Shadow King

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Shadow King

Shadow King

@web3_shadowking

Passionate About Web3 Gaming | Official Creator: @Ronin_Network @Immutable

Katılım Eylül 2024
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Shadow King
Shadow King@web3_shadowking·
93% of web3 games are dead. The remaining 7%? They’re about to make web3 gaming inevitable.
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Shadow King
Shadow King@web3_shadowking·
.@The_Beacon_GG Season 1: Goblin’s Gambit is now live! Dungeon extraction gameplay with risk vs reward mechanics. 7.7M $BCN rewards are up for grabs! Here's a complete beginner guide 👇
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Shadow King
Shadow King@web3_shadowking·
The Beacon Season 1 combines: • Roguelite gameplay • Extraction mechanics • Build crafting • Seasonal progression • Reward systems Join now: app.thebeacon.gg/pre-register?r… Could easily become one of the biggest Web3 gaming launches this year.
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Shadow King
Shadow King@web3_shadowking·
Kraken Store The Kraken Store allows players to spend earned resources and currencies on various rewards and progression-related items during the season. This becomes an important part of long-term optimization.
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Shadow King
Shadow King@web3_shadowking·
.@playcambria Season 3 is done. One of the most intense Web3 MMO seasons we’ve seen so far. A 10-day Gold Rush season, fully funded by players, with real risk, real PvP, and real losses not airdrop farming. Here’s what happened in Cambria S3: ▪️ ~50k players took part across Abstract & Ronin ▪️ ~$1.7M was put in by players to fund the prize pool ▪️ High-stakes extraction gameplay, die before escaping and you lose everything. ▪️ PvP mattered: assassinations, dungeon wipes, guild wars ▪️ Strong player-driven economy,~$1M+ traded in the in-game market ▪️ No free rewards, profits came from skill, time, and coordination Cambria isn’t just another Web3 RPG. It’s closer to old-school RuneScape with real stakes added on top. What’s next: Cambria Genesis a 24/7 persistent world. Less season pressure, better onboarding, and more flexible ways to play. If stability improves, this could fix most of S3’s pain points. Would you survive long enough to extract?
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Shadow King
Shadow King@web3_shadowking·
This Week in Web3 Gaming: Some of the biggest updates across Web3 gaming this week: • Cambria’s Dungeons officially went live with risk-to-earn dungeon crawling, artifact farming, and USDC extraction systems. Patch v0.1.1 also introduced new enemies, gear balancing, and smoother dungeon pacing. • Kojin’s Dungeon Ascension playtest continues building momentum ahead of May 27–31. Solo, duo, and trio dungeon progression with scaling difficulty is looking very promising so far. • Beacon opened pre-registrations for Season 1: Goblin’s Gambit with a massive 7.7M $BCN reward pool. The roguelite extraction ARPG officially launches May 25. • Wrapped RON officially landed on Coinbase, giving the Ronin ecosystem another major accessibility and liquidity boost. • Ubisoft confirmed Champions Tactics will begin shutting down its Web3 features starting May 27 as the game transitions back toward a traditional Web2 structure. • Axie Infinity continued pushing Den of Mysteries with creator contests, dungeon content, and weekly bAXS reward pools. • Illuvium continued shipping competitive and seasonal updates as development toward its larger MMO vision continues. • Guild of Guardians, Gods Unchained, and Parallel all pushed seasonal content updates, balance adjustments, and meta changes. • On Abstract, Spellborne, Onchain Heroes, and Gigaverse continue growing through mobile-friendly systems, idle gameplay loops, and deeper progression mechanics. • Pixels maintained strong activity on Ronin through its farming systems, social gameplay loop, and ongoing events. • Wildcard continued expanding its competitive season with more focus on ranked gameplay and reward progression. More games are starting to focus on actual gameplay retention and consistent updates instead of short-term hype cycles. That’s becoming one of the biggest shifts in Web3 gaming right now. What stood out the most to you this week?
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Shadow King
Shadow King@web3_shadowking·
Kojin’s Dungeon Ascension Playtest goes live May 27–31. Here’s what to expect from @Kojin_gg: • New dungeon crawler mode • Play solo, duo, or trio • Escalating dungeon tiers • Stronger enemies each run • Dynamic difficulty scaling • Bigger rewards as you progress Every successful clear pushes you deeper into the dungeon, creating a high replayable gameplay loop inspired by Mythic+ style progression. This is a major step toward deeper cooperative gameplay and long-term retention on @Ronin_Network.
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Shadow King
Shadow King@web3_shadowking·
