GHamster | HYPE

646 posts

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GHamster | HYPE

GHamster | HYPE

@GHamster86

Hyperion Academy: https://t.co/7jFtK0NGlT

Sanctum Mesa Katılım Temmuz 2015
278 Takip Edilen266 Takipçiler
Scoriox 🌿🔥
Scoriox 🌿🔥@kingscoriox·
Need to prove something to my fiance. Best Christmas movie?
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Scoriox 🌿🔥
Scoriox 🌿🔥@kingscoriox·
I played a game of the new Arena patch again today and something truly weird happened. I came second to a pretty decent player but we were incredibly close. For the sake of the match I assumed the remaining 6 were bots. But afterwards my first thought was: how can I improve my collection so that I win in the next match? Not a thought I expected to have, but a welcome one, nonetheless. Not entirely sure how many of me exist here, but if there's enough, the next few years of Arena growth could be really interesting.
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Scoriox 🌿🔥
Scoriox 🌿🔥@kingscoriox·
@GHamster86 @KieranWarwick @illuviumio I think this is an interesting point. But I'd reserve judgement until we see some real visible proof of the game mode. If we see a video and some other leaks and it doesn't produce any excitement I think you'd be right to be concerned.
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Scoriox 🌿🔥
Scoriox 🌿🔥@kingscoriox·
BREAKING: @KieranWarwick just revealed the new risk-to-earn game for @illuviumio. The details aren't fleshed out but the general idea would be to submit Illuvials into a large automated Battle Royale. They win, you win prizes, they die, and they get burned. Low barrier to entry Exciting to watch Easy to binge They will drop a feedback form shortly after the town hall
Scoriox 🌿🔥@kingscoriox

BREAKING: In the @illuviumio Town Hall, Kieran just stated 2 core things moving forward. 1. They have approximately 18 months of runway at minimum heading into 2026 2. They have stopped the ILV payments to staff members, reducing sell pressure significantly

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GHamster | HYPE
GHamster | HYPE@GHamster86·
I did see the chat. What happens during a town hall isn’t sentiment, it’s politeness. The real sentiment emerges after, when there’s no social pressure to react positively/hype up. In this case there was no follow up discussion, no theorycrafting, no momentum. 12 hours have passed since the town hall and not one conversation has been had about risk to earn. So yeah, I stand by what I said 🫡
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Kieran.eth
Kieran.eth@KieranWarwick·
@kingscoriox @GHamster86 @illuviumio XP burning is in the next set of Arena updates. Also not true about no one being excited. Did you not see the discord chat? It's fine if the community doesn't want to build it but let's not just lie about it…
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GHamster | HYPE
GHamster | HYPE@GHamster86·
I understand the rationale behind starting with F2P. The problem is that it undermined the ownership that the entire ecosystem was built around. Without meaningful consequences tied to collection quality, nothing else could really work. Many in the community have been calling for this shift for a very long time. It’s good to see incentives finally aligned 👍
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Kieran.eth
Kieran.eth@KieranWarwick·
In hindsight, we should have been focused on the mode with Ownership from the beginning, but at least it's here now. Tournaments and a new rewards model are coming. I played a game today and realised too late that I don't own a Greater Grilla. I would have won if I had it.
Illuvium@illuviumio

Arena is back to Leviathan. ⚔️ Ranked Arena now runs on Leviathan rules, with Illuvial ownership enabled. This means: • Ranked = Leviathan • Ownership matters in competitive play • Free-to-play queues still exist, but you’ll face owned collections This shift brings Arena back to an ownership-driven competitive loop, better aligned with long-term play and the Illuvium marketplace. Full Patch notes below 👇

