DEV LOG X

DEV LOG X

Introduction

Yesterday we achieved a monumental milestone – the first public release of Wilder World on the Epic Games Store. Anyone with a PC can now download our Wilder World alpha title and start earning WILD.

We've made insane progress since the release of Operation Domino in February.

To review the milestones achieved during ACT I, please be sure to check out our Wiki and recent Dev Logs:

ACT I of Operation Domino is now complete.

ACT II starts today.

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A New Dawn

Wilder Wheels is now a live service game. We are ramping up daily player growth and increasing your opportunity to MMED (Make Money Every Day). In ACT II, we are setting our focus on Metropolis – the core mechanics that support the health and growth of the Wilder World economy. The delivery of Trinity Rewards has already begun, and we will soon integrate the various aspects of our economy, including Community DAOs, Genesis NFTs, and Industry Staking, all while supercharging the utility of WILD.

We are also getting ready for the release of our second game mode – combat.

Let's cook.

WILDER REBELLION

The tranquility of Wiami has been put at stake by the FORUM. A breach has occurred in NEXUS targeting HYDROLINK, the city's core water facilities. We are calling Wilders from far and wide to neutralize the FORUM and protect Wiami.

The First Breach in Wiami

HYDROLINK is more than a structure – it is the lifeblood of Wiami. The FORUM's attack is a calculated move to destabilize our way of life and take centralized control of Wiami. As a Wilder, your mission is clear: repel the invaders, secure the facility, and protect civilians.

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Game Progression System

REBELLION is a new game mode that starts in the NEXUS district of Wiami. Gameplay progression will roll out in a series of phases, each offering deeper and more engaging experiences. Each experience will move through contained areas across the island to show various key points of interest as well as the city's vast scale. Where Wilder Wheels shows off the city from the outside in, REBELLION takes the opposite approach, unveiling the city from the inside out.

Single Player Mode

The journey begins in a dynamic FPS or TPS single player mode. You begin in the HYDROLINK facility confronted by various FORUM agents. This experience will give you a sense of verticality in Wiami, experiencing the city's skyline and landscape. You will move from HYDROLINK to the streets, and then underground, unlocking many keys to the city.

Multiplayer Arena Combat Mode

Following the single player experience, we will introduce a PvP multiplayer arena combat mode. In this phase, you’ll engage in intense battles within dynamic arenas, either against AI opponents or other Wilders. This mode is designed to provide high-stakes gameplay that reinforces the ongoing struggle to free Wiami.

Integration with Meowchain

All transactions and gameplay actions in REBELLION will seamlessly integrate with Meowchain. Many actions you take — whether it's picking up resources, harvesting loot, or buying weapons — will be recorded onchain. This integration ensures that your gameplay actions are immutable and contribute to MMED (along with offering security and true ownership of your in-game assets).

The Wilders have been hard at work enhancing animations, improving gameplay mechanics, and adding new features that aim to deliver a more immersive and realistic combat experience. Later in this Dev Log we share exciting dev updates for REBELLION, as we get ready to take Wilder World to the next level.

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THE ODYSSEY: A WILD Airdrop

With a tip off about an imminent breach, we must ensure we’re properly prepared. You’ve heard of the formidable breach many times before, but little has been said about the initial steps required to defend against the FORUM. Enter The Odyssey – an early call for help from the Wilders as we prepare for REBELLION.

JOIN THE ODYSSEY HERE.

The Odyssey will take us on a journey further into Wilder World, with a series of missions designed to unify Wilders and enhance our defenses. This overview will guide you through the The Odyssey, highlighting key objectives and activities.

PART I: Outreach

It's time to expand our ranks and strengthen our connections across Web3. Join us in growing our first layer of defense against the FORUM.

These missions are simple: grow our numbers, refer your friends and family, and reach out to every corner of Web3 for new recruits to join our mission.

  • Social Growth: Rewarding users for boosting our social presence.
  • Epic Wishlists: Climb the ranks on Epic Games' most wishlisted.
  • Email Sign-Ups: Gather emails for future releases and updates!
  • Social Engagement: Encourage interactions for rewards.
  • Discord Events: Engaging in Community Wilder events!
  • Content Creator Push: Supporting user-generated content with MMED.
  • Epic Alpha Launch: Delivering a playable game, with added MMED rewards!
  • Wilder World NFTs: Holding any single or multiple of Genesis and non-Genesis NFTs.
  • Trinity Keepers: Hodling Trinities.

Every one of these challenges will reward you with Shards, an energy source tradable for WILD. For Trinity Keepers, your number of NFTs held will further multiply the amount of Shards collected to your balance.

