Project Citadel - Ultra's Exclusive FPS

Recorded: Dec. 15, 2023 Duration: 0:55:28
Space Recording

Full Transcription

We're just waiting for our second guest.
One second, everybody, while I give him access.
A quick update, we're inviting Project Citadel as a speaker, but for some reason, well,
he accepts it.
Nothing happens, so just a second.
Thank you, everybody.
We're still trying to set up our second guest, but welcome, everybody.
I see lots of familiar faces.
I see lots of Ultra U's in the community.
And yeah, always makes me so proud.
What a week we've had.
I'm sure everybody's been super excited and stoked just the way I am.
So, yeah, we have a great guest today.
We have David, our CEO of Ultra, and we have Ajax, the CEO and founder of Project Citadel,
the recently announced exclusive FPS, finally announced coming to Ultra.
So just give us a second, guys, just one more minute before we set everything up and we'll
get down to business right away.
I know all of you are quite eager to pick our brains with all the details, but I'm sure
I'm going to try to ask as much as possible to give as much juicy details as possible because
I know you all want it.
I want it.
Everyone wants to hear it.
So just give me one more second so we get our guests back inside all comfy and we're
good to go.
Atta boys.
One more second.
Let's have some music in the meantime, shall we?
There we go.
DJ David on the decks.
There you go.
We'll be right back.
We'll be right back.
We'll be right back.
We'll be right back.
We'll be right back.
We'll be right back.
We'll be right back.
We'll be right back.
It has been for Ultra, Web3 Gaming, the Games Awards yesterday on Tuesday, the first digital tradable game on Ultra.
It's been packed with stuff.
I know the Ultra community has been vibing a lot this week.
And what better way to finish it off with a cool Twitter space with the founder and CEO of Project Citadel and, of course, David Hansen, the CEO of Ultra.
How are you doing?
How are you doing?
I'm doing pretty good. Thank you guys for having me.
It's always great to hang out with you.
And so, yeah, so we're doing the delay.
No worries, no worries.
I think in the Citadel there wasn't good coverage.
It's perfectly understandable.
It's perfectly understandable.
How are you, David?
How's your week been?
I'm pretty sure very exciting.
Exciting, busy.
But mostly exciting.
But mostly exciting.
So I'm super happy that we got this teaser out.
You know, it was a little bit rushed, to be completely frank.
But we thought, okay, you know, if there's all these games that are being shown, we should show that, you know, the FPS really exists.
There's been some concern about it.
No, it's there.
We're playing it.
And I'm happy that Ajax is there today to talk about it.
That is true.
It's been an exciting week.
And we were very happy yesterday when we showed a 30-second very exciting gameplay teaser of the FPS that we will be digging into today.
And so, yeah, thank you, everybody, for joining.
I think we're going to kick this off, first of all, giving, you know, a round of introductions.
I'm pretty sure everybody will.
My name, of course, for those of you who don't know me, my name is Patrick Valbaum.
I'm the lead community manager of Ultra.
I already introduced David.
And now I'm going to ask Ajax, which is our guest here today, to tell us a little bit about himself and what he does specifically at Project Citadel and how it has been in the last months.
I'm sure it's been very, very intense.
But tell Ajax, give us a little bit of intro of your background and so everybody can get to know you.
Yeah, of course.
Well, before Project Citadel, I worked as a producer and an executive producer and generally an executive on several successful indie and AAA games.
And now on Project Citadel, I am the founder and creative director.
My day-to-day is not the most exciting.
I would say not as exciting as for the rest of the team, I'm sure and I hope.
Most of my day is spent in documentation and paperwork and in meetings.
But luckily, I get to play the game very often, which makes a point.
That sounds exciting.
Even I got to play the game the other day, so I'm really, really excited.
I tried it with my own hands.
So, yeah, thank you so much, Ajax.
By the way, this is codename Ajax, codename Project Citadel.
We'll reveal a little bit more of that mystery later on, but thank you so much, Ajax.
And for those of you who don't know David, David, could you give us a little bit of an intro, a little bit about your background and what you do at Ultra also, please?
Yeah, so I used to be a game developer and now I'm CEO and founder of Ultra.
