Monthly Newsletter for July 2023 highlights the increase in MAU after the introduction of World 7, increase in demand and consumption of hourglass and AP potions.
The document provides a summary of key metrics and highlights for Nine Chronicles in May 2023. It discusses:
1) The successful transition to PBFT consensus algorithm, laying the foundation for future transitions like proof-of-stake. Community growth continued through D:CC collaborations.
2) Increased crystal consumption activated crafting and enhancement, leading to higher engagement. NCG staking grew rapidly due to the revitalized crystal economy.
3) Highlights included the PBFT update, D:CC x Bancof partnership, a limited-time weaker monster event, and a developer commentary series. Over 200,000 bot accounts were also banned to protect the ecosystem.
The monthly newsletter provides updates on key metrics and highlights for Nine Chronicles. It summarizes that an intensive campaign was conducted to block bots and unhealthy accounts, improving the gaming environment. Game engagement and economic activity increased significantly due to events leading up to a new world update. The community timeline and news section outline social events and updates that took place during the month.
Presentation to German Chamber on Animoca, Games and AppAnimoca Brands
- Animoca Brands is a global leader in blockchain and digital assets, known for developing popular games like The Sandbox.
- It has partnerships with over 325 top brands and has issued over 2.1 billion digital collectibles to 7 million users worldwide.
- Gaming is a huge industry globally that is growing rapidly, especially in Asia, with China, Japan and South Korea leading markets. The growth of blockchain and digital assets is opening up new opportunities around digital ownership that Animoca is positioned to capitalize on.
An estimated 96 Mn Indian users are forecast to pay
for games in 2021. Paid gamers are forecast to reach
~240 Mn (3x) in the next 5 years. Survey results show that up to 50% of new midcore and hardcore game users pay $7-$14 per month.
ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics.
ABOUT THIS PRESENTATION
This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams.
The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business.
This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015.
For more on Space Ape's Live Ops and Analytics stacks see
https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
LiveOps as a Service | Scott HumphriesJessica Tams
Live Ops as a Service provides live operations services for games, including:
1) Creating new levels and optimizing existing levels, having created 41% and optimized 20% of levels for one client's game.
2) Implementing daily challenges, seasonal events, and bug fixes to drive engagement.
3) Carefully designing new levels based on difficulty curves and gameplay mechanics to improve player retention and monetization.
The document provides a summary of key metrics and highlights for Nine Chronicles in May 2023. It discusses:
1) The successful transition to PBFT consensus algorithm, laying the foundation for future transitions like proof-of-stake. Community growth continued through D:CC collaborations.
2) Increased crystal consumption activated crafting and enhancement, leading to higher engagement. NCG staking grew rapidly due to the revitalized crystal economy.
3) Highlights included the PBFT update, D:CC x Bancof partnership, a limited-time weaker monster event, and a developer commentary series. Over 200,000 bot accounts were also banned to protect the ecosystem.
The monthly newsletter provides updates on key metrics and highlights for Nine Chronicles. It summarizes that an intensive campaign was conducted to block bots and unhealthy accounts, improving the gaming environment. Game engagement and economic activity increased significantly due to events leading up to a new world update. The community timeline and news section outline social events and updates that took place during the month.
Presentation to German Chamber on Animoca, Games and AppAnimoca Brands
- Animoca Brands is a global leader in blockchain and digital assets, known for developing popular games like The Sandbox.
- It has partnerships with over 325 top brands and has issued over 2.1 billion digital collectibles to 7 million users worldwide.
- Gaming is a huge industry globally that is growing rapidly, especially in Asia, with China, Japan and South Korea leading markets. The growth of blockchain and digital assets is opening up new opportunities around digital ownership that Animoca is positioned to capitalize on.
An estimated 96 Mn Indian users are forecast to pay
for games in 2021. Paid gamers are forecast to reach
~240 Mn (3x) in the next 5 years. Survey results show that up to 50% of new midcore and hardcore game users pay $7-$14 per month.
ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics.
ABOUT THIS PRESENTATION
This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams.
The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business.
This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015.
