to
having like a bunch of your critters towns like in close proximity right so this is gonna matter
more when we get when you step into PVP, um, because if you're
close to a town and you can, you'll be able to relocate your towns, uh, whenever you want.
Again, remember land isn't like, you know, permanent.
It's permanent as long as you can defend it or you can keep it.
So, oh, so you could hold on.
So you could theoretically lose your bank or your town during PVP or get it destroyed?
Well, you wouldn't lose your bank per se, but you could lose what's inside the bank.
So your bank could get looted via an attack on your town.
But if your town gets beaten up too bad, it'll actually get relocated and that land now becomes available.
actually get relocated and that land now becomes available uh so it's it's basically you know a
strategy where you know if you have if you're on a team and your team wants to occupy that region
essentially they can knock out other players that are occupying the land that you want your team to
be on well this is this is interesting and i so i have to i have a couple questions here with
respect to this so let's say i buy loot uh if i loot your
bank matt that quest that doesn't that goes into my bank right it doesn't become liquid it gets
or it gets relocked or how would that work exactly it would go into your bank exactly it would work
the same way as gathering resources or how it would work on on the world on the world map and
anything that you earn in the game goes into your town so and if i if my town gets destroyed i now have to spend more quests and resources to rebuild it right you
would have to you would have to exactly you would have to you would have to repair your business
okay that's interesting um can we discuss so gablin asked how many maps are there going to be
he wants to know the level of interactiveness in the game how many sorry maps well there's one well there's only one world map there's one world map and a town map
for right now that's that's what we have uh we we are looking to do maybe kind of um
seasonal seasonal kind of um like events where maybe like for hallow Halloween, for Christmas.
I don't know if it's been shown in any of the videos
social media right now, but there's a cemetery
So we were thinking of doing
so that might open up the door or something there.
But yeah, again, you know.
7CA asked, and I think you kind of touched on this,
but just if you could broadly touch on it again,
will Master Editions have to purchase clones
If yes, will they have ways of generating enough revenue
on their own to remain competitive,
or will they regularly have to add more soul to remain competitive again i can't i can't i can't say
that because i don't know what people are going to price these out i like again it's going to
depend on what like critters you have you know obviously some critters in certain you know uh
like i said in certain you know phases of the game or certain metas of the game are probably going to be more valuable than others.
But the idea is that, you know, you can't kind of control or monopolize because it's random, right?
So in order to promote your critter, it requires a random clone in order to promote it. So it's not like you can just sit there and clone your Master Edition
and then promote your Master Edition
No, you would need to go and find
whoever owns that clone required
that is required for you to promote
or your clone. Obviously, you can promote
critters that were boosted with multis
during the Genesis Quest will retain
that boost if they're sold after the
We've always tried to make it as clear as possible that
multipliers are a single-use
item. So basically, you know,
you use them in that event.
So the same thing in the game,
if you use them for something in the game,
if it's to do some sort of reward or,
of success in crafting or whatever it is,
right? It's gone after that. You know, it doesn't, that's a one-time use, right?
It's not going to increase your chances
Again, it's a one-time use.
That's how they're designed.
In terms of royalty boost,
I saw the question I'll answer.
because I do think it was a good question
somebody asked in the Discord earlier too
about boosting your royalties.
Now when you boost your royalties, that's permanent,
meaning that you don't have to boost on every single sale.
When you boost your royalties, it's whatever you have it at
and if you sell it, that's whoever the new owner is,
is gonna get that royalty boost on that asset
when they buy it and start
putting it into circulation, right? So by boosting the royalties on your master edition,
you're essentially increasing its value because now it becomes, you know, an asset that's earning
75% revenue versus 50% base, right? So essentially, you know these using these multipliers to boost your royalties
is essentially increasing value um of your of your actual master edition
i hope that is there anything in the town beyond gathering i think you've alluded to this a little
bit for future seasons but is there anything in your town to do beyond gathering um yeah you'll be upgrading you'll be you'll be crafting you'll
be upgrading um you'll be crafting tools you'll be crafting gems you'll be crafting potions uh
potions that you but you wanted to use in season two even potions that you want to be using in
season one um you know there's there's a lot you know you again the whole recipe system you'll be basically you know you'll need recipes to
progress um you'll you'll find these recipes by playing the game then you'll take these recipes
and you play you play like a mini chance game um you know that's kind of what i was showing in and
what's pinned on the thing is that you you know, there's like this mystery box minigame inside the game of materials that you would find while playing the game.