I'm mostly in charge of blockchain technology design, infrastructure and platform vision overall.
Thank you so much.
So we have a really impressive set of skills here today and with the guests.
So how do you guys feel like this goes a little bit more from the emotional side?
How has this week been for you, David?
I know it's been packed with stuff.
I said it already many times, but how does it feel to finally show some gameplay to the community that's been waiting for it for so long?
And then finally showing a little bit of all the fruits of the efforts that's been building up over the last months.
And yeah, how does it feel?
Yeah, it feels great.
You know, if you look at what happened past six months, you know, we've been super busy releasing stuff, you know, on a weekly, bi-weekly, monthly basis.
You know, the technology is maturing right now.
You know, we first tokenized games.
Then we tokenized the games that were pre-purchased.
And this week we tokenized the first tradable game.
In the meantime, you know, Ultra Arena was released.
Ultra games, you know, went also from a closed beta to a live beta.
The Chrome extension was released.
The new client is in closed beta and is about to go in, you know, production.
So we've been really, really busy.
There's been also on the tech side, a lot of cool stuff, a new NFT API for developers, lots of improvements on the Chrome extension, new functionalities, faster transactions, you know, data history, you know, plugins and all kinds of, you know, very cool stuff for developers.
So, yeah, it's been very, very busy the last six months and we're starting to see the fruits of this everywhere.
The numbers are growing everywhere.
Twitter numbers, social networks numbers have exploded.
We just, you know, joined also the CoinMarketCap social platform.
We're already at 10,000 followers.
You know, it's been, it's great.
Like we're seeing the fruits of our labor starting to show up and we're lining up all the, you know, marketing strategies and a lot of very cool stuff that is about to happen, you know, in the coming months and coming years.
So I'm, you know, excited for what we've done, but more excited for what's to come.
Amen to that.
Witness that all of the stuff that we've been hardly working on finally being able to show to the world.
And I can imagine Ajax that you kind of feel the same way.
You have been working quite some time on this project, your baby, your game.
Tell us a little bit, how has the journey been until now?
How long have you been working on this game?
How's the team?
Well, of course you reveal only what you feel comfortable with and what you're allowed to, but tell us a little bit about this so we can, we can start from the beginning.
Absolutely.
Yeah, overall, it feels, it feels really good.
It's, it's really exciting.
And as a game developer, of course, at the same time, it's daunting because revealing a game for, for a game developer always feels like it's, it's too early.
You know, it always feels like you have more that you want to improve before you want to show off your work.
There is a, we, we permanently seek perfection.
And, and so this kind of, of, of reveals, they are always trying time for, for us because we always feel like it's, it's not good enough.
But the reception has been so, so positive that, that it really helps going past that, that, that feeling of all.
So super exciting, really appreciative of, of everyone and of the, the reception of the, of the game so far.
Overall, of course, for us, it was, it was a, it was a journey.
The, the last two years, the, the team has been doing a lot of work.
The team has been pushing really hard.
Our team is, is, is, is quite amazing.
And what, what, what you guys are able to see right now through, through the available footage is, of course, just a very, very, very small sneak peek of, of the tremendous amount of work that the, that the team has been doing over the last two years.
That is true. That is true. That is true. How has it been also for you, David?
I mean, you've been also part of this project from, also from the beginning.
And how, how do you feel seeing it progress until where it is now?
And what, what does it feel, what does it mean to you to show it to the world right now?
Like, do you, do you, are you still excited for what's coming or are you completely satisfied with the teaser till now?
What, what do you think?
Yeah, it's a, I think, um, Adrian put it in the right words.
Also, um, you know, keep in mind that the, the, the, the videos that you see are actually really outdated.
Um, the team has progressed substantially everywhere.
Um, and so I, I understand the feeling, um, but at the same time, um, it's good to start growing the community for the game.
We can see that we already are almost at 3000 followers in less than 24 hours on, uh, on the Twitter, um, you know, uh, page of, uh, Citadel.
So this is going to be a great, you know, opportunity for us to start talking a little bit more about the game.