For more on Space Ape's Live Ops and Analytics stacks see
https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
LiveOps as a Service | Scott HumphriesJessica Tams
Live Ops as a Service provides live operations services for games, including:
1) Creating new levels and optimizing existing levels, having created 41% and optimized 20% of levels for one client's game.
2) Implementing daily challenges, seasonal events, and bug fixes to drive engagement.
3) Carefully designing new levels based on difficulty curves and gameplay mechanics to improve player retention and monetization.
The document discusses KAKA NFT, a gaming platform that combines NFT and DEFI technologies, allowing users to buy and trade in-game NFT assets. It describes KAKA NFT's metaverse gaming model, NFT card games, automatic repurchase protocol to maintain card value, and plans to integrate prediction markets. The platform aims to build the leading global NFT metaverse infrastructure for gaming through various IP partnerships and multi-chain support.
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
Animoca Brands corporate strategy update from May 2020 discussing how it is building the virtual asset class of the future with blockchain and games through true digital ownership
This document discusses key considerations for designing games with a LiveOps strategy focused on long-term engagement and retention of players. Games designed for LiveOps must have evolving progression systems that reward player investment over time to keep them engaged. They also need tools to frequently modify and update content without client patches. Specifically, the document advocates for modular, configurable content and systems that can trigger live events and target experiences differently for new and veteran players. This allows the game to change over the player's lifespan and community experiences to remain fresh.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
New tools and services to take your live ops to the next levelCrystin Cox
PlayFab is a backend platform for building and operating live games. It provides a suite of LiveOps tools and services to help developers continually engage with player communities over long periods of time. These tools include multiplayer and matchmaking, analytics and insights, user generated content, commerce features, and more. PlayFab aims to make LiveOps more efficient, complete, reliable and real-time compared to building services independently. It supports games across all major platforms and devices.
Bliss provides an automated code review platform that analyzes code in real-time and reports on development progress, code quality issues, and metrics in a way that is understandable for both technical and non-technical team members. This gives organizations improved visibility into the development process, a consistent way to measure code quality across teams, and helps hold developers accountable for their work. The platform can review hundreds of hours of code in minutes and scales to support large enterprises and their in-house development.
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...Jessica Tams
1. The document describes RollerCoaster Tycoon Touch, a mobile game that introduced free-to-play and live operations features to the RollerCoaster Tycoon franchise.
2. It provides details on the game's design principles, use of live operations with Playfab for things like player support and analytics, and financial performance since its 2016 soft launch.
3. The game has been successful, growing its daily active user base and revenue significantly since launch, and the developer discusses plans to continue supporting the game for years to come with new content, features, and expansions.
Eric Seufert - GDC San Francisco 2016 Presentation - Taking Flight Again: The...Eric Seufert
The document discusses the planning and launch strategy for Angry Birds 2. The key points are:
1) The strategy was to run a massive awareness campaign to generate free installs from earned media and reduce the cost of paid user acquisition by increasing click-through rates.
2) A surge of new Angry Birds 2 players was expected to flow into Rovio's portfolio of games through optimized cross-promotion targeting and improved cross-promotion ads.
3) The goal was to increase retention across Rovio's portfolio and leverage the launch of Angry Birds 2 to boost engagement and monetization for their other games.
1. The document describes Netmaker, a next-generation networking platform that simplifies networking by securely connecting devices everywhere using the WireGuard protocol.
2. Netmaker has over 1400 production platforms, 50% monthly growth for the last 6 months, and over 1000 community members. It is actively used on over 10,000 devices.
3. The document outlines Netmaker's roadmap, including releasing an enterprise version in beta in Q1 2022, and reaching $150,000 monthly recurring revenue from SMBs and enterprises by the end of 2023.
Check out list of Most Popular NFT games in 2021. For more technical updates follow Game App Studio or if you want to develop a game in latest technology like NFT Gaming than we are here for you. Who provides you the best gaming NFT Gaming Solutions in USA
Yuga Labs, the company that created the wildly popular Bored Ape Yacht Club NFT collection, is hoping to make hundreds of millions of dollars by selling off virtual plots of land. According to a leaked pitch deck obtained by The Block, the company also plans to launch a sweeping new metaverse initiative, as well as its own token.
