DEV LOG 12

DEV LOG 12

Introduction 

The momentum is building as we advance through ACT II of Operation Domino and enter the final stretch of 2024.

In Dev Log 12, we focus on Wilder Land, REBELLION, our L2 chain, and the Wiami Open World.

We spotlight the team’s presence at key global events, including TOKEN2049 & the Tokyo Game Show, where we proudly showcased REBELLION to the world.

A Phase Shift

We’ve made the decision to hold back the public releases of 0.6.0, 0.7.0, and 0.8.0, in exchange for a single high octane release by the end of the year. This strategy will build momentum and generate the most attention, showcasing Wilder World in all its glory.

Release 0.8.0 is intended to privately launch to our community sometime in Q1 2025, and will include:

  • Open World
  • Combat
  • Racing
  • Onchain Integration
  • Avatar Creator

Super Early Access

We’re excited to announce the upcoming launch of Super Early Access, marking a significant evolution in how players experience Wilder World. As part of this transition, we’ll be renaming the current ‘Wilder World Alpha’ title to 'Wilder World - Super Early Access' on the Epic Games Store.

During this phase, we’ll continue building the metaverse in collaboration with the community, with continuous updates. Super Early Access will require a Wilder NFT or an NFT Pass to enter Wilder World, with more details on the NFT Pass to be unveiled at a later stage. Within the next one to three years, we plan to shift to a free-to-play model based on development progress, economic data, and player feedback.

REBELLION

The feedback for REBELLION at Tokyo Game Show has been extremely positive. REBELLION will exist both as a standalone experience, and be integrated into the Open World. As we move further into the Open World we will begin to phase out standalone modes, in exchange for a seamless Wilder World experience that encompasses all gameplay mechanics.

Leaderboard

Accessing REBELLION: How to Join the Fight

The time has almost come, Wilders, to defend Wiami. REBELLION, our AAA first- and third-person shooter. The FORUM has breached NEXUS, striking at HYDROLINK – Wiami's core water facilities. Now, the fate of Wiami rests in the hands of the Wilders. The FORUM’s attack is a calculated move to seize control. As a Wilder, your mission is clear: repel the invaders, secure the facility, and safeguard the future of Wiami.

As you prepare for battle, you’ll have the option to choose from a selection of Avatar presets, including Ernesto Savagé, the Miner, Freedom, and others. To face the FORUM agents, you’ll have access to a powerful arsenal: the AR-AM, AR-15, Shmalnoy pistol, and a wide assortment of grenades, strategically placed along the way to aid in your fight.

It will soon be time, Wilders—to arm yourselves, enter HYDROLINK, and drive back the FORUM agents. The future of Wiami depends on your success.

Sections 6 and 7 have been upgraded to L3, with improvements focused on overall geometry, halls, and section connections. These updates include closing gaps to ensure both sections are fully "play-proof," preventing players from accessing unintended locations. Exterior sections, interactable gates, and explosive barrels have been added to enhance gameplay and environmental interaction.

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The outside view for Section 6 has been completed and fully integrated into the environment. Final optimizations have been applied, including panel placement adjustments, enhanced lighting, and methods to creatively hide lower-level details using modular buildings.

Arena Interior

The team has laid down the initial paneling blackout frameworks for the first multi-player arena space, preparing it for detailing. Custom Houdini tools were developed to quickly panelize the level's walls, floors, and ceilings. Additionally, custom stair generation tools have been used to create vertical gameplay changes throughout the level.

Weapons

Light Machine Gun (LMG)
The LMG has undergone significant progress in recent weeks. Key updates include improvements to the design and functionality of the LMG’s various components, such as the feed tray and moving parts, which offer new opportunities for dynamic animations during gameplay. The team is also fine-tuning the weapon’s performance, including reload times and damage impact. The LMG’s massive size and slow reload speed make it a formidable weapon on the battlefield.

AR-15 Upgrades
The AR-15 has been remastered with improved geometry, smoother bevels, and refined texturing. Additionally, a new futuristic color scheme has been introduced.