At the end of PART I, we will conduct an airdrop claim to reward your efforts. The reward structure will cater to both NFT holders and those who complete general Missions (community growth). NFT Holders and Missions will be rewarded separately. The size of total rewards will grow based on the number of players that join in defending against the FORUM.

The Breakdown

The first Airdrop of The Odyssey will consist of two pools:

The Keepers Pool

  • Starting Pool: $2 million. The rewards will grow alongside the mission platform’s pool.
  • Rewards: Wilder World NFT holders will be rewarded daily flat points for every NFT held on a per wallet basis. No tasks are required on the holders end to accumulate points other than holding them in your wallets. Trinity Keepers will be rewarded at the end of PART I with an additional multiplier based on the amount of Trinities held on a per wallet basis.
  • Note: It’s important to note that the number of participants here is significantly smaller than those that apply to the Mission Pool.

The Mission Pool

  • Starting Pool: $3 million and then growing as more Wilders join!
  • Rewards: Shards for completing missions. Wilders with Discord roles from Allies to Soul Wilders will gain a multiplier for mission rewards.
  • Note: It’s important to note that the number of participants here will far exceed the number of participants in the Keepers pool.

Referrals

Once you’ve signed up, you will be given a referral code to share. These codes are useful, as each referral can multiply your rewards through their active interaction.

The Claim

At the end of PART I of The Odyssey we will announce and launch a claim page for rewards. Our mission platform and NFT rewards will not be airdropped. Any unclaimed rewards within the Claim Period will be put into the MMED rewards pool. The market price and rewards will be calculated when we close out PART I.

PART II & III:

PART II: The Accumulation phase of The Odyssey will launch our official Wilder World Metaverse Marketplace. Wilders will be able to buy, sell and trade NFTs with WILD on our platform and be rewarded for trading volume, purchases, WILD held and several other accumulation-based rewards. During this Odyssey we’ll also be rewarding our Partner Communities. All of our Odyssey Launch Partners will be able to collect bonus Shards during this phase through held partner NFTs and community engagement.

PART III: When Midnight in Wiami struck, a loop of darkness set over Wiami. The Wilders knew a Breach occurred, but its location remained inaccessible. During this Odyssey, you’ll be challenged in the Wilder World Alpha, currently live on the Epic Games Store, to complete daily and weekly challenges. Our mission platform will reward you Shards based on those completed in-game missions.

More details on PARTS II & III of The Odyssey will be shared in future Dev Logs.

REBELLION Update

Agents AI Revamp

The Agents AI behavior has undergone a complete overhaul, making them a formidable force. They are now smarter, react faster, and actively search for players as soon as they lose line of sight. Agents will investigate noises such as shots or explosions, adding another layer of challenge. Prepare to face a truly challenging adversary in your encounters with these upgraded Agents!

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Destructible Actors

As the shooter gameplay loop takes shape, it is crucial to ensure that player surroundings can react dynamically to the chaos and destruction from shooter encounters. To achieve this, we have developed a system that allows any in-world object to be converted into a destructible entity. These entities will exhibit various signs of destruction, such as damaged structures and malfunctioning effects.

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Equipment System

We have implemented the foundation of a new Equipment System, enabling players to manage their inventory of consumables, power-ups, and equipment items. This system allows players to equip items during the game to gain buffs or new abilities. The first of these equipment items are the Moon Boots, which grant players the ability to hover while in the air.

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Mocap Animations Progress

Our motion capture cleanup continued this month, with a plethora of motion capture data to shift through to continuously enhance the realism of Wilder. A key area of focus recently has been several idle animations and idle breakers, as well as the crouching animation sequences.

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The team has been diligently working on a variety of mock-up animations, including those for sprinting and walking in several directions. These animations are progressing steadily, with meticulous cleaning up to meet our high standards. The goal is to ensure smooth, realistic movement that enhances the overall gaming experience.

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In terms of character movement, the team has implemented comprehensive directional walk animations. These animations include a forward walk, 45-degree increments for diagonal movements, and strafing animations. This extensive range of movements ensures a more natural walking experience for the avatars.

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FPS Animations Recap

On the keyframe side, our talented animation team has continued crafting detailed sequences for our first-person shooter experience. Every action, from shooting to reloading, must be meticulously hand-animated for each weapon to ensure a smooth and immersive experience.

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FPS Systems Implementation

With the prerequisites of our FPS puzzle beginning to take shape—the art, the rigs, and now the animations—we have been hard at work integrating these elements to get a feel for the system. Our first-person system is taking shape and is fully playable in-game, featuring all the functionality you would expect from a shooter, including melee, grenade throwing, aiming down sights, and a few more surprises.