Now, I know, um, you know, I understand, you know, how Adrian wants, uh, how, sorry, uh, we want to do the, the, the release.
But at the same time, um, you know, we can show some parts, some technical aspects, some of the, you know, really focused, um, you know, functionalities without really revealing what the game is.
Because, you know, there's a lot of work that will be put into the actual, uh, announcement of the game with the trailer.
Um, but in the meantime, we, we can start engaging with the, with the community.
And this is something that I think is going to be great for everybody.
Um, so that when you play the game, you will better understand, you know, everything that's going on, um, you know, before, before it's even released.
So, so I think, uh, that's going to be something that's very cool.
Uh, you know, there's a lot of small details.
There's a lot of things that make a game great that you don't necessarily realize.
Um, but it participates to making the game great.
And so if we can start sharing some of these little nuggets here and there, uh, when you play, you will, you will pay attention to it and you will realize that.
Oh yeah, I know this, this is a cool thing that they did.
And, um, I can see it now.
Um, so yeah, so this is, this is, um, I think it was, it was, it's a great step.
Um, it is a early step, but it's a great step.
And I would like to, to add, uh, Patrick, if you, if you don't mind.
Uh, that, uh, that, uh, a good part of the, of the reason we we've made it so far is, uh, thanks to ultra of course.
And, uh, and, uh, I, I would be remiss if I didn't mention that, uh, that, uh, that, uh, the journey exists, thanks to David and Nicholas with whom we always have a great relationship.
I think we have a common vision for what we want to do with, uh, with project citadel.
And, uh, I am, I really appreciate you with, uh, our relationship, uh, two years on so far.
And then I will add to this, you know, particularly, um, you know, one thing particular with our relationship is that we, we have, um, you know, weekly meetings with progress and everything.
And I have to say, having made games, I have to, to say that, you know, these guys, guys are, you know, top, top notch, um, developers.
Like you see the progress, you know, exactly what's going on.
Um, you know, you, you, you see these amazing things that are done, the depth of which everything is, um, you know, with which everything is, is being made out of.
Um, and so I, I think this is really something I hope we can share with the broader community because every week I see snippets of, Hey, we, we did this.
Oh no, there's this new functionality.
And this is something that, you know, I hope, um, eventually we'll be ready to start sharing because there's tons of videos.
There's tons of presentations that have been made, you know, ever since, you know, for the past two years.
And a lot of these things, um, are really amazing, you know, sounds, uh, special stuff about sounds, special stuff about graphics, about animation, about, you know, vehicles.
All of these things are, you know, um, I think next level, uh, stuff that everybody's going to really appreciate both before even playing the game, but also, of course, when, when they will start playing the game.
Well, as you all can see, there's lots and tons of respect that goes both ways for Project Citadel and Ultra top level team doing their best and delivering such quality that I have seen also personally develop over the last months.
And, um, yeah, as David says, there is so much, so much work that's put into this, that it's really hard to, to resume everything in one type of video, in one trailer, one teaser.
So I think the fact that we launched this teaser, creating the social accounts is a great opportunity to show in pieces, you know, like a little bit of this, a little bit of that to gain momentum, because that's what we have to, we have to do to start the marketing campaigns is gain momentum.
And, uh, get the, spread the word about what, what's been, uh, been built on and what's been being developed for such a long time.
So I think it's a good step in the right direction.
So let's dig into the more interesting part of the whole project.
Ajax, if you could give us a little bit of a brief description of what is the game about, what is it like, what, how would you describe the game to somebody who's asking for the first time?
Yeah, of course.
Um, so in, in Project Citalon, um, uh, players embody, uh, Revenant, uh, which is, uh, a legendary soldier, uh, whose clone, uh, leads them to, to fight and, and raid, uh, whose clone is, is revived, uh, every time they, they die.
Uh, so that's, uh, that's, uh, uh, a little snippet on, on what, uh, the backstory, uh, looks like, uh, who you are, uh, and, and kind of what you're doing.
Uh, in terms of game experience, uh, I mean, I'm sure players know, but, uh, nowadays there is no, no game that is 100% unique.
Uh, so I'm not going to go on to sell that is a 100% unique game, but as a whole, uh, this is a unique experience when it comes to, to an FPS.