So it's like, you know, I'm trying to make sure that everything is kind of engaging, fun, progressive.
But at the same time, you know, I want to make sure that we don't, you know, flood our economy.
You know, which we just went into depth before talking about limits and kind of
trying to maintain everything within the game uh you know i think we covered that i don't want to
touch on to it too much but yeah i mean that's you know that's kind of the idea
okay that makes sense that makes sense and how long you said you expect uh you expect seasons
to well hold on i have another question here I'll ask.
Are you expecting any other communities to be involved with the launch?
People are asking, I think, with respect to Thog, but also broadly speaking.
So the original idea of community, other community participation is going to be more relevant in season two, right?
So the idea is that we're going to put these buildings on the map
and you would need to control these buildings.
And the way that you control these buildings is through PVP.
So, you know, I've stated, you know,
that PVP is definitely going to be season two.
You know, we'll create PVE stuff for like monsters. We're going to, I said, you know we'll create uh pve stuff for like monsters we're gonna i said
you know we'll introduce mid-season one um but you know part uh in terms of those those partnership
uh you know things they're gonna be more geared towards um uh season season two
getting a request let's bring somebody up
and to be clear john the thog was just something that
i threw out there as a as a potential easter egg that's never actually been i was i was kidding
well yeah i mean i mean there could be a nod to it there could be a nod to different things
in the game you never know right um i think that's sort of what Matt is alluded to in terms of Easter eggs.
So pets are companions, uh, to your squad.
Cause I think I've touched on this, that in PVP, there's going to be squads, uh,
you know, adding, uh, pets and companions is definitely something that we want to
So, you know, that fits right into thog.
Um, so I think, you know, there there, there's that. And I don't want to get like,
you know, I don't want to touch on it too much because that is still kind of further
away. And there's some of those concepts aren't finalized. Um, but you know, adding some sort
of pet or, or companion onto your squads, uh, you know, boosting it or participating
in, in, in fighting or whatever. The, the general, the general concept i believe it's it's very very well
thought out and uh this is you know uh matt matt isn't somebody who you know constantly pivots and
flip-flops and makes like decisions on the fly everything here is you know very carefully thought
out as you can see with the you know the economic flywheels and all the you know all the all the effort that's been made over you know the last
year to to create like sustainable uh economies he's not somebody who just would uh add something
just random for the sake of it everything is very carefully thought out and planned
yeah i mean certain things are kind of a natural discovery process too when you're creating these
games so i mean most of it is definitely planned. But there are certain things when you come to, you know, especially after you create the game, and you're playing it, and you know, you realize, oh, well, you know, we might have to kind of tweak it a bit. So, you know, nothing is perfect off the bat, obviously, you can you can try and, you know, create, you know, in theory, on paper, an economy.
But until you're actually kind of testing it, nothing is kind of 100%.
So that's kind of why I say I don't want to say this is exactly what it's going to be.
It might get tweaked here or there.
So I was going to say, you can basically act as the Fed chair of the might, you know, it might get tweaked here or there. Yeah, so I was going to say, so, like, you can basically act as, like, the Fed chair
of the Critters Quest world, right?
You know, mechanics in-game if need be.
Well, hopefully tweak them, I'd like the Fed chair.