GATOR Plasma Repeater
Initially conceptualized as a submachine gun, has now transformed it into a plasma repeater, aptly named GATOR, inspired by the sharp bite of an alligator's teeth. The weapon now features a more aggressive design, incorporating spinning parts and vibrating elements. It also includes negative space to give the weapon a fierce and futuristic look.

Shotgun Mesh and Texturing
The shotgun mesh is now complete, featuring key details such as LED screens, feed trays, and buttons. The shotgun is designed for versatility, with modular picatinny rails and attachments that allow for customization within the game. 

Explosives
New explosive assets have been integrated with the new material system and color scheme, ensuring consistency with the environment.

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Weapon Holographic Displays
Immersion is a key design pillar in Wilder World – maintaining an unobtrusive interface is essential to preserve it. To achieve this, new ways of displaying critical weapon information are being explored. After testing an embedded display on the Shmalnoy pistol, the focus has shifted to a floating holographic display projected from the weapon, offering an early look at how information can be presented without disrupting immersion.

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Gate and Entry Updates

Asset remastering continues with updates to fences, which now feature a more modern laser-cut design, along with improvements to doors and keycard systems.

Shield FX

To reduce the need for traditional UI elements, we have implemented a visual effect for the shield, replacing the need for a usual shield consumption bar. In this proof of concept, an energy grid surrounds the character and changes color as the shield nears depletion, providing clear feedback without relying on UI elements that could break immersion.

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Healing Canister Consumables

The healing system has been upgraded to replace traditional health packs. Players now receive healing canister packs, each containing three consumable canisters that can be stored and used as needed, offering more flexibility. This approach enhances strategy and survivability, allowing for better health management in real-time critical situations.

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Interaction System Improvements

The interaction system has been significantly revamped, enabling players to accurately select objects, which is especially important when multiple interactable items are in close proximity.

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Shooter Gameplay Loop

In the first phase of the shooter, we've implemented the initial gameplay loop, featuring three primary objectives:

  1. Find the elevator access key card.
  2. Eliminate all enemies in the level.
  3. Unlock the elevator door.

This marks the beginning of many different gameplay objectives that we will be designing for the shooter experience.

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Breakable Glass

New logic has been introduced to create realistic breakable glass. Glass panels can now withstand multiple impacts before shattering. Once broken, the shattered pieces are physically simulated objects, reacting to various in-game forces such as explosions. The glass shards around the edges remain intact, while the windows shatter using procedural algorithms. Additionally, the color of the glass changes upon breaking, simulating real-world transparency shifts caused by micro cracks.

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Exploding Barrels

New custom plasma explosion effects have been created for destructible items like barrels and canisters, adding both chaos and strategic options to gameplay. These objects can be shot or interacted with to cause significant damage to nearby enemies. The explosions feature a combination of procedural bluish blasts and liquid physics, followed by a visible heat wave and aftershock, enhancing the overall impact and immersion.

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Weapon Animations

A robust animation layering system is crucial for our gameplay features. The new third-person weapon animation sets allow animations to be overlaid on each limb and spine, with poses applied dynamically. This enables weapon animations to blend with existing movements, eliminating the need for unique walk cycles for every weapon.

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Third-person animations for the AR-15 have been created, with actions and timings that match their first-person counterparts. 

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Shooter Trinity Suits

Concept work on the Trinity suits has begun. Drawing from various influences, the aim is to create a unique and exclusive feel for Trinity Keepers.

Wilder Land: The Island

The Island will be the first playable area in Super Early Access, giving players an exciting glimpse of what’s to come in the open world of Wilder World. This Land is also being airdropped to Trinity holders as part of the Genesis Land Collection. We’re pleased to share that the collection has been fully minted on Testnet and has passed Quality Assurance. We’re in the final stages of setup and the airdrop is targeted for release this month.

Note: The resource profiles for The Island will be hidden upon airdrop. We will provide an update on how mining works with all of the gameplay mechanics for Land. Mining will not be available until the resource profiles are unveiled.

Wilder Land: The Mainland

In Dev Log 11, we explored the foundational aspects of Wilder Land and the concept of Mining. We focused on the Island Genesis Land Drop, covering key components such as neighborhoods, zoning, plot distribution, and building customization. These insights were crucial for understanding how Land ownership integrates with the larger Wilder World economy, governance systems and onchain protocols.

