Fleet Commander

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Fleet Commander

Fleet Commander

@0xFleetCommand

chief tylenol officer @0xCitadel

Katılım Ekim 2018
2.6K Takip Edilen5K Takipçiler
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Fleet Commander
Fleet Commander@0xFleetCommand·
🧵 Schrödinger's Sheep: How to claim 300x the amount of $WOOL when unstaking your sheep in @WolfDotGame turning 20,000 $WOOL into 6,000,000 $WOOL Technical deep dive below on how it works 👇
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chloe 🎥
chloe 🎥@chloewillbrb·
Chief Economist of Citadel reveals he joined the Wolf Game team in 2 weeks after writing an economic thesis “I was trying to get in their Discord and I'm like alright, this is not working” "I wrote a whole economic thesis and I sent it to the team instead. I just kind of started working with them, you know no expectations, no nothing, and then they ended up making me a co-founder"
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Sylen
Sylen@SylenCasts·
Discovering Illuvium has lead me into unironically checking out other games in the web3 space. I want to play things and explore. But the most enraging thing is when I look up a game and there is absolutely nothing about gameplay. Screw your economy, is the game actually good?!
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Fleet Commander
Fleet Commander@0xFleetCommand·
@cagyjan1 is the resume just a ton of getting rugged or actually making a game tho 😭
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0xHeimdall
0xHeimdall@HedgeEconomist·
First tier list appearance since 2022, I'll take it 🫡
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Gaming Daily
Gaming Daily@GamingDailyx·
TODAY ON GAMING DAILY LIVE⚡ Why Most Token-First Models Were Cooked @HedgeEconomist & @0xFleetCommand are joining Gaming Daily Live today to talk about building The Citadel, a fully on-chain sci-fi world built on equity, with permadeath combat, real loot stakes, and an economy designed to outlast the hype cycle. Watch live today at 5 PM EST!
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apix🎮
apix🎮@apixtwts·
what is your goto question to ask yourself when trying to figure out if you are happy with where you are rn or not
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Fleet Commander retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
Alright this might actually be an issue for my work productivity. Found out the game runs crazy smooth on steam deck in chrome.
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0xHeimdall
0xHeimdall@HedgeEconomist·
Hey open spot! Always wanted to be on one of these things.
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AzFlin 🌎
AzFlin 🌎@AzFlin·
> see someone post a cool #vibejam game > go to play it > i wait 2 minutes, downloading 650MB of assets and it's only 21% loaded > i close the game
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mizzy!¡ ✦ ⟡
mizzy!¡ ✦ ⟡@mizzysworld·
Never met anyone with a healthy work-life balance who’s actually accomplished anything great.
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Fleet Commander retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
I think one of my favorite parts of our game is the modular fitting grid system. You can think of it like if the diablo 2 inventory charm tetris extended into the actual equipment panel. Each ship has a unique grid shape with an assortment of hardpoints for balancing turrets, activated modules (think skills), and propulsion (cus speed gets wacky fast). Open grid space can be filled with anything else, which are generally "passive modules" similar to charms in that they are mainly stat modifier buffs, and cargo bays which extend the capacity of loot you can pick up in a session. For example in this Legion fit, I drop a turret to go up on missile launchers, run a bubble shield for situational tankiness, then round it out with a couple warhead directors to pump my missile strength. Running zero propulsion because I'm mostly trying to 100-0 anything in one missile volley. The little conduit 1x1 modules are amplifiers. They apply their stats to modules of the same type when slotted near an open port on the grid (the indentation on the sides of some of the modules), multiplying their effectiveness for good grid placement. In the image I have a couple utility conduits slotted into my cargo bay for some extra salvage luck (magic find) and bonus cargo slots. The whole grid strategy is completely unsolved, and I'm constantly surprised to see how people do their loadouts. It's a constant optimization game, and there's always some new way to reconfigure your grid to get a little extra juice out of it. This is just an example of a ship with almost no rare loot. It gets a lot more interesting when you start to find Regalia (our set items) which only get the bonuses when they are touching on the grid. We also have Artifacts (our uniques), and Harmonics (our runewords) which come with their own interesting interactions with the grid and change up the strategy of how you fit the rest of your build out. And all of this is just the beginning.
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0xHeimdall
0xHeimdall@HedgeEconomist·
Just did the math. Estimate I've ingested over 1,000,000mg of caffeine in the making of The Citadel.
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Fleet Commander retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
"Token-first web3 gaming looks cooked." Strong takeaway, but I'd say it was always cooked. In the way they were usually funded, they only existed on borrowed time from the start. Web3 games in the past mostly raised off of their in-game token, with investors expecting to realize gains at multiples. The investors never cared about equity in the company or revenue. This created a large debt overhang that needed to be realized through selling tokens after the game or token launched. The design was structured to crush the game economy, regardless of a lack of fundamentals. The problem: not only did every game have to be fun and have sound economic design, but it had to have essentially parabolic user growth to overcome this from the beginning. This is why our in-game token is not a part of our investment contracts. Investors primarily invested in our companies equity because they were interested in us long-term. This wasn't easy by any means, and maybe someday we'll talk about how many hundreds of meetings we had to do to find the right partners who respected our vision. We could have closed our round within a few weeks if we just were willing to give up 30% of the token supply. From this experience we quickly realized why so many games had terrible token design. An sure we could have launched tokens or assets early before our game was ready any time over almost 5 years like many others, raising funds off of the community. There were any number of hype waves that we could have taken advantage of. But we knew it wouldn't be the best way to launch the game we wanted or the sustainable economy we've carefully planned to create over the years. "The first era of web3 gaming tried to financialize fun before proving the fun existed." Would agree, but what people don't seem to discuss in this space is how difficult it is to get people to post about or try your game if there are no live assets, no tokens, no points program, and no promises of massive airdrops. Yeah its just a game, I think its fun but yeah I'm also biased as fuck. If you don't think its fun, come tell us why and we'll make it better. We've always wanted to do this the right way, the way that's the best for our players.
Sam Steffanina@SamSteffanina