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FPS New Animation: Mantle

We have successfully integrated an exciting mantel animation into the engine. This feature, which will soon be synchronized with third-person mantels, is part of the team's ongoing efforts to improve animations daily. The mantel animation adds a new dynamic to player movement, allowing for more interactive and engaging gameplay.

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Moon Boots

Another notable addition is the introduction of Moon Boots, which differ significantly from standard avatar boots. These boots are designed to be highly utilitarian, featuring extensive motion capabilities. Equipped with rockets that can open up, slide out, and rotate down, these boots also allow for ankle pivoting, ensuring flexibility and mobility.

The new moon boots have been upgraded to include thrusters. Players can activate these boots mid air, providing new strategic options and tactics during gameplay.

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Auto Pick for Consumables

An auto pickup system for consumables has been implemented, efficiently handling items such as grenades and health packs. This allows players to pick them up on the fly without manual intervention, enhancing gameplay fluidity and ensuring shooters can focus on the action.

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FPS Animations and Aiming Improvements

The team has implementated an ADS (aim down sights) camera zoom. Additionally, ongoing adjustments to weapon recoil are added to enhance gameplay realism, ensuring a more authentic shooting experience.

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New Agent Level 3 with AR-RM Rifle

The Level 3 Agent is equipped with the AR-AM rifle and more difficult to kill, making him a formidable opponent. Players will need to utilize all available resources, such as headsets, grenades, and health packs, to survive encounters with this agent.

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Health Pack Items for Restoring Health

Health packs have been integrated into the game to help players restore health.

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Dynamic Damage in Players and Agents

A dynamic damage system has been implemented, allowing the suits of agents and player characters to visibly show damage when hit. This system adds a new level of visual feedback and realism, making the consequences of combat more tangible and immersive.

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FPS Animations

Several updates have been introduced to enhance the shooting mechanics. One major improvement is the creation of first-person shooter animations for the Schmelnoid pistol. These animations include idle fidgets, making the character look around with the gun when standing still, and a more dynamic reload animation featuring intricate flicks and motions.

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Improved Collision Mechanics

A crucial enhancement in the first-person shooter mechanics is the implementation of a system to prevent guns from clipping through walls. This improvement ensures that no matter how close players get to a wall, their guns will not visually pass through it. This update significantly enhances the visual polish and realism of the FPS experience.

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Weapon Continuity System

The weapon continuity system ensures that weapons remain stored in their designated positions when switching. This system enhances immersion by keeping the weapons visible on the character's body, with plans to introduce more storage positions, such as hips for pistols. This adds a layer of realism and tactical depth to the gameplay.

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Weapon Pick Up/Swap

The weapon pick-up and swap system adds another layer of gameplay depth. Players can now pick up and swap weapons on the fly, even looting them from defeated enemies. This system not only provides more flexibility in combat but also opens up new strategic possibilities. The ability to dynamically change weapons during a firefight ensures that players can adapt to various combat scenarios efficiently.

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New Bars on Enemies

Enhancing the combat experience further, new health and shield bars have been introduced for enemies. These bars allow players to track the remaining shield and health of their opponents. Different weapons have varying effectiveness against shields and body health, requiring players to strategically switch between weapons to maximize damage. Additionally, impact damage indicators have been added to show the direction of incoming damage on the screen, providing crucial information during intense firefights.

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Enemy Elimination

Our custom enemy elimination VFX features a character-mapped particle system that tracks the movements of defeated enemies, causing them to disintegrate into the abyss. Designed to mimic the concept of being deleted from the simulation, this effect adapts dynamically to the enemy's final movements. Whether the enemy is stumbling, falling, or being propelled through the air by a fatal hit, the particles create unique effects and trails. This dynamic system ensures a visually engaging and distinct experience with each elimination.

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The FPS Level

Level Generator

The FPS level generator, previewed in the last Dev Log, has undergone significant advancements in 3D. The generator now creates logical paths, walls, interior multi-level platforms, columns, and item locations. The system's controls allow for defining ranges for the number, sizes, locations, and heights of rooms, connecting them with pathways and openings based on shortest path algorithms.

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Wiami Lab of Virology

A new virology lab has been created near HYDROLINK in NEXUS. This lab specializes in simulating digital viruses that can be utilized to penetrate the GATE — the energetic shield that protects Wilder World from outside forces. This area offers a stark contrast to the more action-packed sections of the game, giving a glimpse of the large range of environments. This lab features skylights and expansive views of the city.