Yuga's revenue last year reached a whopping $127 million, a figure it anticipates will reach $455 million by 2022 — largely from the sale of virtual land.
This leak comes after a flurry of activity in the blue-chip corner of the NFT sector: most notably, Yuga Labs announced the acquisition of the CryptoPunks and Meebits NFT projects’ intellectual property from Larva Labs just days prior. As of today, Yuga Labs owns two of the most valuable NFT projects on the market: BAYC and CryptoPunks projects have a combined trading volume of more than US$3 billion.
Read more: vip.graphics/yuga-labs-pitch-deck/
See the deck: bestpitchdeck.com/yuga-labs
Good Gaming Inc is a development stage company. It owns and operates the e-Sports tournament and social networking platform. It also provides videos, blogs, and articles authored by world-renowned professional gamers. The company focuses on hosting multiple games online that subscribers can play for free or for fees depending on player level. It also offers social networking functionality, which helps gamers to interact, track each other and communicate.
This document discusses the growth of social gaming and its potential social impact. It notes that daily active users of social gaming grew from 50 million in Q4 2007 to over 220 million friend visits in Q3 2009. It also provides examples of large amounts of money raised for social goods through gaming, such as $220,000 raised on YoVille and $830,000 in 2 weeks for social goods on FarmVille, which could provide meals for 500 children for a year. The document suggests that social gaming may have the potential to change the world through facilitating social applications and fundraising for important causes.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Appprix Case Study - Super Cricket | Increase Engagement, Retention, and Mone...Appprix
Here's a case study of mobile game, 'Super Cricket' about how it improved engagement, retention, and discoverability of the game using Appprix, a tournaments and rewards platform. The game studio describes Appprix as one of the best innovative ways (in-game tournaments and cash rewards) to increase engagement and retention.
- The team aims to understand what causes anger in the Eve Online community and how to reduce it. They hypothesize that changes to core gameplay mechanics often cause more anger than additions of new content.
- Data shows expansions focusing on new content were received positively, while those overhauling core systems like inventory caused backlash. However, the Project Discovery mini-game, which offered rewards, saw little anger despite changes.
- The team suggests CCP implement more progression-based reward systems when changing core mechanics, to keep players engaged and reduce anger through compensation. Gathering community feedback early also helps manage expectations and anger.
The document discusses KAKA NFT, a gaming platform that combines NFT and DEFI technologies, allowing users to buy and trade in-game NFT assets. It describes KAKA NFT's metaverse gaming model, NFT card games, automatic repurchase protocol to maintain card value, and plans to integrate prediction markets. The platform aims to build the leading global NFT metaverse infrastructure for gaming through various IP partnerships and multi-chain support.
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
Animoca Brands corporate strategy update from May 2020 discussing how it is building the virtual asset class of the future with blockchain and games through true digital ownership
This document discusses key considerations for designing games with a LiveOps strategy focused on long-term engagement and retention of players. Games designed for LiveOps must have evolving progression systems that reward player investment over time to keep them engaged. They also need tools to frequently modify and update content without client patches. Specifically, the document advocates for modular, configurable content and systems that can trigger live events and target experiences differently for new and veteran players. This allows the game to change over the player's lifespan and community experiences to remain fresh.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
New tools and services to take your live ops to the next levelCrystin Cox
PlayFab is a backend platform for building and operating live games. It provides a suite of LiveOps tools and services to help developers continually engage with player communities over long periods of time. These tools include multiplayer and matchmaking, analytics and insights, user generated content, commerce features, and more. PlayFab aims to make LiveOps more efficient, complete, reliable and real-time compared to building services independently. It supports games across all major platforms and devices.
Bliss provides an automated code review platform that analyzes code in real-time and reports on development progress, code quality issues, and metrics in a way that is understandable for both technical and non-technical team members. This gives organizations improved visibility into the development process, a consistent way to measure code quality across teams, and helps hold developers accountable for their work. The platform can review hundreds of hours of code in minutes and scales to support large enterprises and their in-house development.