But actually, you know, it's really cool, because, like, I think a lot of us, you know,
the people that were, you know, Beanie knows, but the people that were involved in Wolf
Game early, we thought we were getting
DeFi game crossed with gaming that just
I'm really excited to see how it plays out
because this has a ton of really
interesting and unique mechanics we haven't really seen
I think Matt has really studied
games that have inevitably failed and is trying not to.
I hate to speak for you, Matt, but based on our conversations, it's essentially you've studied a lot of this stuff, right?
And you've seen where they've made their mistakes and your intent is not to repeat them, right?
A lot of research has gone into this.
This isn't, you know, off the seat of your pants.
Right, avoiding things is easy for sure, right?
When you get into experimental territory too,
it's like, you know, you might make new mistakes,
but I'm hoping that I'm not going to make new mistakes, right?
So I can avoid, you know avoid the mistakes that have happened.
But again, a lot of this is going to be experimental.
A lot of this has a lot of deep thought into it.
I'd love for it to be perfect.
I don't know if it's going to be perfect.
I don't know if there's going to be an issue.
But the idea also is that we can also tweak things on the go, right? So,
you know, modifying, you know, certain things. I know, and actually, it's been done in the DAO,
where people vote on it and stuff like that. I mean, we could definitely set something up with
that if we need to nerf something or change something, you know, that's just kind of like,
you know, what's cool about everything that we're doing is everything is dynamic, too, right? So,
it's not like, you know, not everything is permanent, you know what I cool about everything that we're doing is everything is dynamic too right so it's not like you know everything not everything is permanent you know what i mean so we can
definitely change things if we need to um i mean i'm not talking about like you know base stats or
anything like that i'm talking about more in-game economy rewards stuff like that we can you know
if we need to tweak the rewards uh or to kind of you know what what spawns in the game or
introduce a new object or whatever it is,
you know, we can do that easily.
You know, we do have some control of how we can kind of,
you know, maintain this economy, I think.
And so I guess I'm not, no, yeah, I guess, you know,
Better than Jerome Powell.
All right, so we got two people up here.
I think Big Tig, two people up here. I think, uh,
you want to ask a question or you just wanted to come up to be up or.
Love the direction of the game um i just had a couple questions on the um like the map like the i guess the exploration part is it going to be like a fog
of war type of thing where like you can't see until you explore it or is it just going to be an open map
and then um I guess kind of another similar question is um
as far as like you know finding certain resources that you mine or whatever um is there like a cost
to how far away it is like you know if you find something that's
far away from your base like is there any kind of like um yeah distance component or something
yeah yeah i think i touched on this before so again i'll touch on it again uh there's no fog
i'll get something up um i can i can just i can cover that for it now. But in terms of your distance question, yeah.
So there is a stamina cost, right?
So basically each critter is going to have its own stamina.
Before it was called a combat timer, that's going to convert into stamina.
Basically what happens is when you move to a destination on the world map,
there's a time requirement.
So you have a march speed, right?
So you can actually increase this march speed by progression
and later on upgrading, et cetera, et cetera.
Your speed will dictate how long it's going to take you
to get to wherever your destination is.
Your stamina is basically how much time you have
to go to that destination. So let's say your town base is located on tile one, and the object
that you or the resource that you want to go and gather is on tile 22,000. Chances are it's pretty
far away from your tile. It's going to probably take you,
you know, again, depending on your March speed or that, I can take you like two hours just to
move there, not including the time it's going to take to gather the research. Right. So, um,
you know, again, if it's something really, that's where, you know, relocation comes into play,
play too, where if, you know, something know something that you know you want to go
and get right and that right now if you know there's an event coming um you know you might
want to have your critters inside your town so you can really cut your base to get closer to
wherever this event building is going to be um you know so basically it'll save you time on moving
there and probably you know stamina uh and again if you go if something's outside of your stamina reach you
just pay the difference in quest i think that was probably the next question too so yeah okay that's
cool um and then with uh like i guess the town and the bank um i'm guessing i know i've seen
where you upgrade your you know your town or your bank and like the walls, you know, it seems like, you know, you make it like a castle or whatever.