Uh, we, we have, uh, enough, uh, new features, uh, new ideas in, in, in, in our games that, uh, that it's going to, to feel very different than, than what players, uh, have been, uh, playing so far and, and have experienced so far.
Um, and, and the last thing that I, that I can mention, uh, about that to, to give a bit of, uh, of an idea as to what's coming in the few, uh, weeks to, to come, uh, when it comes to announcements.
I, I will say that, uh, Project Citadel is, uh, the embodiment of, uh, risk versus reward, uh, as far as you can experience it in, uh, in a video game.
All right.
Sounds good.
I, I already played it and I can't wait for the rest of you guys to play it.
And David, do you have anything to add to that?
If like from your point of view, because right now we got the point of view from the founder, from your point of view, David, how would you describe this game?
What do you think, uh, would resume it or what, what, what type of words would give this game justice?
I think one word like persistence, um, you know, it's a persistent world.
Um, and so there's a interesting economy around it, um, which is, you know, core to the game.
Um, I'm not sure what I can reveal to or not, so I'm, I'm being careful, but, um, yes, it's a, it's something, um, like, uh, it's a FPS, but it has a, its own twist.
Um, and there's, you know, some very cool, um, you know, mechanics that work around it that makes this a persistent economy, um, something unique and, um, interesting.
You know, when you, when you, when you play a game, you, you know, you always have a goal and you sort of, um, hope to progress your career in some way.
Um, and I think, um, that's an aspect of the game that, you know, is quite unique around FPS.
Um, there's, there's, there's a aspect of progression of, um, there's an aspect of reward that is, uh, very visceral, um, around this, the game, the core game mechanics.
Ajax, is there anything you can add to that regarding, you know, the, the in-game economy dynamics that, uh, that David mentioned, or if not so much details given there, something that I'm personally interested in.
If you can talk to us, uh, talk to us a little bit about the lore of the game, you know, the story, the storytelling behind each game, I think is super important.
Is there anything you can give us, uh, talk to us about there?
Uh, I mean, I, I kind of, um, uh, mentioned the trilogy with, uh, with, with who players are, are playing.
Uh, but if we were to go a little more in depth, uh, but players are set on, uh, on an alien, uh, world, um, alien, uh, open world, where, uh, they are set for, um, uh, exploration.
And, uh, and, uh, and as David mentioned, uh, construction, economy, like, there is, there are a lot of things that, uh, that, that fits in, uh, in the, in the whole idea of the, of the game, uh, and that, uh, that, uh, the, the gameplay, uh, feeds into the, into the backstory.
The exploration part is something that I'm not going to go too far in depth on because, uh, as for a lot of other things, uh, today, uh, we want to make sure that, uh, we, uh, uh, more of the game, uh, at, uh, at the right moment and, uh, and with the right content to, to accompany it.
Sounds good, sounds fair. I'm throwing bait here and there just to see if you guys bite, but don't worry.
I'm just putting it to the test and you guys have done great till now. Don't worry.
In terms of economy, though, I am more than, than happy to, uh, to, to give, uh, a few words about, uh, uh, about monetization.
That's what you were, uh, hinting at, uh, as well. Uh, that's, that's something that we can cover.
So, uh, yeah, yeah. I'm sure the, I'm sure the community is really interested in that part. Could you, could you dig into that?
Yes. Um, so overall, uh, monetization for, for the game, uh, is, uh, uh, I would say fairly simple in the sense from, from a philosophical, uh, perspective, uh, I would say, uh, for us, uh, as developers and, and for Ultra, uh, I think that's, uh, that's where we also really aligned.
Uh, it was really important that players don't have any barrier to, to entry, uh, to our game, uh, which is why, uh, Project Citalon is, is a free to play, uh, game.
Uh, and for ourselves as gamers, uh, one thing that we wanted to make sure of is that there is no pay to win, uh, related to the, to the game.
Uh, uh, so parts of, uh, of, uh, core of the meditation for us was to ensure that pay to win is not something that, uh, that exists, uh, because in, uh, in the first person shooter that, uh, I'm sure everybody can imagine is going to have, uh, some level of competitiveness.