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...Jessica Tams
1. The document describes RollerCoaster Tycoon Touch, a mobile game that introduced free-to-play and live operations features to the RollerCoaster Tycoon franchise.
2. It provides details on the game's design principles, use of live operations with Playfab for things like player support and analytics, and financial performance since its 2016 soft launch.
3. The game has been successful, growing its daily active user base and revenue significantly since launch, and the developer discusses plans to continue supporting the game for years to come with new content, features, and expansions.
Eric Seufert - GDC San Francisco 2016 Presentation - Taking Flight Again: The...Eric Seufert
The document discusses the planning and launch strategy for Angry Birds 2. The key points are:
1) The strategy was to run a massive awareness campaign to generate free installs from earned media and reduce the cost of paid user acquisition by increasing click-through rates.
2) A surge of new Angry Birds 2 players was expected to flow into Rovio's portfolio of games through optimized cross-promotion targeting and improved cross-promotion ads.
3) The goal was to increase retention across Rovio's portfolio and leverage the launch of Angry Birds 2 to boost engagement and monetization for their other games.
1. The document describes Netmaker, a next-generation networking platform that simplifies networking by securely connecting devices everywhere using the WireGuard protocol.
2. Netmaker has over 1400 production platforms, 50% monthly growth for the last 6 months, and over 1000 community members. It is actively used on over 10,000 devices.
3. The document outlines Netmaker's roadmap, including releasing an enterprise version in beta in Q1 2022, and reaching $150,000 monthly recurring revenue from SMBs and enterprises by the end of 2023.
Check out list of Most Popular NFT games in 2021. For more technical updates follow Game App Studio or if you want to develop a game in latest technology like NFT Gaming than we are here for you. Who provides you the best gaming NFT Gaming Solutions in USA
Yuga Labs, the company that created the wildly popular Bored Ape Yacht Club NFT collection, is hoping to make hundreds of millions of dollars by selling off virtual plots of land. According to a leaked pitch deck obtained by The Block, the company also plans to launch a sweeping new metaverse initiative, as well as its own token.
Yuga's revenue last year reached a whopping $127 million, a figure it anticipates will reach $455 million by 2022 — largely from the sale of virtual land.
This leak comes after a flurry of activity in the blue-chip corner of the NFT sector: most notably, Yuga Labs announced the acquisition of the CryptoPunks and Meebits NFT projects’ intellectual property from Larva Labs just days prior. As of today, Yuga Labs owns two of the most valuable NFT projects on the market: BAYC and CryptoPunks projects have a combined trading volume of more than US$3 billion.
Read more: vip.graphics/yuga-labs-pitch-deck/
See the deck: bestpitchdeck.com/yuga-labs
Good Gaming Inc is a development stage company. It owns and operates the e-Sports tournament and social networking platform. It also provides videos, blogs, and articles authored by world-renowned professional gamers. The company focuses on hosting multiple games online that subscribers can play for free or for fees depending on player level. It also offers social networking functionality, which helps gamers to interact, track each other and communicate.
This document discusses the growth of social gaming and its potential social impact. It notes that daily active users of social gaming grew from 50 million in Q4 2007 to over 220 million friend visits in Q3 2009. It also provides examples of large amounts of money raised for social goods through gaming, such as $220,000 raised on YoVille and $830,000 in 2 weeks for social goods on FarmVille, which could provide meals for 500 children for a year. The document suggests that social gaming may have the potential to change the world through facilitating social applications and fundraising for important causes.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Appprix Case Study - Super Cricket | Increase Engagement, Retention, and Mone...Appprix
Here's a case study of mobile game, 'Super Cricket' about how it improved engagement, retention, and discoverability of the game using Appprix, a tournaments and rewards platform. The game studio describes Appprix as one of the best innovative ways (in-game tournaments and cash rewards) to increase engagement and retention.
- The team aims to understand what causes anger in the Eve Online community and how to reduce it. They hypothesize that changes to core gameplay mechanics often cause more anger than additions of new content.
- Data shows expansions focusing on new content were received positively, while those overhauling core systems like inventory caused backlash. However, the Project Discovery mini-game, which offered rewards, saw little anger despite changes.