Based on feedback from key partners we’ve decided it's best to release the Mainland after the release of Super Early Access, and our Open World Gameplay Trailer. This will give people a chance to experience what we're really building.

In Dev Log 12, we turn our attention to the Mainland Drop, detailing the distribution mechanics and what to expect during the upcoming auction phase.

Mainland Drop Mechanics
The Mainland Drop features a structured, gamified system designed to promote strategic bidding and sustainable market growth. The sale will span 360 days from launch, ensuring a steady and controlled supply of Mainland plots, with a maximum of 100 plots being sold daily. This incremental release prevents market saturation and enables the strategic ownership and distribution of different areas of the map.

Auction: Open Bidding Across the Entire Map
The Mainland Drop introduces an open bidding system, allowing Wilders to place bids on any available plot across the entire map, at any time. Plots will be released through a daily onchain auction priced in WILD. Unlike staggered releases with limited bidding windows, the continuous availability of plots creates a dynamic and free market, enabling participants to target plots based on strategies and preferences.

Each day, the 100 plots with the highest bids will be locked in for sale, ensuring fairness and transparency. Once a plot is locked, the bidding process closes, and ownership is transferred to the winning bidder.

Benefits of Open Bidding:

  • Group Bidding: Wilders can coordinate and secure specific areas on the map, allowing for group bids on adjacent plots.
  • Market Value Visibility: The system offers transparency on the total potential value of Land, based on sold plots and the highest current bids across the map.
  • Contract Simplicity: This approach simplifies the contracts needed to manage the auction, making the overall process more efficient.

Auction Experience (UI/UX)
To enhance the auction experience, the Mainland Drop will feature an intuitive interface with full map access, offering a clear and transparent view of the Land marketplace. A heat map filter will enable Wilders to visualize resource distribution based on completed auctions, helping participants make informed decisions on their bids by analyzing the resource potential of neighboring plots.

Each plot will include a detailed profile, allowing users to track current bidding activity. Once sold, the profile will reveal important metadata such as the plot’s size and resource allocation, ensuring full transparency of secured assets. Future updates to the interface will provide a view of resource deposits beneath the Land plot, giving landowners a more comprehensive understanding of their plot’s resource potential.

Trinity Mainland Plots
The Trinity Mainland airdrop will take place for mintlisted Trinity Keepers toward the middle or end of the Mainland sale. This staggered release will help maintain a steady supply, preventing a sudden influx of free Land that could disrupt the auction process. Trinity plots will be reserved before the Mainland sale begins, ensuring their rarity and value are accounted for throughout the event.

Note: This is just an initial high-level overview of how the Land drop will occur. Official drop mechanics will be released closer to the launch of the Mainland.

Procedural Generation of Mainland Plots

We have been generating layouts and divisions to accommodate 40,000 plots in the Mainland area. These plots can be combined to create larger areas, with plots organized radially around the rings, and a grid system used for Land outside the rings, based on the layout of Miami.

Similar to the fullness of the Island, we envision the mainland one day being filled with buildings. However, unlike the Island, the urban plan for the Mainland will be developed from the ground up—by the community, for the community.

Mainland Terrain

The Mainland features diverse terrain biomes, ranging from flat plains to rolling hills and towering mountains. The landscape slopes from west to east, with the hills becoming more gentle as they approach the rings. The iconic Wiami rings are carved out of the terrain, revealing rocky cliffs and water canals below. Main road networks span across the radial layout, all converging towards the center. This terrain has been carefully sculpted using procedural landscape generation, ensuring a rich and varied environment for players to explore.

Wilder World v0.6.0 (Internal Release)

The latest version of Wilder World, 0.6.0, has been shipped for internal testing with many new features outlined in Dev Log 11.

As outlined above, v0.6.0 will be available to Wilders in the release of v0.8.0, targeted to launch during the second half of December.

New Wheels

Three new wheels have been added to v0.6.0:

  • Winfinity W37 Whip Sport 2008
  • Worgan Wero SuperSports 2010
  • Wercedes WLK-WTW WMG 1998

New Track with Race Line Assistant

The new track, Tempest, spans 1.77 miles with 10 checkpoints and two laps, and includes a Race Line Assistant to guide players through the course more effectively. This feature offers visual cues for smoother navigation, while existing race routes are also being revamped and optimized for both on-road and off-road experiences, enhancing strategic racing opportunities.