The Armory

The Armory has undergone extensive modeling and texturing. It includes elements such as weapon racks, display cases, and workbench/tables, all crafted in a modular fashion. This design approach allows for scalable adjustments to accommodate diverse gameplay requirements. The detailed design of the Armory enhances both the functionality and visual appeal of the staging area, providing players with an immersive and practical space to equip themselves for missions.

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Level Updates

A series of significant conceptual enhancements and visual upgrades have been made to refine the aesthetic and atmospheric elements of the first level of REBELLION. Only two rooms remain to achieve a comprehensive visual map of the entire level.

The development process involves using Blender block outs as a foundational frame for each room, which are then imported into the game engine. These block outs are unoptimized and untextured initially, serving as placeholders that are gradually replaced with fully textured and optimized assets. This method ensures a one-to-one match between the conceptual design and the final in-game environment. Day and night shots have been added, and various lighting options are being explored to enhance the atmosphere and mood of each room. These efforts add another layer of immersion to the gameplay experience.

By strategically altering lighting and atmospheric settings, the team aims to signal key areas within the game, such as boss encounters. Transitioning from serene blue hues to intense orange tones effectively indicates a shift in the game's mood and intensity, heightening anticipation.

Stealth and Vent Crawl

A new focus on stealth and vent crawling aims to introduce a thrilling and suspenseful element to the gameplay. Players will navigate through tight, dimly lit spaces, evading detection by enemies and overcoming obstacles with precision and strategy. To enhance the realism and immersion of this sequence, the Avatar Team provided character models to ensure accurate proportions at crouching height.

WIAMI LAND

We are nearing the launch of Wiami Land, what will arguably become the most essential and important industry in Wilder World. Land is an essential part of Metropolis – enabling resource mining and building construction.

There will be two separate land contracts that make up a total of 44,444 total land parcels within the City Limits of Wiami:

  1. The Island: 4,444
  2. The Mainland: 40,000

The Island will be minted on Ethereum L1, and The Mainland will be minted as its own independent contract on Meowchain.

Subject to a Wilder World DAO vote, a total of 100,000,000 WILD, or 20% of the total WILD supply is intended to be reserved for mining and will be allocated dynamically across each land parcel. More details on this will follow in Dev Log 11.

After Land Sale one and two, there will be a third sale – titled No Mans Land – outside the city limits of Wiami. This is currently planned multiple years from now and will be subject to a DAO proposal and vote in the Wilder LAND DAO. When this happens Trinity holders will be entitled to a complimentary airdrop or claim.

The Island Land Title

The Island will be the first playable area within Wiami. It will host residences, industrial sites, and a variety of commercial activities, providing Wilders with the opportunity to establish their homes and more. The Island will be the center of community, fostering a thriving and dynamic environment for Wilders.

Drop Details:

  • Land Drop 1: The Island - Genesis Land
  • Snapshot Date: August 21st, 2024
  • Quantity: 4,444 plots
  • Chain: Ethereum L1
  • Delivery: Trinity Holder Airdrop (GENs excluded)
  • Location: The Island
  • Utility: In-world utility, providing essential functions and experiences within Wilder World via residential, commercial, industrial, and mixed-use zones.
  • Note: For Genesis Land, Trinity Keepers will receive a complimentary Land Title airdrop for each Trinity they hold at the time the snapshot is taken on Wednesday, August 21st, at 12:00 PM UTC. This Land Title will serve as proof of ownership for a plot on The Island.

Important Land Information:

The snapshot will use a forced max-chain approach, meaning the system will read longer chains by default.

  • If you hold a 6-chain, it will be recognized as a single 6-chain, not as two 3-chains.
  • If, as a 6-chain holder, you would prefer to receive rewards for holding two separate Trinities, you must split your chain into two separate Trinities by placing them in different wallets.

Snapshot Information:

  • A snapshot will be taken on Wednesday, August 21st, at 12:00 UTC to determine The Island Airdrop list.
  • This snapshot is exclusively for The Island Genesis Land. Separate snapshots will be conducted for future Land Drops beyond the Genesis Land Drop.
  • GENs do not count towards forming a Trinity for the Genesis Land airdrop.
  • Trinity Keepers will receive one Land Title for every Trinity held at the time of the Snapshot.
  • Trinities formed after the snapshot will not be eligible for Genesis Land.
  • Trinity chain length will play a factor in rarity.
  • No action is required from Trinity Keepers, as the snapshot will automatically capture wallets containing Trinities.
  • A Trinity (e.g., Wheel, Wolf, and Moto) must be held in a single wallet; however, you can hold separate Trinities in different wallets.
  • If the total supply of 4,444 is less than the total number of held trinities at the Snapshot, any remaining parcels will be transferred to the Wilder Land DAO.