- The team suggests CCP implement more progression-based reward systems when changing core mechanics, to keep players engaged and reduce anger through compensation. Gathering community feedback early also helps manage expectations and anger.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171231James Chin-Kai Yeh
The document discusses Nintendo Switch sales tracking and forecasts. It provides actual weekly sales data for Japan, compares it to forecasts, and notes when major game releases occurred. Overall sales have exceeded initial forecasts. By the end of 2017, global cumulative sales were estimated at 11.7 million units, with Japan making up an estimated 24% of total sales. The document examines sales patterns and how incorporating potential production boosts for holiday seasons could impact forecasts.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20180121James Chin-Kai Yeh
- The document tracks Nintendo Switch sales data and forecasts from before launch through early 2018.
- Early concerns about the Switch included its power compared to competitors and software lineup. However, features like its hybrid design and local multiplayer were seen as potential advantages.
- Sales data from Japan showed steady weekly sales increases. A model estimated the Switch could reach 18 million cumulative sales in Japan by the 2017 holiday season if supply constraints were mitigated.
- Global sales forecasts were updated regularly based on actual sales numbers from Japan and other markets. By early 2018, the Switch was exceeding early installation base targets.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20180203James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and initial performance tracking. It provides sales data for Nintendo Switch in Japan, comparing the sales trajectory to other Nintendo consoles like 3DS. It notes the Switch is performing similarly to 3DS's launch pattern. The document estimates the Switch could reach 18 million global units sold by the end of 2017 if production constraints are mitigated and it follows 3DS's holiday sales boost. Overall the analysis indicates the Switch is performing well in its early launch with room to meet expectations.
The Community Of Gaming & Hardware EnthusiastsMark Reed
Heaven Media created an innovative marketing campaign for the upcoming Total War: Napoleon game involving two of their most popular esports journalists. The journalists played against each other in a series of in-game battles while dressed in Napoleonic uniforms, which was filmed over two days at an authentic Napoleonic fortification. Three entertaining videos were produced showing the battles and journalists, introducing viewers to the game. The videos garnered attention across Heaven Media's gaming communities and demonstrated the epic scale of the Total War series.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171125James Chin-Kai Yeh
This document tracks Nintendo Switch sales data and forecasts over time. It provides weekly sales figures for Japan, estimates the global cumulative sales based on an assumed 24% share for Japan, and notes any major game releases that could impact sales. The analysis compares Switch sales patterns to other Nintendo platforms like the 3DS to examine similarities and differences. It also incorporates adjustments to the forecast to account for potential production increases to meet holiday demand. The tracking aims to gain insights on Switch sales momentum and the overall install base buildup in the key first year.
Hunting the Next Supercell | Alexis BonteJessica Tams
The document discusses the attractiveness and dynamics of the games sector for investment. It notes that the global games market is worth over $100 billion and growing annually at 8%. Games companies can see fast returns, with some achieving 10x growth in 3-5 years. Successful games studios are also highly cash efficient and can become long-term franchises. Europe is highlighted as a source of strong gaming talent and several major games companies.
Nintendo Investment Thesis before Switch Launch 20171116James Chin-Kai Yeh
- The document discusses Nintendo Switch sales projections and tracking actual sales data from launch. It provides cumulative sales figures for Japan over time and compares the Switch's sales pattern to other Nintendo consoles like the 3DS.
- The data shows strong initial Switch sales that exceeded projections. By the end of 2017, global cumulative sales reached over 14 million units, around 3.5 million of which were in Japan.
- Key software releases are noted that may have contributed to sales boosts. Holiday season adjustments are also made to the 3DS sales pattern to incorporate potential production increases for Switch.
Nintendo Investment Thesis before Switch Launch 20171111James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and provides analysis on key considerations and risks, potential advantages, and a plan for tracking sales data. It outlines concerns around the Switch's power and price competitiveness. Potential advantages discussed include different play modes using Joy-Cons, mobility enabling local multiplayer, and higher units per household. Sales tracking plans include analyzing software lineup expansion, third party support, and using sales data to estimate total addressable market size over time.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171224James Chin-Kai Yeh
The document discusses Nintendo Switch sales tracking and forecasts. It provides actual and forecasted weekly sales figures for Nintendo Switch in Japan, with cumulative sales totals. It notes that if Switch follows a similar pattern to 3DS, global sales could reach 18 million units by the end of 2017. The document also lists some notable software releases on Switch and how they correlate with sales upticks. Overall it analyzes Switch sales trends over time to understand how the platform is diffusing in the market.