Ranking System and Medals

The ranking system has been revamped with a cleaner interface, and medals have been introduced to visually showcase player achievements.

In-Game Costs: Fuel, NOS, Repairs, and Entry Fees

Fuel, NOS refills, damage repairs, and race entry fees are now part of the gameplay. Everything within the QA testing environment, including the shooter and racing, will operate with test WILD. Only the Alpha and live environments will reward real WILD.

Car Customization and Tuning

Car customization has been updated with new parts such as bonnets, splitters, and wings, giving players more control over both the visual and performance aspects of their vehicles. With these additions, we will now start bringing in all NFTs of the vehicles that are currently in the game. In future updates, these components will impact car performance.

Core Development

Easy Anti-Cheat (EAC) Integration: An EAC system has been integrated into the online subsystem, ensuring a secure and fair multiplayer environment. The EAC handler prevents players from bypassing or tampering with the system. Key modifications to the OnlineSubsystemEOS plugin now enable full anti-cheat support across platforms.

Combat Global Leaderboard: The leaderboard is fully operational, capturing and displaying real-time player stats, such as kills, damage dealt, and win/loss ratios. Combat data syncs instantly with the database, ensuring up-to-date rankings and accurate performance tracking.

Dynamic Zone Graph Integration: The Zone Graph system, paired with dynamic vehicle spawners, allows for precise control of in-game traffic. Zone graphs determine where traffic is generated, while spawners adjust based on player location and traffic density. Traffic triggers have been set up in key areas to test AI vehicle behaviors, such as braking, acceleration, and lane-switching in tighter spaces. These early tests offer valuable insights into how vehicles will behave as the system evolves.

Mass Traffic Simulation and NPC Diversity: A multitude of AI-controlled vehicles that simulate real-world traffic patterns in urban and highway environments have been introduced. Each vehicle is given a color scheme through a random color generation algorithm, further enriched by procedural texture variations. Additionally, we have implemented various traffic behavior profiles that adjust speeds, acceleration, and braking patterns according to the vehicle's size and type.

Mass Vehicle Agent Optimization for Performance Gains: The system for controlling AI vehicle behavior has been optimized for better performance in traffic-heavy areas. Pathfinding algorithms and collision avoidance have been improved to reduce computational load and ensure smooth traffic flow, minimizing issues like sudden stops or collisions.

Garage and Wheels Update: Substantial progress has been made on vehicle integration in the garage. The new Wercedes is now fully integrated, complete with its handling profile and customization options. Additionally, camera issues related to the Wercedes have been resolved, ensuring smoother, more stable in-game camera behavior and seamless transitions for an improved driving experience.

Entry and Exit Animations: The new animations for the Wercedes provide smoother transitions as players enter and exit the car.

UI Fixes and Improvements: A major selection bug in the settings menu, which allowed multiple items to be chosen at once, has been fixed. Changes in settings now apply faster, giving players quicker feedback when adjusting preferences. The "Low Fuel" warning has been moved to the race starting screen, ensuring players get fuel alerts at the right time. These updates make the UI more intuitive, responsive, and easier to use.

Advanced Vehicle Damage System: A new vehicle damage system has been implemented to enhance realism during collisions and combat. It calculates damage using three key variables—collision force, vehicle mass, and material properties—to determine how impacts affect a vehicle's performance and handling.

World

Skyline

Work has been conducted to make small but impactful changes, such as adjusting angles and adding negative space. Using existing assets, a fresh look with minimal modifications has been achieved to alter the cityscape's appearance.

In addition, several renders have been produced to showcase the city during both day and night.

NEXUS

NEXUS is envisioned as a multi-layered environment with varying heights that emphasize its unique verticality. The design includes buildings that act as support structures, potentially feeding into the ground below, adding depth to the environment. Early concepts highlight the development of these layered structures, setting the stage for more detailed work in future iterations.

Procedural

Baked Signage

All current signage generated by our signage HAD tool has gone through a baking process. This process solidifies the designs allowing further optimization to take place for increased level loading performance. Signages which are used multiple times around the city is implemented as instances to save memory.