Important Disclosure:

  • The previous contract size of Genesis Land was intended to be 10,369. This has been significantly reduced to honor Trinity Keepers, who have supported the project through thick and thin. Thank you!
  • It is important to understand that buildings and playable areas will exist on The Island outside of these 4,444 plots, however, these plots will be the only ownable Land Parcels on the Island.
  • This 4,444 number does not include condominium units, office units, etc., which are built on top of parcels. This is the difference between Land, which represent parcels of Land, and Cribs, which represent units that can be bought and sold.
  • Genesis Land will come with a pre-built building as initially envisioned (updated 10/11/24).
  • The full development timeline for The Island and The Mainland is unknown. Various aspects will take months and other elements will likely take multiple years. Wilder World is committed to doing this right. Mining is intended to launch relatively soon, with other features to follow.
A view of different parcels within Wiami

The Mainland

The Mainland has been uncovered as a resource-rich area that is ripe territory for mining. Wilders will use dedicated mining rigs on these resource deposits to mine WILD directly from their land. This process is a crucial aspect of the Wilder World economy and will bootstrap an entire new mining industry.

The resources mined from the mainland are essential for unlocking the full utility of land on The Island. WILD sits just under the surface on the Mainland, and is relatively easy and low risk to harvest. Once all WILD has been depleted from your land, there are additional resources that may sit beneath the subsurface of the land, which can be discovered and mined for future use in Wiami.

Drop Details:

  • Land Drop 2: The Mainland - Mining Land
  • Snapshot Date: Sometime in 2024
  • Quantity: 40,000 plots
  • Chain: Meowchain
  • Price: TBD
  • Delivery: Trinity Keeper airdrop and public sale in multiple phases
  • Location: The Mainland
  • Utility: Mine WILD from your land through adding mining rigs to your site, you can pull WILD from it.

Disclosures:

  • The primary purpose of the Mainland initially is for mining.
  • GENs will have resource harvesting ability.
  • We will start dropping mining rigs that range from $50 to $1,000 and vary in size and mining capabilities.
  • Either a mining rig or GEN will be needed to harvest WILD.
  • The initial development and build focus will be on The Island.
  • Although parcels in The Mainland are buildable, the timeline is entirely uncertain as to what permanent structures can be built in this area.

To build on The Island, Wilders must first mine resources from The Mainland. These resources will enable them to utilize their plots according to the designated zoning — whether for residential, industrial, or commercial purposes. This interconnected system ensures that players actively participate in both mining and building, integrating economic activities with the growth and development of Wiami Land.

More information to come on The Mainland – Mining Land snapshot for Trinity Keepers and the public sale phases.

The Trinity Rewards Program

Trinity has been a cornerstone of our community, offering exclusive perks and benefits to our dedicated Trinity Keepers. As the project evolves, we remain committed to fulfilling our commitments, making the program more accessible and honoring holders. Our latest updates aim to streamline the rewards system and enhance the overall experience for Trinity Keepers.

Wilder Industries
Wilder NFTs are organized into industries and structured as community-run DAOs, serving as foundational pillars of Metropolis. Currently, there are seven industries: Kicks, Wheels, Crafts, Cribs, Beasts, Motos, and PALs, soon to be nine with the launch of Land and Avatars. Each industry provides unique benefits and gameplay utility.

Genesis Assets
Genesis assets are the first NFT collections released in each industry. Owning Genesis NFTs is crucial for benefiting from the in-game economy, forming a Trinity and accessing the benefits of our Genesis Rewards program.

Industry Rewards
Industry Rewards are tailored to each NFT industry within Wilder World for holders of Genesis assets. Within an industry, Genesis holders will be granted access to staking rewards, mintlists, claims and airdrops for subsequent collections within that industry. For instance, holders of Genesis Wheels might receive benefits related to racing and transportation, as well as mintlist opportunities for future Wheels drops.

Trinity Rewards
Trinity Rewards elevate the benefits by rewarding the formation of Trinities by collecting three or more Genesis assets. Trinity Keepers receive the highest tier benefits and will soon receive a limited edition Avatar and three plots of Land at no cost. Holding multiple Genesis asset categories beyond a Trinity, known as a Trinity Chain, is when a Wilder holds four or more Trinity assets, from different industries, in the same wallet. The pinnacle is the Max Chain, achieved by holding a Genesis asset from all Wilder World industries in one wallet. Max Chain holders will have the highest probability of receiving Land titles in the most desirable locations on the Island.

Wilder Wheels: Hit the streets and race in Wiami. Procedurally generated vehicles with dynamic gameplay abilities in Wilder World.