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Illuvium
Illuvium@illuviumio·
Arena is back to Leviathan. ⚔️ Ranked Arena now runs on Leviathan rules, with Illuvial ownership enabled. This means: • Ranked = Leviathan • Ownership matters in competitive play • Free-to-play queues still exist, but you’ll face owned collections This shift brings Arena back to an ownership-driven competitive loop, better aligned with long-term play and the Illuvium marketplace. Full Patch notes below 👇
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GHamster | HYPE retweetledi
Web3GamingTv
Web3GamingTv@Web3GamingTv·
Well it's Official @illuviumio Ranked Arena = Leviathan What this means: 🔥 Ranked Arena is effectively Leviathan mode 🔥 Illuvial ownership is on for Ranked play 🔥 If you don’t own Illuvials, you can still queue What’s next? Over the next week more details will be shared: 🔥Arena rewards going forward 🔥How rewards will support Illuvial ownership and trading 🔥Tournament structure and plans
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GHamster | HYPE
GHamster | HYPE@GHamster86·
@kingscoriox @illuviumio You seem very confident that burning for XP is the right approach. Can you explain how burning level 1–2 Illuvials meaningfully progresses a level 50+ Illuvial, where XP requirements are orders of magnitude higher?
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Scoriox 🌿🔥
Scoriox 🌿🔥@kingscoriox·
There's something almost diabolical in the fact that most of the @illuviumio community has been asking for a simpler and more direct way to level up Illuvials for over a year now, and we still don't have it. Thankfully its in the works as we can see from the latest meeting minutes, but the fact the team is even discussing Illuvial burning without the obvious being forefront of the conversation is kind of laughable tbh 😂 And here's my latest ADR of 8 Illuvials that are literally useless because I am spending my 5 free minutes making this post rather than spending those 5 minutes playing the Overworld for the next 85 years of my life to get them to 60.
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GHamster | HYPE
GHamster | HYPE@GHamster86·
@kingscoriox @illuviumio I'm assuming the idea here is to extract the EXP from your trash illuvials and give it to your best. Have you considered just how pointless this would be? Low level trash illuvials aren't leveling your L50 Scoriox no matter how many you burn. This is the worst idea of the lot.
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Illuvium
Illuvium@illuviumio·
If we introduced Illuvial burning, what’s the best reward type? 👉 Vote below. 💬
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GHamster | HYPE
GHamster | HYPE@GHamster86·
Burning should be a status play. Burn Illuvials to prestige your best Illuvials. Make prestige an in-game flex so the value is instantly visible to other players. We could also link prestige to the amount of rewards a player can earn. The higher the prestige of your collection the greater the rewards.
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GHamster | HYPE
GHamster | HYPE@GHamster86·
Extending runway and teasing ‘something big’ isn’t a strategy, it’s hype disguised as progress. Until Illuvium defines a real audience and builds a monetisation loop that serves that audience, nothing changes. We’ve watched this pattern repeat for years with little to show for it. The question is: are we actually learning yet?
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Scoriox 🌿🔥
Scoriox 🌿🔥@kingscoriox·
Kieran's statement really establishes some core sentiment that needs to be acknowledged. If you are new to @illuviumio let me break down the past struggles, what is being fixed and what I figure is happening moving forward. 1. Kieran notes that they spent (a very small amount) of ILV from the treasury to extend runway an additional 12 months, to pay staff etc. This suggests that this process will end before 2026. 2. Their focus for the past 6-12 months has been survival and setting up infrastructure to ensure revenue and the playerbase grows as soon as possible. If Revenue outweighs burn, then everything becomes significantly easier. We haven't seen that payoff quite yet. 3. Kieran suggests something is coming in the near future that 'hits pretty hard'. I might have chatted with Kieran very briefly about this, it has me incredibly excited, mostly to see the communities thoughts. 4. Ultimately he recognises that the psychological component of any ecosystem participant selling ILV does almost as much damage as the selling itself, even if the selling is tiny quantities. When 2026 hits, there will no longer be selling pressure from game development (and maybe gameplay) factors. This means that the MMO demo and release will have no blockers preventing them from having the best chance at success. If it's high quality and has decent revenue rails, it will succeed, its outcome will be completely determinant on its genuine quality, rather than external factors. BULLISH.
Kieran.eth@KieranWarwick

The only thing that matters for games right now is revenue. If you don’t have players you don’t get revenue. Our tokenomics designed in 2020 always had buybacks built in. We were the first game to do it. ILV was designed around revenue coming in and burning supply. We’ve generated about 15m so far and burnt around 4 percent of supply. The issue was never the model. It was the revenue. At the burn rate we had, 15m wasn’t close to enough, so we had to adjust. Buybacks funded by revenue are fine. That’s how the system was built and we’ll go straight back to it once revenue picks up. Until then everything goes to the safety pool. You need stability before you get aggressive. Where teams blow themselves up is the sunk cost fallacy. Their token drops, panic sets in, and founders convince themselves that once it falls below a certain point it “can’t come back.” So they set their stable reserve on fire trying to force a recovery even though they’re not making any money. It’s insane. Look at Virtuals. When they were Path DAO their token was basically dead. They didn’t try to save it with buybacks. They found PMF and the token went to a billion. That’s the entire lesson. Hit PMF and the token sorts itself out. Miss PMF and nothing saves you. Games are expensive. You need content, updates, retention, constant improvement. Burning runway on buybacks before you reach PMF is a death sentence. You’re killing the only thing that can actually fix your token. People saw hyper liquid doing buybacks and tried to copy it without understanding the difference. A DeFi protocol can iterate cheap. A game can’t. We went the opposite direction. We protected our stables and paid staff in ILV. It sucked short term, but keeping the MMO alive mattered more. That stops in December. The actual sell pressure was tiny, the psychological side is the part you cannot measure. By the end of December we’ll have added a full year of runway and stopped a huge amount of ILV burn across rewards and other areas. Heading into 2026 the focus is revenue. We have something coming that I think hits pretty hard, and the people I’ve shared it with say the same. Combine that with no more sell pressure and far less burn and we’re in a strong spot heading into the MMO demo.