Uh, it's, uh, uh, it's important, uh, that players kill, uh, Trump, uh, everything else.
Uh, so the game is fully playable without spending, uh, a dime for, for players, um, and, um, not going to go
too far in depth as to what, uh, players would be able to, to acquire in the, in the game.
I'm sure that, uh, it's something that, uh, uh, uh, Ultra and, and us will, uh, will talk about in,
in the future, uh, and with, uh, a lot more depth, uh, but I'm sure, uh,
But I wanted to make sure that the philosophy is communicated and that players know what to expect.
Well, that's some solid alpha you're dropping here, Ajax.
Thank you so much.
So it's going to be free to play and no pay to win.
So I'm sure everybody agrees with that point of view.
So how in-depth can each player be able to customize their own experience?
Because nowadays, you see in every game, everybody wants to have their own skins,
their own colors, their own personalized experience,
or they want to show a little bit how their own styles reflect in their game.
How in-depth can that happen inside this game?
Quite far in-depth.
So from a character, visual, customization perspective, there is a lot of depth.
Depth that I would not say is unmatched,
but that I would say has been very rarely matched when it comes to AAA competitive FPSs.
So in that, yeah, there is a lot going on with character customization.
When it comes to the gameplay experience, because that is a part of how you can play through the game,
that is also something that is a large amount of customization might not be the right one,
but players can tweak their other characters.
They can tweak how they play, and I'm going to reveal slightly more about the game,
but they can tweak their equipment to fit their own play style preference.
Yeah, so in terms of equipment, you know, customization,
it's one of the deepest I've seen in games personally.
There's a lot, like, you can do a lot around one weapon.
Like, really a lot.
There's tons of different combinations.
So this is going to be, you know, really interesting,
especially with the economic, you know, mechanism around the game,
and how these are, you know, crafted and everything.
So this is going to be a very cool part of the game,
which is, you know, again, like, one of the things that makes this game unique in its own category.
When you say customize your own weapons,
does that mean, for example, that I, if I wanted to buy, for example,
on the secondary market some type of superior weapon than somebody has in the game,
would that be possible?
Or is only the aesthetic part something that I could acquire on the secondary market
and then apply inside the game?
Therefore, what I want to ask is,
is there an advantage that you can acquire by going to the secondary market
and applying it in the game?
You can buy skins.
You can buy relevant visual cosmetics aspects in that case.
But as I was seeing earlier,
pay to win is something that we are averaging at all costs.
And that's also one reason why I think our partnership with Ultra
is really working out overall,
is that we have always been aligned in that.
And the philosophy with which we came into that development
was to ensure that every player starts off
and ends off with the same amount of power,
independently of how much money they want to put into the game.
Of course, when it comes to economy,
when it comes to monetization,
there is plenty of unique things and unique features
that players will be able to experience
that makes monetization worthwhile for them.
But that is not buying power, of course.
I'm sure everybody hearing that agrees very much.
It's pretty annoying when somebody can just buy their way
into buying a better weapon or getting some advantage in-game.
So hearing that from you is really nice.
And I'm sure everybody agrees with you 100%.
And I'm pretty sure you both are going to like the next topic.
Can you guys give me a little bit of insight
into the technical capabilities
that this game is going to be able to showcase?
I'm not a game developer myself,
so I might make some mistakes here with some terminology,
but I can understand this might be on Unreal Engine 5.
What type of climate dynamics might we have in-game?
Will there be open worlds?
Can you give us a little bit more information on that regard?
Of course.
The game is indeed using Unreal 5.
We are probably outside of games
that have been under the Epic Games Studio umbrella.
Probably one of the first games to start development on Unreal 5.
We are using the very latest of Unreal 5,
which means that we are using the night
and we are using Lumen.
The game has some dynamic...
Well, not some...
The game is entirely dynamic lighting.
There is dynamic weather.
There is day and night cycle.
In some cases,
there is more information to come upon that
because as we announce more about the game,
players will understand more of the timeline that we are looking at
and the experiences they can expect.
Unreal 5, however,
is something that I like to say to Evobudy.