Wilder Cribs: The Qube is located in the heart of Little Meow. Virtual condos spread across 39 floors reaching up into the Wiami heavens.

Wilder Crafts: Take flight in Wiami. Procedurally generated Crafts with gameplay abilities in Wilder World.

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Wilder Beasts: Wolf: Wolves Who Arrived Though an Interdimensional Portal to be the First Lifeforms to Roam Wilder World.

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Wilder Moto: Motos all originating from Frank’s secret garage, based on blueprints from FBR, the Motos materialized into our dimension for the Wilders to hit the roads of Wiami. 

Wilder PALs: GENs: GENs can collect resources, process data, decrypt codes, project holograms, guide players, record, surveil, levitate, be channeled, and more.

Air Wild Season 0: Our Genesis Kicks collection. Metaverse ready sneakers brought to you by Wilder World x Pet Liger.

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Recent Trinity Updates

TRINITY TOTEM

These rare artifacts, reminiscent of a time before the metaverse, hold immense value and significance in the Wilder World lore. Only the finest quality Totems emerge from Frank's art studio, blessed with alchemized energy from other realms.

Trinity Totem NFTs were airdropped to all eligible Trinity Keepers on Saturday, August 2nd, 2024, bringing us one milestone closer to future Trinity rewards.

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A Totem is a portal into the transcendent. Used as a ritualistic artifact — created with precious metal & gems. Worn on the skin — to be kept close, as a reminder and means of protection.” - Frank Wilder

Details of the Totem Snapshot

  • A snapshot was taken on March 1st, 2023 @ 11:59 PM PST to determine the Trinity Totem NFT Airdrop List.
  • 1 Trinity Totem NFT was airdropped, per Trinity held at the time the snapshot was taken.
  • Any Trinities formed after the snapshot was taken were not eligible for this reward.
  • This Totem is a virtual Totem that will be wearable inside Wilder World. It is a digital artifact, and there will be various mechanics as time goes on, with the opportunity to materialize this totem in OBR, with associated material costs.
  • Physical Totems will be crafted from Sterling Silver, individually hand-polished, and limited to the total number of Trinities captured in the snapshot, material costs will apply.
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Trinity Totem NFT

Key Information
🔗 Trinity Totem Collection
📝 Trinity Totem Contract Address: 0xDaAA56C7a88F6726e330138e5d3ef9d8786bBAB3

WILD CARD Updated
The MetaPhoenix, Cyber Heist, and Wilder Guild collections have been replaced with Wild Card NFTs and grouped under a single contract named Trinity Wild Card, for the Trinity program. This decision comes from community feedback to simplify which assets count as a Wild Card when forming a Trinity or Chain. This will also allow us to more easily track these tokens at the contract layer, making for easier reward distribution. The original NFTs will still be active in Wilder World if they are intended to have utility.

Although Wildcards are not official Genesis assets, they can serve as substitutes for any missing Genesis asset in a Trinity or Chain.

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On August 1st at 12:00 AM PST, we took a snapshot of the following collections:

  • Holders of the MetaPhoenix NFTs (56 tokens)
  • Holders of the Cyber Heist NFTs (44 tokens)
  • Holders of Wilder Guild NFTs (4 tokens)

Holders were airdropped new Wild Card tokens (104 total tokens) here:

Wilder World Version Updates

Wilder World Alpha

As the final Domino of ACT I, we launched the Wilder World Alpha on the Epic Games Store–this makes our racing game globally available and marks a significant milestone in our journey, making the game readily available and downloadable for everyone to play on PC.

We are committed to providing a seamless experience for our players, and to ensure this, we may code lock the build occasionally. This allows us to fine-tune our systems and regional servers to scale effectively as our player base continues to grow. Stay tuned for more updates and get ready to race in a Wilder World!

This launch brings us one step closer to getting listed on NVIDIA GeForce Now, as having a live open build is a crucial requirement for listing. Listing contracts have been signed with NVIDIA and we are eagerly awaiting a slot date to go live on the GeForce store. We’re excited about the possibilities this opens up for our community and the ease of use it will bring to play Wilder World!

v0.5.0

Make Money Every Day Racing
In version 0.5.0, we geared up and introduced daily WILD rewards with the race and Make Money Every Day (MMED) system (pronounced 'MUH-MED'). This new feature has taken the community by storm, with the global leaderboard showcasing high activity levels of all players.

Rewards are based on the number of wins, laps, and coins collected, with active players receiving a daily amount of WILD. Join the MMED racers and see where you rank on the leaderboard!