Building Shapes

Development is underway to introduce more shape variety to the buildings shaping Wiami’s skyline. This involves creating a building attachment kit composed of new shapes and configurations, which are procedurally assigned to buildings based on their height and size. These additions enhance building complexity and help create futuristic skyline typologies, all managed through a smart, reusable system.

Cliff Meshes

Procedural rock mesh blocks are being created and mapped onto the cliff edges surrounding Wiami. These meshes utilize rock-simulating noise patterns and are laid out as instances in multiple layers to minimize repetitive patterns. This layering process generates realistic natural formations, intended to represent the rich resource deposits found in Wiami's mainland.

Construction Scaffolds

The scaffold system has been revamped to improve functionality and aesthetics. This first implementation of this system is in the MIW construction zones, and in the v03 open world map, all scaffolding has been redone using this new procedural system for greater efficiency and visual clarity.

Culling Distance

We continuously stress test the limits of our virtual world, focusing on elements like culling distance. This setting determines the distance at which objects are rendered into or out of the scene based on the camera's position. The aim is to maintain a balance where objects are visible at a significant distance, without players noticing when meshes load or unload, preserving the illusion of deep immersion.

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Graffiti Layers

A new system for decals has been developed, currently implemented on ground-level graffiti. This method breaks down images into multiple layers to capture surface details while applying procedural shader damage, all without relying on performance-heavy techniques like transparency. This new way of using decals is fully compatible with Unreal Engine's Nanite optimization system, offering enhanced realism for graffiti without sacrificing performance.

Road Marks

To enhance road realism, a new complex layering system has been developed for road markings, which simulates edge wobble, wear, and accurate paint thickness. Up close, these new road marks are nearly indistinguishable from real-life photos, while still maintaining high performance within the game level and shader.

Water Splashes

Fluid simulation is one of the most demanding aspects of virtual environments due to the complex calculations required for real-time physics. Achieving accurate and immersive water effects is a priority, and extensive testing is being conducted to fine-tune how various objects and forces interact with water splashes and ripples. These effects are then baked and implemented throughout Wiami gameplay to ensure realistic water dynamics in different scenarios.

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Wheels

Wercedes WLK-WTW WMG 1998

The Wercedes WLK-WTW WMG 1998 is receiving significant updates, particularly in its interior design. The richly detailed cockpit features futuristic seats, a high-tech steering wheel, and ambient lighting that responds dynamically to the car’s movement.

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Additionally, the steering wheel and pedals have been designed to move, facilitating smoother animations for Avatars entering and exiting the car. 

New Wheel Designs

Work on the Waudi W8 Sport West 2006, Worsche 911 WT1 98 1998, and Wercedes W9 1989 is advancing through a modular approach. The focus is on optimising this method, moving beyond small tuning components to larger features like the car's greenhouse. This strategy not only enhances the optimization of the game engine and boosts frame rates but also streamlines production.

A modular roof system has been introduced, allowing interchangeable tops to be swapped between different car models, improving the design process and adding flexibility. Car interiors have also been updated with new seats and steering wheels.

Handling setup screen

A new basic handling setup screen is being implemented, allowing players to adjust the car's behavior using a simple slider. This feature enables smooth transitions between understeer, neutral, and oversteer settings. 

Avatars

Avatar Select Level

Avatar Creator v1 is set to launch with Super Early Access by the end of this year, as a dressing room inside the Open World. This will give Wilders the opportunity to start customizing their avatars before minting them onchain. We are currently tracking toward a Q1 2025 timeline for the Genesis Avatar mint, ensuring the highest level of variability and in-game utility for Wilders.

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Smoother Movement

With significant progress made on the animation system, the focus now shifts to improving transitional movements. These include smooth transitions between states, such as stationary to sprint, jog to stop, and jump to sprint.

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Hero Female Sculpt

Although this is still in the early test stages, a fresh sculpt for the Freedom shooter character is in development, aiming for a heroic look.

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n3o Upgrade

It's time to upgrade the first last-gen character to enter Wilder. n3o is undergoing a full remodeling to ensure he meets next-gen expectations and fully embodies the Wilder vision.