- The document analyzes Nintendo Switch sales data from launch through late 2017. It finds that Switch sales in Japan are tracking similarly to the pattern of 3DS sales, reaching around 4 million units sold in Japan by the end of 2017.
- Global Switch sales are estimated to reach around 14.6 million units by the end of 2017, with Japan accounting for about 24% of total sales. Major game releases like Mario + Rabbids and Super Mario Odyssey are correlated with increases in Switch sales.
- The analysis provides a framework for continuing to track Switch sales on a weekly basis and estimates sales may reach 18 million units globally by the end of the first year.
Esports Entertainment Group (EEG) is acquiring companies to build its business across three pillars - esports wagering, esports entertainment and infrastructure, and traditional sports betting and iGaming. The acquisition of Helix eSports will expand EEG's esports entertainment center business, ggCircuit provides esports center management software, and Genji offers analytics platforms. EEG also operates an esports betting platform called VIE.GG and is developing LANduel for player vs player skill-based betting at esports centers.
What makes Twitch unique? How can you use data to grow your community on Twitch? How can you integrate with the Twitch API? How do Extensions help grow your audience? Get answers to these questions and more in this presentation.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171203James Chin-Kai Yeh
This document tracks Nintendo Switch sales data from launch through December 2017. It provides weekly sales figures for Japan, estimates global cumulative sales, and notes major game releases. Analysis suggests Nintendo may meet its goal of 18 million Switch sales by end of fiscal year based on the system following a similar sales pattern to the 3DS in Japan. Overall the data shows strong sales growth over time as the install base and software library expand.
Nintendo Investment Thesis before Switch Launch 20171103James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and early performance. It identifies potential concerns like being less powerful than competitors and supply issues. However, it also notes positive factors like the three play modes, mobility, and potential for local network effects. Initial sales results are tracked, with Japan sales exceeding forecasts. The install base is estimated using diffusion models. Overall the analysis finds the Switch is performing well in its early launch with room for continued growth.
Nintendo investment thesis before the launch of Switch James Chin-Kai Yeh
A rough analysis on Nintendo's business and it's brand new console before the launch. The best timing to bet on the success of new console is the first year of its life cycle. There's updated slides to this because slideshare does not allow re-upload anymore
Data & trends 2014 the digital games industry in review joost van dreunenMary Chan
Now, one year into the new console cycle, is a great moment to assess if and how the games market landscape has changed. The transition to digital has opened up new opportunities in the form of emerging markets, post-launch commercialization and licensing, But it has also created a lot of insecurity as game companies struggle with the rising cost of marketing and a growing influence of big publishers on the industry. In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead. As always, the audience will leave with a permanent +2 modifier on all Industry Intelligence rolls.
Intended audience & prerequisites: In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead.
Session takeaways: Attendees will receive a detailed overview of the current digital games market, key drivers and trends, and how this affects their business. The presentation contains extensive data and research on the games industry.
Custom-Made Games with Machine Learning and Big DataAfrica Perianez
Abstract
Video games define our era. Players generate extremely rich behavioral datasets that constitute an ideal playground to understand human behavior. With this unique source of information, machine learning can not only explore social and consumer dynamics, but also predict users' personalities.
Yokozuna Data, a Keywords Studio headquartered in Tokyo, is leading the data science revolution in the video game industry, developing next-generation machine learning software to operationally predict the behavior of individual players. Models based on convolutional neural networks and conditional inference survival ensembles can reveal information such as the moment and game level at which a certain player will leave the game, how much money they will spend until then, when they will make their next battle or which virtual item they are likely to select. This allows game developers to take preventive actions aimed at maximizing player engagement and to create an optimal, personalized game experience.