Gaming went from 62.5% of all web3 venture investment in 2022 to single digits by 2025. But Web3 gaming didn’t fail because crypto crashed. It didn't help, but that’s the lazy explanation. Multiple capital structures broke at the same time: 1. VC-funded studios. 2. Retail NFT mints plummeted 3. P2E guilds got crushed 4. Metaverse everything was valueless 5. Telegram tap-to-earn funnels. All of them relied on the same assumption: Rapid growth (demand) would arrive before durable gameplay demand. It didn’t. The numbers are brutal: of $12B-$15B that flowed into blockchain gaming between 2020 and early 2026, the report estimates ~$11B of that is gone. 93% of GameFi projects are classified as effectively dead. The average GameFi token is down ~95% from all-time highs. Quarterly VC funding to web3 game studios fell from $1.6B in Q1 2022 to ~$18M in Q2 2025. 300+ gaming dApps went inactive in Q2 2025 alone. And the case studies tell the same story: @Pixelmon raised $70M from an NFT mint before shipping a public game (they were later bought out by good leadership and have made some interesting things). @hamster_kombat reportedly went climbed to 300M users (a massive amount of bots, surely, but still insane) to 12M in six months. @AxieInfinity went from 2.8M daily active users at peak to around 100K. Off the Grid is probably the most interesting test case. It had $100M+ raised, Call of Duty talent, Neill Blomkamp involved, major streamers, and 14M self-reported lifetime users... But the report says it still struggled to break ~15K concurrent players on Steam, and now they are being accused of not paying contractors, Node investors have gotten washed (me included) and the token hasn't been a success either. That matters because OTG is not a random Discord server with a JPEG project. It is one of the closest things web3 gaming has had to a serious mainstream swing. So the issue is not one bad game... it's an entire funding model that encouraged projects to (aggressively) monetize ownership before they earned attention. That said, I don’t think the takeaway is “blockchain can never work in games.” The better takeaway: Token-first web3 gaming looks cooked. Blockchain-as-invisible-infrastructure still has a shot, but it is much smaller and way less sexy than the 2021 pitch deck promised. Quality web3 titles are reportedly seeing 35%-45% monthly retention, close to web2 benchmarks of 40%-50%. @PlayCambria has processed $150M+ in PvP wagers with 4,500 concurrent players. @pixels_online has shown steadier engagement with a lower-overhead model. Web2.5 studios are moving toward stablecoins, invisible wallets, and blockchain as backend infrastructure instead of making the token the main character. That is probably the healthier path. Players do not want to be “onboarded into an ecosystem.” They want a good game. If ownership, trading, or payments make the game better, great. If those things are the game... you should probably just trade perps or prediction markets instead. The first era of web3 gaming tried to financialize fun before proving the fun existed. The next era, if it exists, has to reverse the order: Build games people want to play. Use blockchain only where it improves the experience. Stop treating token liquidity like product-market fit. Let me leave you with one more important piece of context. - Only ~20% of all published video games ever make any profit. - 70% of indie games never break even. - The top 10% of games generate around 90% of total industry revenue. Games are hard with or without blockchain.

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