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Animation System

This month, we introduced a new animation system designed to control and manage the precise timing of animation triggers. Built with multi-threading for efficiency, the system is optimized to handle dozens, or even hundreds, of characters on screen simultaneously.

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Previously, we introduced the stride warping system, enabling dynamic adjustments to stride length without manually editing animations. This ensures consistency across different movement speeds in various gameplay modes. With the new animation system, stride warping is fully integrated, allowing three base speeds (walk, jog, sprint) to adapt seamlessly to any movement speed.

Z and MEOW

There are a number of updates on the infrastructure and chain side.

First and most notably is the new MEOW rebrand which is nearing completion. The new look will launch on the MEOW website before the end of the year, featuring a global leaderboard where Wilders can track their MEOW earnings. This will connect directly to participation in both Wilder World and ZERO.

Following extensive internal and external discussions, we've decided to relaunch MEOW as the first meme coin within the Wilder World / ZERO ecosystem, while also rebranding the chain as Z. This will enable MEOW to exist purely as a meme coin, rather than a serious infrastructure token.

Moving forward, the chain will be referred to as just 'Z', and live within the ZERO suite of products at zero.tech.

Separately, MEOW holders will become eligible for a future airdrop of $Z. $Z will power ZERO, the Z Chain, and associated ZODE infrastructure. Despite major progress in this area, all details have not yet been finalized. More community engagement and discussion is necessary, and this will become a major focus in 2025.

From this perspective, current holders of MEOW will have both a new MEOW token, and a new Z token. This token architecture is more clear from a narrative and utility perspective, with one focused on the meme category and one focused on the SocialFi/Infrastructure category. We believe this gives both tokens a higher chance of long-term success.

We are currently on the third testnet for Z, with the mainnet launch targeted for late October or early November. Initially, Z will be exclusive to Wilder World and ZERO, with plans to expand access to other games, protocols, and on-chain projects in Q1 or Q2 of 2025.

After the launch of the new chain, a new MEOW contract will be deployed, where existing MEOW holders will be able to convert to the new MEOW token, which will live natively on Z.

In true meme coin fashion, at this MEOW TGE, the objective will be to distribute 100% of the MEOW token to the MEOW and Wilder World community, with a full circulating supply, and community maximalist view.

After all, MEOW is the original cat token. Its destiny has always been to unite the cats, and then defeat the dogs.

The Odyssey

Part I focused on outreach, expanding our ranks, and forging stronger connections across Web3, through a series of targeted missions. During this period, we’ve seen significant growth across various platforms:

  • Participants - 120K (after bot clearance)
  • X Growth - 71.7K
  • Discord Growth - 16K
  • YouTube Subscriber Growth - 11K
  • Epic Games Wishlist Spot: 10

The engagement from partner communities has been exceptional, with 26 collaborative gaming nights hosted during the Odyssey period. Wilder and partner communities joined forces to race through the streets of Wiami, giving players an exciting glimpse into Wilder World. We also launched a regular streaming night on Twitch, led by one of our prominent KOLs, Brycent, and streamed through the main Wilder World X account. These events not only showcase our Alpha title, but also provide newcomers with a deeper understanding of the immersive metaverse we are creating.

Participation & Timeline

As we’ve previously mentioned, Part 1 of the Odyssey campaign has been extended. Our goal has always been to foster sustainable, long-term growth for Wilder World, and we've structured future phases of the campaign to focus on incentives for trading tokens into NFTs, driving both economic circulation and in-game activity. This will become clearer with the roll out of our chain, the new Wilder World Marketplace and token utility in Super Early Access.

We recognise that the Odyssey hasn't been without its challenges, leading some Wilders to raise questions, which we've addressed in the Wilder World Wiki Odyssey Section. We are open to implementing any additional controls suggested by the Wilder community to improve the campaign, as long as they are reasonable and based on a specific logic that can be applied to the system.

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Singapore Interviews

Out in the Wild

The Wilder Team embarked on another successful trip out in the wild last month, spreading the word about Wilder World and showcasing our latest innovations to the Asian gaming community.