It's not a magic solution.
I know that as a player,
when you see the technical demonstration from Unreal 5,
it feels like,
we are taking the huge leap forward
and everything now is going to be different.
Unreal 5 is still only a video game engine
with its own limitation.
Its capabilities are amazing
and they are great,
but they are not perfect.
It's still a fairly early version,
so that makes it even more imperfect.
tying into my comment about making sure
that players can access the game,
that they can play the game,
we make sure that it's free to play
so that our player base can come in easily.
It is the same when it comes to Unreal Engine 5.
New technology has a cost.
And for us,
it's very important that we find the right balance
between a game that looks amazing
and a game that as many people as possible
can play and access for the next five years
with the most common hardware.
And it's something that we have found
sometimes as a hard way.
Lumen does not perform very well
on most machines, right?
Most middle-end machines.
As developers,
we want players to be able to enjoy our game,
so we need to find that fine line.
So we are pushing the boundaries
of what the game looks like,
but we are also spending a lot of time
on performance and making sure
that the game runs on what is today
and for the next five years
as the average game or machine.
Thank you very much.
For everybody listening,
I had to Google this,
but Lumen,
for those of you who don't know,
is a fully dynamic global illumination
and reflection system
designed for next-generation consoles.
So for those of you who didn't know,
that's what it means.
I didn't know.
I just Googled it now,
but it sounds interesting,
and it's good that we have it.
So we have Lumen.
We have the dynamic climate,
so that means you're walking in the open world,
and eventually, you know,
the climates change.
This might seem as a dumb question,
but will it be a one-to-one ratio
with actual time,
or will it be a little bit sped up?
Like, for example,
one day in game is actually six hours
in normal time,
or is it going to be...
It would be drastically sped up
because I think I remember a game
when I was much, much younger than now
that tried that,
which blows my mind somehow
because you would think
that someone would have realized
that people that work during the day
when they come home at night,
every single time
they're going to play at nighttime
in the game,
which would not be a great experience.
So the time is drastically sped up
to make sure that people
can experience everything in the game,
and they are not stuck
to playing at nighttime, of course.
That's nice.
Everybody wants a little bit of sunshine.
Where I am, it's getting dark
at 3.30 p.m.,
so I would definitely enjoy
walking around in the sun,
at least inside the game.
So that would be something cool.
So another question I have for you guys is,
Ajax, do you see any eSports potential synergies
that this game could have with Ultra Arena?
Is there any special game modes
that are designed specifically for eSports?
Yes, the game has a lot of competitive potential.
I mean, more than potential,
we have some really solid ideas
as to where we want to take
the competitive aspect of the game.
Some game modes and ranked seasons
are going to be making it through,
and they are going to be very dynamic.
So I think it's something
that has been either very rarely done
or never done in the past,
depending on what we are talking about.
And that is one of the things
we are really excited about.
But it's also going to be a very,
I don't know if that's an actual term in English,
but a very watchable experience,
experience, I would say.
So streaming Project Citadron
should be something really,
really interesting for players
to watch at the end of the day.
And speaking of competitive game,
David, I can imagine
you've already played this game many times,
participated in many play tests.
Have you played against Ajax personally?
Who wins there?
I think I played one time with him
and, yeah, they killed me all the time.
So just, you can see the experience right there.
They know their sniper corners
better than you do.
Okay, well, that's good
that you at least enjoyed playing with them.
I'm pretty excited to see this develop,
to see, you know, newer maps and everything.
But one thing I'm pretty sure
the community has been wondering
since we launched the teaser,
what's the deal with the secrecy
and the code names?
What's all that about?
Well, you know,
we want to make sure
that we keep some things to ourselves
and we want to make sure
that we reveal the right information
at the right time.
we want to make sure
that some of our features
remain as secret as possible,
as far as possible,
as close as possible,
sorry, to the release of the game.
And we want to make sure
that our players
still get some surprises.
And of course,
if we start revealing
the studio name
and the name of the people
working at the studio,
it's going to be very easy
to find them.
And through finding
the right people,
we can start guessing
more and more
of what's happening
under the hood.
