David Birkin

3.3K posts

David Birkin banner
David Birkin

David Birkin

@DavidBirkin

17 yrs in Development & Avid Laravel Enthusiast Full Stack Developer Portfolio: https://t.co/UOkQNd15ii Company: https://t.co/ibHp779PNy

Florida Katılım Mart 2010
917 Takip Edilen378 Takipçiler
Sabitlenmiş Tweet
David Birkin
David Birkin@DavidBirkin·
Blazing fast, secure, URL Shortening, with gorgeous, easy to understand analytics. Track every click. No registration necessary! No Credit Cards required. Free to use. d2s.io/FVDVcA Feedback and Suggestions welcome #digital #marketing #saas #buildinpublic
English
1
0
0
67
David Birkin
David Birkin@DavidBirkin·
@Simon_Hypixel I am a Mac User and I purchased the $69.99 pre-purchase. I don't anticipate MAC being supported out of the box on early release but do you have an ETA on mac support? Thanks
English
0
0
1
22
Simon
Simon@Simon_Hypixel·
Friendly reminder! Interest in Hytale is growing exponentially right now, and I feel like I need to remind people that we only got the game 7 weeks ago and that we are launching an actual early access experience, with all the issues that come with it. In the long run, we will be fine, but the next few weeks will be chaos. The team is fantastic. I am beyond happy with how things are going; they will make Hytale the dream game we always wanted it to be. I am 100% sure of it. Please give us some time to launch, patch and work towards that dream. I suggest you don't take a day off work on launch day; we WILL have launch-day issues with the launcher, logins, downloads, and other areas that could go wrong. Rest assured, once you have downloaded and logged in once, you can be offline without issue. We received far more pre-purchases than we expected, and we are doing our best to welcome everyone as soon as possible.
Simon@Simon_Hypixel

We are delivering on our promise and releasing Hytale into Early Access on January 13, 2026, with all the consequences that come with that decision. In just a few weeks, we merged roughly 300 branches, modernized a four-year-old code & asset base, scaled the team from 8 people to 50 core developers plus ~250 helping hands, tracked close to 1,000 bugs and fixed hundreds of them, added Mac and Linux support, and built an Exploration Mode that simply did not exist before. When we started the mission to save Hytale, we made a clear promise: Launch without any delays, at any cost. We are keeping that promise, even though it is a herculean task. In an alternate timeline, the most intelligent production decision would be to delay launch by 3-4 months, complete the obvious work in front of us, and avoid the overhead and distractions of maintaining a live product. The game would objectively be better on day one. That is not what we are doing. Moving this fast also comes with very real downsides, and you have already seen them. We make visible progress every week, sometimes so much that key community members work overtime to keep up with the news - but you have also seen us drop the ball. Some concrete examples: 1- Name reservations were intended to reward longtime fans. Still, we lacked sufficient time and information to verify the email list's integrity, and some longtime fans were missing from it. 2- The username generator produced unintended results, and our name filters failed to catch some unacceptable cases. 3- The payment system continues to report issues. 4- Communication regarding avatar customization, Steam release, modding, and pricing was insufficiently detailed, leading to misinterpretation or confusion. 5- Blog posts and technical write-ups have landed on an unpredictable schedule. 6- Game server providers, server owners, creators, and business inquiries are not receiving responses as quickly as we would like or as they deserve. This is the tradeoff we all have to accept: You can’t make an omelette without breaking a few eggs. We wish we had more time to double-check every step and spend more time on communication, but that time comes at a steep opportunity cost. Extra polishing reduces the overall impression of Hytale on January 13. Our primary focus is the game. The team is in a constant release cycle. Every week until launch is tightly scheduled, and we are doing this with a core team of around 50 people assembled in weeks, not a massive AAA organization. That means we are taking hundreds of calculated risks every day. Most pay off. A small fraction doesn’t - and when they don’t, the impact is very evident. If I could ask for one thing from the community, it’s this: Please keep reminding each other what this pace implies - especially newer players who were not around for the #SaveHytale moment and may not know what the Early Access experience is meant to be for us. Some people will not be able to get their desired username. Some will run into payment issues. Some information will arrive later than it ideally should. This is not because we don’t know better; it’s because we are choosing to keep a promise. For us, Early Access success looks like this: you start a world, and the first impression and immersion leave you thinking, “This is much better than they said.” After more time, you also start to see the rough edges - and still end your first day thinking, “This game has a lot of potential. I’ll come back and keep up with updates,” or get you inspired to get into making maps, content, mods or a minigame server. As you will be playing through the first week of Hytale, we will already follow up with the first patch. We will release updates rapidly in the first few weeks, with pre-releases available more frequently. You start on the 4-year-old archeology project, but within months, you will find yourself in a flow of rapid development, previously unthinkable. We appreciate that the community has high expectations for Hytale, but please remember that we are fulfilling a promise we made early on: to release as soon as possible. That is what the core community asked for. Our biggest fear right now is not criticism - it’s that the story of #SaveHytale gets forgotten during Early Access, and the team ends up wishing we had simply delayed those extra four months instead of keeping our word.