I will review how these techniques can be used to create customized game events and provide individual recommendations on in-game items and actions. These methods are versatile in that they can adapt to very different types of games and players. By using cloud computing capabilities and big data infrastructure as provided by Amazon Web Services, they can scale to be used with games of any size, as they are also able to deal with really large datasets (petabytes of data). It is the flexibility and scalability of these techniques what makes them particularly well suited for operational environments.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
2. FOREWORD
The purpose of this Monthly Newsletter is to share thoughts on sustainable growth factors of the Nine Chronicles community and check status of
relative indices. Moreover, this report will be shared with Nine Chronicles community to receive feedback directly from the community for the
game to evolve and grow together with the community.
Through regular status analysis, Planetarium continuously monitors the game's improvement/development direction, aims to equip Nine
Chronicles with gaming completeness, and pursues sustainable community growth.
This Monthly Newsletter will serve as a foundation for checking the progress of Nine Chronicles and discussing the game internally and with
external partners. Nine Chronicles' game indices and various statistics are all transparently disclosed through Blockchain. The original data can
be accessed via through 9Cscan(http://9csan.com).
Planetarium is the development studio of Nine Chronicles. However, the game is owned by the Nine Chronicles community. Therefore, this
material is based on Planetarium's interpretation and views but does not include the game's final decision.
3. Index & Key Insights
1. Monthly Key Metrics
1. MAU and Community
• MAU increased 30% from last month with the successful
World 7: Ice of Niflheim update
• Top-stage challenge attempts have surged by over 63%
compared to the previous six-month average.
2. Game Engagement & Economy
• Demand for new equipment led to a substantial increase in
the usage and trading of hourglasses and AP potions.
• NCG consumption became active with the new equipment
crafting and Arena Championship 4, resulting in a 51%
increase compared to the previous month.
3. Monthly Highlights
• Community Timeline
• Community News
Successful World 7: Ice of
Niflheim Update
Overall Game Metrics
Continues to Grow in June,
with Steep Upward Trend
2023.07. KEYWORD
4. Monthly
Key Metrics
1. MAU and Community
• MAU increased 30% from last month with the successful World 7: Ice of Niflheim update
• Top-stage challenge attempts have surged by over 63% compared to the previous six-month average.
2. Game Engagement & Economy
• Demand for new equipment led to a substantial increase in the usage and trading of hourglasses and AP potions.
• NCG consumption became active with the new equipment crafting and Arena Championship 4, resulting in a 51%
increase compared to the previous month.
5. 1-1. MAU and Community
• With the update of World 7 on May 31st, various improvements were introduced along with 50 new stages, 25 new types of equipment,
and 6 new recipes.
• With great interest and support, the MAU reached a significant growth of around 30% compared to the previous month, confirming
the successful progress of the update.
JUN
MAR
JAN 23’ FEB
DEC 22’
MAU Community
APR MAY
On May 31st, the World 7 of Nine Chronicles, 'Ice of Niflheim,' was
updated. This added 50 new stages, bringing the total number of
stages to 350.
Players can acquire various ingredient items to craft 25 new types of
equipment and 6 new recipes in the new stages and higher-level arenas.
This has led to increased player engagement in various areas.
Furthermore, as part of ongoing efforts to create a pleasant gameplay
environment, UI improvements were made, including providing detailed
tooltips for "Skill Activation Probability," "Cooldown," "Power," and
other factors.
D:CC PFP
& Pet System
World Boss
Saehrimnir
PBFT
Mainnet
PBFT Event
Anomaly
6. 1-1. MAU and Community
• With the update of World 7, there has been a significant increase in the number of challenges attempted in the top stages, surpassing
a 63% surge compared to the previous six-month average.
• Despite a slight decrease compared to the difficulty event in May, player engagement remains high due to the strong motivation to
acquire new equipment.
Stage Play
D:CC PFP
& Pet System
World Boss
Saehrimnir
PBFT
Mainnet
PBFT Event
Anomaly
JUN
MAR
JAN 23’ FEB
DEC 22’ APR MAY
7. 1-2. Game Engagement & Economy
• The addition of new equipment with attractive skill effects, such as stat debuffs, armor-piercing damage, thorn damage, and healing,
has led to a vigorous increase in equipment crafting.