Physics and Controls Updates

With the release of MIW v0.5.0 and successive hotfixes, we continue to enhance our wheel handling in every way possible. We have improved low-speed grip and increased agility for sports cars, while also fine-tuning the handling characteristics of big off-road vehicles to ensure they slide predictably and handle high obstacles as intended.

The controls system now supports independent values for dead zones, linearities, and speed sensitivities for both keyboard and gamepad, with full linearity for steering wheels. Each setting is specific to individual cars. Work is ongoing to make all of these settings completely user-definable in our controls options user interface in upcoming versions.

Traffic

The Wheels team is now entering a new phase of development, focusing on creating a realistic and dynamic traffic system to enhance the gaming experience. This system will simulate the behavior of non-player characters (NPCs) driving through the bustling streets of Wiami. The aim is to add depth and immersion to the game by reflecting the chaotic and lively traffic patterns of a big city.

Vehicle Customization v1

In 0.5.0, car selection is now available through the garage. The garage offers a nice visualization of your owned, rented, and available-to-buy cars. From this page, you can also refuel, refill your NOS, and repair damage to your car. Initially, we are only showing some basic visual damage and will improve the damage system iteratively. Basic car customization will be available, and you can assign a specific pattern and color gradient to your car, as well as change your rims. Later, customization will be enriched with body panels, mechanical parts that affect performance, and more. We are also in the process of creating a robust secondary parts economy. Stay tuned!

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For a full description of v0.5.0 upgrades check out Dev Log 9 and the v0.5.0 X article from the main Wilder World X account

v0.5.1

Garage Improvements
The Garage has seen several improvements. A new loading screen has been introduced, and the garage art has been updated for a fresher look. The material on the floor has been improved for better visual appeal, and the lighting throughout the garage has been enhanced. Additionally, the taillight reflection on the back wall has been removed, and issues with the emissive lights on the We Tomaso Wantero and Wercedes W65 WMG cars have been addressed. Areas that were too dark have been brightened to improve visibility. Finally, the charge stations no longer display percentages.

Leaderboard
In the Leaderboard section, points will now update directly from the database, allowing for seamless scheme changes without requiring a build update. The "All Cars" and "All Tracks" options on the global leaderboard have been grayed out. A monthly leaderboard has been added to the database, and the database information will now turnover at the same time as the leaderboard updates.

Race Points
For Races, points are now tallied and displayed at the race end screen, providing immediate feedback to players on their performance.

Settings
Finally, in the Settings category, an issue where remapping was not working for some users on both controllers and wheels has been fixed.

Details of all Wilder World version updates can be seen here on the Wilder World Wiki.

Core Development

The Core Development team has worked on numerous updates and bug fixes to improve gameplay:

Garage and car selection and customization

Car Selection: Players can now select cars directly from the Garage screen. This screen clearly displays owned, rented, and cars available for purchase.

Maintenance: Players can refuel, refill NOS, and repair visual damage (currently only basic visual damage is shown, with plans for more detailed damage in the future).

Customization: Basic customization options are available, allowing players to apply specific patterns, color gradients, and change rims.

Database Integration: Customization data is now saved automatically, ensuring all changes are preserved seamlessly.

Bug Fixes

Menu Improvements: The car customization menu has been redesigned for better user experience, with more intuitive controls and a streamlined interface.

Design Updates: Enhanced aesthetics for wheel disks and calipers.

Camera Fixes: Adjustments to vehicle camera curves for smoother visuals and improved dynamic focus settings for better clarity during customization.

Rematching

Rematch Option: After a race, players can select "rematch" to immediately start another race with the same configuration if their opponents agree. This removes the need to navigate through multiple UI screens.

Universal Racing: All players, regardless of level, can race against each other for a more dynamic experience.

Hub Interaction: When two players return to the hub, the third can continue to explore the level until the end of the defined time.

Cursor Issue: Fixed the problem where the mouse cursor would deactivate after restarting or rematching, which prevented vehicle control.

Rematch Stability: Resolved issues where players couldn’t rematch if the winner left the game, ensuring a smoother experience.

Auto Matchmaking

Quick Play: A new “Quick Play” button allows players to bypass race selection and join a race set up with another player via automatic matchmaking, enabling faster game entry.

Leaderboard and Points

Loss Recording: If a player leaves a race without finishing, their loss is recorded in the reward widget, and points are deducted to ensure fair scoring.

Tally Points: Points are now displayed immediately after the race ends, allowing for quick performance assessment.

Coin Collection: Fixed the bug where two players could collect the same coins simultaneously, ensuring accurate and fair coin collection.