.@The_Beacon_GG Season 1: Goblin’s Gambit launches May 25 with over 7.7M $BCN rewards allocated for players. Quick overview: • Free-to-play roguelite RPG • Procedurally generated dungeon runs • Loot farming & progression systems • Kraken Klash risk/reward mechanics • The Cellar social gameplay area • Seasonal rewards & events • Referral system integration • Existing assets like pets/characters have utility Main gameplay loop: Run dungeons → farm resources → upgrade progression → take bigger risks for bigger rewards The Beacon is focusing heavily on gameplay, progression, and replay ability instead of simple farming mechanics. Could easily become one of the biggest Web3 gaming launches this year. Beginner detailed guide coming soon! Join now: app.thebeacon.gg/pre-register?r… x.com/i/status/20567…
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Otto Suwen
Otto Suwen@OttoSuwen·
Essentially hit $100,000 in prizepool earnings for Season 1 of @Moku_HQ. I look forward to playing in future seasons as well!
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💙VELITA💙
💙VELITA💙@VELITA_OLAGG·
🔥 everyone talks about how much money you can make in Cambria Dungeons nobody talks about why most players lose their Keys during their first runs this is what changes the way you play from day one 👀 What is Cambria Dungeons? An onchain dungeon crawler where you risk real money to make real money. You buy Dungeon Keys with USDC (1 Key = 0.1 USDC), decide how many to risk per-run, enter a procedural dungeon and descend floors until you die or cash out. The current cap is 50 Keys (~$5). Sounds small… until you start losing runs while learning. 👉 Before spending a single cent: Free Mode The dungeon has mobs with different behaviors, dozens of items with non-obvious interactions, and a real learning curve. Jumping straight in with Keys is basically donating. Play Free Mode first. Learn which mobs are dangerous, which quirks can destroy runs, how positioning works, and what builds actually feel consistent. There’s no shortcut here. Most players think HP is the main resource. It isn’t. ➞ ❤️ HP: restored with food and potions. Manageable. ➞ 😰 Stress: the real killer. It rises over time, and when it gets too high, mobs start spawning directly on top of you. It ends more runs than raw damage ever does. ➞ 💫 Reward Multiplier: the true economic variable. Increased through Corrupted Tomes and multiplies the total value of every Artifact you cash out with. Translation: a mediocre run with a high multiplier can pay more than a loot-heavy run with no multiplier. 💎 Why Artifacts aren’t equal The value curve is not linear: T1 = 1 Coin T2 = 3 T3 = 9 T4 = 27 T5 = 500 That’s the difference between an “okay” run and a serious run. Your goal isn’t to fill your inventory with T1/T2 loot. It’s to survive long enough to find T4+ Artifacts while stacking a high Reward Multiplier. 🛡️ Your build is created inside the dungeon You don’t enter with a finished loadout. The run builds itself as you play through: — Abilities and Passives from leveling up — Quirks from chests — Affixes with Prefixes and Suffixes — Random boosts — Temporary shrines The build doesn’t start before entering. The build IS the run. 👇 About the classes Warrior, Ranged and Mage all work. But Ranged and Mage dominate the leaderboard because they kill mobs before pressure builds up, keep Stress lower, and make runs more stable overall. Warrior is viable, but melee means more chaos and far less room for mistakes. ➞ The $5 mistake that turns into $50 Floor 6 changes everything. If your build is weak by then, the dungeon deletes you before you can react. Most players blaming RNG are simply going too deep with early-floor builds. ➞ What you actually earn from each run Dungeon Coins are converted into USDC during the weekly settlement. But the value isn’t fixed: it depends on the Dungeon Liquidity Pool divided by all Coins generated that week. Besides Coins, you also progress through: — Royal Favor: weekly leaderboard rewards with Trinkets and Abstract XP — Dungeoneering XP: permanent account progression through Mementos — Ruined Diamonds: USDC jackpots from Treasure Toads or the Floor 8 Boss Chest — Cosmetic Chests: fully tradeable. Yes, even cosmetics are part of the economy here. 👇 Seal of Favor matters more than people think The real progression gate isn’t Coins. It’s Seals. ➞ T1 unlocks 1.5x Favor and access to Ruined Diamond jackpots. ➞ T3 increases Pendant drops. ➞ T5 reaches 5x Favor and 3x Pendant drops. 🏝️ And to reach T4/T5 you need an Islet or Island. That’s where Dungeons starts connecting with Islands and the broader Cambria ecosystem. 🎮 How to approach the game if you start today: Phase 1: Free Mode until you fully understand mobs, floors, and builds. Phase 2: Cheap 5–10 Key runs while leveling Dungeoneering. Phase 3: T1+ Seal, stable builds, and deeper pushes for multiplier + T4/T5 Artifacts. Phase 4: Pendants, Hardcore Dungeons, and the full metagame. TL;DR: Cambria Dungeons does not reward players for simply “putting in more Keys.” It rewards understanding depth, multipliers, stress management and repeatable builds. (multiplier × artifact tier × depth) > “more Keys = more Coins” 🫡 If you want to play seriously: start for free, learn the dungeon first and only then risk your capital. What part of the dungeon feels the most confusing to you right now?
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