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Illuvium
Illuvium@illuviumio·
GM. Fresh day, fresh energy.
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GHamster | HYPE
GHamster | HYPE@GHamster86·
@KieranWarwick Driver from 1999 for me. Interesting fact about this game is that it's the only game to attempt a 2nd person perspective. 2nd person view is seeing and controlling your character through the eyes of another character. Very trippy but kinda cool and way ahead of it's time.
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GHamster | HYPE
GHamster | HYPE@GHamster86·
@illuviumio Discovery/adventure. I lost count of how many times I’d start a quest in a game like Skyrim and end up spending 45 minutes in some random dungeon I stumbled into. I’d make almost no progress on the actual quest despite playing for hours and still have the best time.
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Illuvium
Illuvium@illuviumio·
📖 When you dive into a world, what pulls you in the most? We want to see where the community vibes are at. 👇
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Illuvium
Illuvium@illuviumio·
👀 How long should this boss fight make you work for the victory? ⏳💪
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GHamster | HYPE
GHamster | HYPE@GHamster86·
Base Affinity Essence Orbs. Used to level Illuvials of the same affinity or unlock progression on your Ranger’s affinity skill tree. The effect would need to be well balanced to promote burning but avoid undermining progression. Another idea would be to use these orbs as tributes/currency to unlock extreme versions of boss fights. Similar system to Ark survival evolved.
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Kieran.eth
Kieran.eth@KieranWarwick·
@kingscoriox lol illuvium community has been begging for this feature forever. Burn shitty illuvials for :
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Scoriox 🌿🔥
Scoriox 🌿🔥@kingscoriox·
This is really fascinating. I 100% understand that U don't require crypto or blockchain to make digital economies and marketplaces. I think smart contracts are all about trustless systems. The ability for the contributors to a digital economy having a level of control over it's decision making is clearly a big value add
Jihoz.ron@Jihoz_Axie

Steam just broke the CS:GO skin economy. A new update lets players turn low-level skins into super rare knives & gloves. With the scarcity model in question, prices are crashing. Is this crypto gaming's moment?

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Illuvium
Illuvium@illuviumio·
💥 Leaks > trailers. We said it. 👉 What do you want next, a clean drop or a dirty leak? 💬
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GHamster | HYPE
GHamster | HYPE@GHamster86·
@KieranWarwick @DroegeDaniel It’s not that players cash out rewards, it’s that Illuvium doesn’t yet have emotional loops strong enough to make people want to reinvest what they earn. Solve that and sustainability will flow naturally. Give me a reason to spend in your game @KieranWarwick and I will.
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Kieran.eth
Kieran.eth@KieranWarwick·
I do agree we need to build the experience around free players first. But in mobile, you couldn’t extract real money. The motivation stayed emotional, built around fun, progress and status. In crypto, the moment you let people cash out it changes everything. It stops being a game and starts being a financial product. If the majority of players are earning more than they’re putting in, the whole thing becomes unsustainable. That’s what we mean about “extractors”. Once the market continues to flush out more players I expect the rewards output globally to be much less, which will lead to a far more sustainable model. I really think we went too far with rewards, and I’m to blame for that as well. The trouble is when you’re fighting for attention and every other game is doing it, you need to do it. People should be able to make money in games by selling assets peer to peer, but this notion that you can earn from just playing the game is pretty insane and an unintended consequence of having tokenised assets at a studio’s disposal. This is very against what I thought a few years ago but you learn from experience. To be clear, I think earning from the sporting side of it makes total sense. Competing, streaming, winning tournaments, those things should absolutely have rewards. I’m just talking about the baseline expectation that playing alone should be profitable.
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The Rug Doctor
The Rug Doctor@Clit_Yeastwould·
Free-to-play games didn’t explode until they started using a "free-player first" design model that prioritized their experience with events, loyalty status, trading loops, and visible progression. Early on, studios saw them as freeloaders, extractors, or bots. The goal was to make them pay or quit fast. web3 teams are repeating that mistake. They treat extraction players as a threat instead of a funnel. Decades of F2P data show: getting a player to spend $10 after $1 is much easier than getting them to spend their first $1 when logically it should be 10 times harder. Player spending is driven by impulse and emotion, not logic. Blockchain rails can shrink that first spend from $0.99 to $0.000001, but most projects build moats to keep these players out unless they buy a boat for $100.
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Illuvium
Illuvium@illuviumio·
You can feel it rising. The beginning of something massive. ⚡
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