Are there other like defenses that you can put together?
And then like also, is there going to be like items or something you can buy to like protect your town?
Like let's say you're going out of town for like a week or something and you're not
going to be yes yes you'll be able to craft a shield
um yeah you'll be able to craft a shield nice and in terms of defenses you there is walls
you actually required I think it's every time I think you have to upgrade your walls again
but you have to upgrade your walls when you upgrade your town.
So there's a wall that's not specifically a workshop that you can't craft,
but you'll upgrade your walls, and your walls will increase your durability,
your defense, and you'll be able to place your defensive squads into your walls.
If you send that squad out of your town, then your town will be vulnerable.
Yes, I think I've caught up with most stuff,
but some of these questions might have been asked already.
But when a clone dies, is there a way to bring them back
or will that player have to just buy another critter off the market or whatever?
So the clone will die and you'll lose it permanently um however you don't just lose your you don't just lose it like
you wouldn't just lose a battle and it's gone um you know there there's even some items that you
could place onto the critter um that would prevent it like I don't know if you've ever seen like a totem
in Minecraft where, you know, you die,
but then you don't die because you use like an item.
So basically you use the item to prevent death.
So there's gonna be an item similar to that,
but you'll also have lives.
So you'll be able to increase the lives of your critters
by promoting them at the same time.
So these promotions not only, you know, give you massive attribute boosts,
they actually act as your life's also.
So every time you actually would get zeroed out, your HP would get zeroed out,
you would lose a point of a star.
And then basically a promotion, you would lose one promotion,
and then you'd have to go and you'd have to promote your gridder again and basically restore the life and if your clone dies
Whoever kills you I guess gets all of your
Well, that would be for the I mean again the clone would only have quest it could only have quest right so if it depending
You know depending where it is. Yeah, you you would lose you lose you know a portion of it um again
if it's if it's a clone you would lose it all if it's a master edition you lose a portion of it yeah
okay but you can't again and a master edition can't die uh that's what i was saying uh master
edition would be uh would be suspended from play. It would just be disabled.
If it was in your squad and it got zeroed out all the way down to where it had no stars, no nothing,
and it was completely zeroed out, it would just be disabled and it wouldn't be counted in battles.
you'd have to heal it again that's the other thing too so you can craft potions uh you know there's
Again, that's the other thing too. You can craft potions.
uh minor major legendary mystic health potions also so uh you know if your critter gets uh
if he gets like you know damage in battle um you know you can heal the idea is that you're not
going to kind of lose your your critter in a single battle either uh it's more or less you know
various battles uh you'll lose your
critter, right? So it's not like you're just going to go into one battle and lose your critter.
You go into a battle, you're going to get, you know, you're going to take some damage,
you either win or lose the battle, you know, the rewards are distributed based on the outcome.
And then, you know, you want to go review your critters after that battle, maybe you need to
heal them, you check out their health bars, you know out their health bars. Um, you know, and, and that's kind of,
you know, that's kind of the idea, but if you just, you know,
if you let your, your, your critter kind of run out, uh, you know,
you keep sending them into battle or you weren't paying attention somewhere and
you keep getting attacked, um, you know,
that's where it gets a little dangerous and, you know,
you might need to reevaluate what you're doing
or just pay better attention
nice that's all that's all i had i really like the uh the meteor like lps for all the
resources i think people will really dig that yeah i think it's i think it's a different approach
again i'm trying to bring utility towards the token um and and both the nfts with you know
having in-game items and nfts and and you know i just feel like a token needs to have you know
a utility beyond the game itself too and that kind of provides both uh you know it's getting
kind of you know utility into the game but it's also giving uh utility to a token you know what
it's a token is supposed to do itself it's supposed to kind of interact with other tokens
uh it's supposed to have you know this this this this economy economic kind of um velocity and the
only way that that velocity happens is is providing kind of these liquid markets of LPs right so again I'm trying to you know I'm trying
to balance everything out so have you I guess thought through like like if a
group of players like somehow gets a monopoly on like some key items like um like how are there like
counterbalances to i guess people will just attack them and try to i think that's all i
think that's all part of the game theory right yeah exactly yeah i can't i can't speculate on that. I think it's going to come down again. I guess we'll see, right?