• As a result, the usage of hourglasses has surged by approximately 260% compared to the average, while AP potion usage has risen by
around 133%.
MAR
FEB MAY
APR
Monthly HourglassBurn Monthly AP PotionUsage
MAR
FEB MAY
APR
JUN
8. 58,210
29,462
• Since the World 7 update on 5/31, there has been a significant surge in trading volume, especially for consumable items like AP
potions and hourglasses used in crafting new equipment.
• The trading volume peaked on 6/1 to 6/2 and has since stabilized, maintaining a daily average of 20,000 to 30,000 transactions,
indicating continued active trading, double the normal trading volume.
Daily Item Trade Volume _ NCG
1-2. Game Engagement & Economy
03/18 06/30
03/28 04/07 04/16 04/25 05/05 05/14 05/23 06/02 06/12 06/21
9. 1-2. Game Engagement & Economy
• Monthly NCG consumption has surged by approximately 51% compared to the previous month.
• Primarily driven by increased activity in item trading fees and arena ticket purchases. The rise in arena ticket purchases canbe
attributed to the growth in MAU and the Championship Season 4.
MAR MAY
FEB JUN
APR
Monthly NCG Burn
Jul 2023
Item
Trade Fee NCG
Jul 2023
Item
Enhance Fee NCG
Jul 2023
Arena/Event Stage
Ticket Purchase NCG
Jul 2023
Rune
Enhance/Slot NCG
11. 1. Community Timeline
• [06/06] Arena Championship 4 &Costume
• Participate in the Arena Championship 4 and receive an exclusive costume!
This time the costume will feature the Dark Enchantress Lamia!
• [06/23] Mobile Version Testing
• In preparation of the Mobile launch, our team ran a mobile version test with
the Nine Chronicles community. Keep an eye out for the Mobile version.
• [06/28] v200030 Update & Mead
• With the v200030 update, we have introduced ‘Mead’ into Nine Chronicles.
There will be no visible changes to the game. However, with the adaptation
of the Mead, we expect to create a healthier Nine Chronicles Ecosystem.
• [07/07] Nine Chronicles Player Survey
• Nine Chronicles would like to hear directly from you!
Participate in the Nine Chronicles Player Survey to make
your voice heard. Check out the survey from the launcher.
• [07/00] Nine Chronicles M Soft Launch
• Finally, Nine Chronicles is coming to your mobile devices.
Enjoy playing Nine Chronicles wherever, and whenever you
would like! Invite your friends to Nine Chronicles, as it will
become more accessible in your palms.
*Dates & events mentioned aresubject to changes withoutprior notice.
12. 2. Community News
[ JUNE ]
We’ve finished Arena Championship 4! It was the first
Arena season where your equipment and skillsets, utilizing
new equipment from World 7, take a big chunk in your
battles. Were you able to efficiently use your skills and
make your challengers dumbfounded?
Also, along with the bountiful NCG rewards, top players
were rewarded with an exclusive costume featuring the
Dark Enchantress Lamia from World 7. Wear this costume
with pride as a symbol of your victories from the Arena
Championship.
[ JUNE ]
Along with other features updated with the v20030 of Nine
Chronicles, something special called “Mead” and “Patrons”
system had been added. In short, ‘Mead’ serves as a
dedicated currency for network fees, designed to keep and
protect Nine Chronicles’ ecosystem healthier. Patrons play
the role of providing mead to other players. Currently, Nine
Chronicles team is the sole provider of Mead. Mead system
is still underdevelopment. More detailed system updates
are planned along the way. If you would like to learn more
about the Mead system, visit Nine Chronicles Docs.
[ MAY ]
Could you imagine, how nice it would be to participate in
the Arena while you are still in bed without having to sit in
front of your computer? We want to make that dream
come true, and it’s happening right now!
With amazing help from the community, we have
gathered helpful insights for the mobile version of Nine
Chronicles. We are giving the client some final touches. In
July, soft-launching of Nine Chronicles is planned for
selected countries across the globe. Later in the year, Nine
Chronicles will be available in all countries!