English
237
382
6.2K
281.6K
David Birkin
David Birkin@DavidBirkin·
Still guessing which landing page converts better? Stop leaving money on the table. A/B testing isn't optional anymore—it's how you prove ROI and make data-driven decisions that actually move the needle. Try it free: d2s.io/savemoney #marketing
English
1
0
0
26
David Birkin
David Birkin@DavidBirkin·
I wrote a new blogpost; QR Codes in 2025: How Smart Marketers Use Trackable QR Codes for Offline-to-Online Attribution d2s.io/w6VDgN What are your thoughts? #digitalmarkering
English
0
0
0
21
David Birkin
David Birkin@DavidBirkin·
Still paying premium prices for basic link shortening? We compared D2S.io with Bitly to show you what modern URL management should look like - built-in A/B testing, powerful analytics, and better pricing. See the breakdown: d2s.io/tpLpDy #marketing
English
1
1
1
76
David Birkin
David Birkin@DavidBirkin·
Still running manual A/B tests in 2025? You're burning $5K+/month in wasted hours and missed conversions. Automated testing = 5x more experiments = exponential growth. Learn how to save thousands 👇 #DigitalMarketing #ABTesting #CRO
English
1
0
0
19
David Birkin
David Birkin@DavidBirkin·
I've been AB Testing some different landing page designs and I'm seeing 2 that seem to be converting more than the others. I was wondering if people didnt mind giving feedback on all 4 designs, maybe theres a strategy to get higher conversions? d2s.io/7KiAIz
David Birkin tweet mediaDavid Birkin tweet mediaDavid Birkin tweet mediaDavid Birkin tweet media
English
0
0
0
16
David Birkin
David Birkin@DavidBirkin·
I would like some help with testing an Automated distrubution AB Test. If you can spare a moment to click through to help me determine if my AB Test(s) are working, that would be incredible! d2s.io/7KiAIz Thanks! :-) #buildinpublic
David Birkin tweet media
English
0
2
5
235
David Birkin
David Birkin@DavidBirkin·
@vibeblasternow Thanks! It’s a first party tool so no third party analytics. Everything is self hosted. As for bots vs human clicks, for the most part, the user-agent is the telltale sign which helps differentiate humans from bots.
English
0
0
1
9
VibeBlaster
VibeBlaster@vibeblasternow·
@DavidBirkin Looks useful — curious how you’re tracking bot vs human clicks and where you host metrics (self-hosted DB or third-party analytics)?
English
1
0
0
26
David Birkin
David Birkin@DavidBirkin·
Working on improving my URL Shortener. What do you usually want when shortening URLs. Metrics, Quick Links, Links for socials? d2s.io/cTdGnv
English
1
1
1
59