TOKEN2049, Singapore

TOKEN2049 is one of the most prestigious events in the crypto space, attracting over 20,000 attendees, 7,000+ companies, and 400+ exhibitors globally. n3o, Frank, Phoenix, and Zen were on-site, networking with founders, partners, and funds, while sharing exclusive behind-the-scenes updates from Wilder World. Private demos of REBELLION were also given, showcasing our newly released AAA shooter experience.

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Day 1

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Day 2

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Day 3

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Day 4

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Day 5

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TOKEN2049 Recap

Secret Speakeasy Dinner
Wilder World co-hosted an exclusive evening with Red Beard Ventures, Denarii Labs, Flow, Scrib3, and Teknos, bringing together investors, founders, executives, and key opinion leaders for a memorable night of networking and cocktails. Held at a secret location on the evening of September 18th, the Secret Speakeasy event provided a unique opportunity for networking and building connections in a setting as mysterious as it was captivating.

Tokyo Games Show (TGS), Japan

TGS is one of the largest and most prominent annual gaming events in the world. It serves as a major platform for game developers, publishers, and hardware manufacturers to showcase their latest products and innovations. 

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The event attracts both industry professionals and general gaming enthusiasts, offering opportunities for networking, hands-on experiences with upcoming games, and insights into the future of the gaming industry. While many of the days are business-oriented, TGS also opens its doors to the public, making it a highly anticipated event for gamers worldwide.

On Sunday, 29th September, the Wilder Team joined the Polygon booth to showcase REBELLION at TGS. This event gave attendees a first look at our shooter experience. It was a significant moment for Wilder World, as the team introduced REBELLION to a global audience.

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Day 2


Burning Questions

Q: Can you provide an update on Meowchain?
A: See above.

Q: How is the team planning on marketing Land drop 2, Avatars and the games themselves to real users?
A: We are in talks with several top marketplaces to assist with the Land launch. As for marketing the game to the right gaming audience, we’re not there yet. We need a game-first product that can stand on its own before targeting gamers. When the time comes, we’ll go all in on platforms like YouTube and Twitch.

Q: When will Odyssey Part I come to an end? If we don't have an exact date, should we expect the claim to occur in the coming days, weeks or months?
A: We're planning for the claim to take place soon after Part I concludes. Our priority is making sure all infrastructure is in place to provide strong utility before the airdrop, allowing players to put their WILD to work. This process is likely to take a few months.

Q: Will GENs count towards the final wShard distribution and Odyssey Trinity multiplier?
A: Yes

Q: Why are we no longer promoting significant events as Dominos and part of the Domino Roadmap?
A: Domino is still progressing according to the roadmap set at the beginning of the year, with milestones being hit. However, they're not being referred to as 'Dominos' as frequently from a marketing perspective.

Q: Can you deploy multiple GENs and rigs to mine on a single Land plot?
A: Yes.

Q: If you own adjacent Land plots, can they be merged into a single larger plot or building? If so, will the metadata be combined into one NFT?
A: Not on the Island, but it may be possible on the Mainland.

Q: Will chain length influence rarity in Land Drop 2?
A: TBD

Q: Does token holders refer to WILD as well as NFT for Super Early Access?
A: It will require an NFT, but there will be less expensive NFTs that can be purchased for WILD.

Q: There’s no mention of when Wilders can start utilizing and mining on the Mainland. How soon after launch will this occur?
A: We're targeting early Q1, after the release of the Open World. Feedback was provided that the Land sale is more likely to succeed after seeing the Open World.

Q: Are in-game costs decided (fuel and NOS)?
A: The current costs aren't yet decided and will require further experimentation. We are running the historical data on how these have been utilized vs. how much the player has earned and will use this information to inform the initial pricing. They will be a variable price that changes over time.

Conclusion

As we approach the Genesis Land Drop, we are moving closer to our vision of a thriving WILD token economy.

The launch of REBELLION at the Tokyo Game Show marked another defining moment for the Wilder Nation, paving the way for the upcoming release of Super Early Access. This will introduce a major shift in how players experience Wilder World, with racing and combat unfolding naturally within the open world, offering our most immersive gameplay yet.

The road ahead is filled with limitless potential as we continue to break new ground, in the metaverse and beyond.

With Blessings,

The Wilders