I think that's important, too.
I really do think the social aspect of this game is going to be kind of important
to come until season two.
And I'm really going to enjoy that, too,
because then the community is going to be
a little bit more active with one another.
You'll have a little bit of competitiveness.
I'm sure we'll have shit talking
and people are getting banned from Discord.
I think it's going to be fun you know i think it's going to just want to experience and i
think you know that's that's kind of required it's such a competitive nature hey john how's it going
hey guys uh hey man team just wanted a couple questions um i've been plugged in for i guess
in for i guess the past five months just kind of watching in the background as you guys have been
the past five months just kind of watching in the background as you guys have been developing so
developing so you had a different name before i recognize your voice right yeah yeah so um
first question um based on these uh clones can we actually is there a potential development to
rent these out instead of selling them oh no i mean the only the only way to do them is to mint them right um so i mean
and then potentially rent and passive income that way right so the clone like you you you can't just
clone your your your clones right it's it's a public mint meaning that uh it's a kind of a
first come first serve um i or you know right so you would open up your mint uh and then
there's actually a 24 hour minimum waiting period before that mint starts so basically giving
everybody kind of a fair a fair chance to go and mint it uh you'll see your mint will appear
on an explorer page um and basically people can go to that explorer page and you know there's
filters where they can go filter uh by
attack defense whatever um and they'll be able to see oh uh you know uh john he opened up his mint
uh it's going live in 16 hours or or you know in 48 hours um you know i'm gonna make sure um i'm
gonna mint that right so it's got that whole kind of you know time element where you basically people
will be like oh the mint's happening in Oh, the mint's happening in 48 hours.
The mint's happening in 24 hours.
And there's only going to be five of them, you know, whatever it is.
So like, that's kind of, you know, that's, that's how the minting works.
We appreciate the background there.
The next thing is there's such good information within this session here.
Is there any way we can get a guide or a white paper built or use a genetic
AI to create an analysis of a transcript so we can understand what's going on?
Again, I'm working on a guide.
Like, I don't know if you've been seeing the leaks that Beanie's been putting out there.
outsourced a more simplified guide to, to, to, to someone else that's kind of making it easy to
understand, but then we're going to be putting this kind of more complex models in, into the,
into like the docs and guides also. So there's a guide in the works. You know, we're trying to
make sure that it looks good.
It's easy to understand for people that don't want to get too technical, but then for people
that want to get technical, more, you know, not technical technical, but more like economic,
maybe financial technical flywheels, you know, kind of flows, how things work, economic,
you know, mechanics, stuff like that. They can get, they can get into it.
But if you just want to get into the game and you want to know what a resource
is going to give you or what a resource does or how upgrading a building does,
uh, you know, that's going to be there too.
And the space, the space is recorded.
So I think you could upload the audio, uh, somewhere, right.
And it could probably create a summary, maybe even with rock or chat GPGPT. That's what I was thinking. Yeah, I think that
I'm going to look into that. Cool, appreciate that. Okay.
Yeah, last question. Sorry my ignorance,
but is this kicking off officially in September based on what it's
on the Discord? Confirmed, September launch.
Okay, awesome. That's all September launch. Okay, awesome.
Matt, I think we'll wrap it up.
if there will be another one next week, right?
Since you've committed to these weekly town halls,
I think people really appreciate if they
actually have real info exactly exactly so did we lose Matt we might have lost
him so yeah well this is gonna the space will continue in perpetuity then, but, uh, I'm out of here.
Yeah. He just messaged me that he got, he got rugged.
So yeah, this, this space is over for whoever's doing the, for the AI.
Who's going to do the recap. Thank you.