And for us,
it's really important
that we communicate
in the right order
and that we make it
all the way through the release
with the right path,
the right amount of information,
so that the community
can slowly discover
what the game is all about.
Seems fair to me.
Makes sense.
And I wouldn't want
to jump any steps.
There seems to be
a very well-thought plan here,
a chronological order of events.
Speaking of order of events,
what seems to be
the next steps
for Project Citadel?
We informed in the teaser
that it's coming 2024.
What can the community expect
starting the next year?
I'm a game developer,
so one of my favorite worlds
is soon, of course.
Or soon-ish, I guess,
as most game studios.
But next year, in 2024,
I'm not going to give
any exact dates,
but I'm going to say
that it's not going to be
the first part of 2024.
So that nobody gets
any false hopes
building up over there.
As in the next steps,
we are going to be
revealing more information
about the game
starting January.
Again, I don't want
to get ahead of myself,
and I don't want
to put myself at odds
with the marketing team,
but we are going
to start revealing
in general a lot more
information about the game.
There's going to be
more visuals,
more explanation
as to what it is
exactly about
and what players
can expect in the game.
And what I can say
is that we are
working really hard
an early access
as early as possible
more exciting
than talking about the game
and showing
it is to actually
with people
and with gamers.
So we can't wait
to have that happen.
Sounds good.
You heard it
from the founder, folks.
It's soon,
but not too soon.
Not in two weeks
because 2024
starts in two weeks,
but just to manage
expectations
won't be in January,
but pretty sure
there will be enough
to keep us all
entertained
during 2024
talking about content
of the socials.
the marketing team
will come up
with something
pretty exciting
for everybody
every single step
of the way
and so it doesn't
turn into just
a long wait.
that is something
personally very excited
about and I'm sure
everybody in the
audience also.
what do you think
How do you think
it's looking for you
without giving
any details?
it's great.
I think this gives
us some time
to execute
our other plans
so we will be
growing Ultron's
for the arrival
of Citadel.
There's some stuff
here and there
that we're working
on the platform
get the game,
release the game
in the best
conditions possible.
Some of them
are things
you guys have
already seen
happening in the
past months
like for example
the gated games
which allow,
NFT holders
to get access
to either the
purchase or the
free access
So this is
this is one
of the many
things that,
laying down
on the platform
to prepare
the arrival
of Citadel.
So I think
there's going
to be also
some very cool
marketing events
that are going
for the Ultra
which will bring
a ton of users
on the platform,
in provision
of the release
of Citadel.
So this will mean,
we will be able
to do at one point
some early access
closed beta
with our players
of the token
some of the
unique holders.
I don't remember
but some of them
grant you access
to early access
of the game,
So this will,
grant access
to some gameplay
which will have
also the studio,
tweak and fix,
potential bugs
that are annoying
in provision
the open beta
the actual launch.
So I think
this is good.
There will be
a lot of other
things that are
going to happen,
prior to the release
of Project Citadel
so we will
definitely be
entertained
if you see,
what happened
for the past
six months,
you can expect
that and more
in the next
six months.
Sounds good.
Sounds like a fun year,
to start 2024
and I wanted
to thank you both.
It's been a really,
really nice time
a pleasure to hear
your answers,
to hear your point
and to have somebody
from Project Citadel
for the first time
talking to the community.
I know the community
very eager,
dangerously eager
to pick his brain
with details
but do not worry,
we will have more
chances coming up.
This is just
the beginning.
This marks
the beginning
of all of the marketing,
of all of the campaigns
for this game
does this game
have a lot
for all of you.
sit tight.
It's going to be
great year
I wanted to thank
everybody who joined.
This was a great
Twitter space,
a great way
to end this week
which is super exciting
and for everybody
just massive
thank you for everybody
and thank you,
David and thank you,
It's been a pleasure.
Thank you,
Thank you,
We are really excited
to be playing
with everybody
next year.
Thank you,
everybody.
Thank you,
Patrick and
and see you
very soon.
See you guys.
Have a great day.
Thank you,
thank you guys.
Enjoy your weekend
and it's been a pleasure
as always.
See you guys soon.
Ciao, ciao.
Take care.