User Experience Adjustments

Customization System: Improved the vehicle customization interface with more accessible controls.

Visual Quality: Set the default value for global illumination to the maximum in the lobby for better visuals.

Garage Interface: Removed vehicle hovering dots for a cleaner look and hidden inactive shortcut buttons to avoid confusion.

Leaderboard & XP: Updated the race reward leaderboard and added shaders to the XP bar for a more polished appearance.

Camera Binding: Added a new control binding for the vehicle's backward camera to the steering wheel, improving usability.

Clarity: Displayed the states of rented and equipped vehicles only in car name boxes and body parts for better clarity.

World

Metro Wiami

The team has been developing an initial train design and model for the metro packed level and exterior, focusing on set dressing and incorporating new meshes created by Nika to eliminate any traces of contemporary tech and design.

With the exterior shell now complete, the team is prepared for final level integration, which is crucial for NEXUS and the extended map. This setup will also facilitate the creation of a gameplay video for social media in the coming weeks.

Metro assets have been upgraded to meet higher tech standards, starting with a modular escalator designed by Nika.

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Nexus Building Designs and Props

The final hero building designs are now complete, providing the team with 12 concept models that are ready for cleaning and texturing. Focus has been placed on creating a second mega structure building. The optimization and unwrapping of the previous, largest building was completed in about 10 working days, establishing a rough timeline for future buildings. The current building is less complex, allowing the team to move ahead quickly with creating UDIMs and texture sets for the ground level of Building 02.

The team has developed a formula where the most visual emphasis and highest detail texturing work are placed on the ground level and the first vertical 5-20 meters of space. Above this, segments of instanced pieces like building dividers and windows are used to maintain the correct scale without overloading the project's memory capacity. This strategy helps avoid the need for hundreds of 4K textures and UDIMs for a single building, which would be impractical. Additionally, the meshes for the floating platforms inside Nexus have been created, ensuring all components are ready for integration.

A new set of props, mainly street-level set dressings, have been added to the NEXUS environment to further distinguish it from Little Meow.

Street Level Props and Storefronts

New sets of street-level props and small packed environments have been created, including stores such as a firearm and jewellery shop.

Interiors that attach to doorways in the new open-plan garage-like spaces have also been developed. These interiors lead to darker, more "grungy" areas, ideal for firearms stores and possibly black/grey market items. These designs will be showcased in the upcoming gameplay video and will fit seamlessly into both Nexus and Little Meow environments.

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Police Station

The team has been working on the design of Wiami Police Department stations. Efforts are currently focused on developing the general interior layout and the jail cells. This setup presents an interesting gameplay mechanic where arrested players could respawn from the jail, paying a small fine to retrieve their contraband and gear.

Wiami PD

Procedural

MIW Migration

A major initiative has begun with the migration of Midnight in Wiami’s Little Meow neighborhood to the full island level, unlocking the full potential of Wiami. The first steps involve adjusting buildings to fit the new, improved road grid of the full map. Next, signage and building set dressings will be migrated, followed by street-level assets like parks and storefronts. This is the initial move towards creating a fully open world.

Grid Selection

A new grid-based selection system has been developed to streamline the workflow between procedural development and world team design. This system allows level designers to select and extract procedurally placed assets using grid coordinates. By referencing chunks of information into level instances as needed, designers can work more accurately and efficiently, ensuring all designs fit seamlessly into the larger system.

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Rounding Corners

To maintain project performance, it is essential to instance as many objects as possible, avoiding an excess of unique meshes in-world. Sidewalk corners present a challenge due to the variety of unique road intersection angles. To address this, we developed a "pizza pie" system. This system uses a single slice of rounded sidewalk mesh, stacking them together by calculating the angle needed to complete each unique corner's radius. This approach allows each sidewalk corner to consist of a variable number of parts, ensuring the creation of smooth, rounded intersection corners while optimizing performance.

Random Shades

The sidewalks now feature an added overlay layer that randomly adjusts the color shades of each panel, creating a more realistic appearance. Each sidewalk piece appears slightly more or less faded than the adjacent ones, mimicking real-life conditions. The overall effect is subtle but significantly enhances the illusion of reality.

Graffiti Clusters

The graffiti clustering algorithm has been improved to simulate realistic behaviors observed in the graffiti world. This enhancement ensures that artists' tags appear in local clusters, often overlapping or appearing near each other, as seen in real-life graffiti patterns.

Next Levels

With our procedural wall and floor paneling systems in place, we have begun applying them to the next interior shooter levels, adding their first layer of detail. The aim is to ensure all interior levels are constructed using systems that are easy to manage, change, and update, allowing for seamless updates to aesthetics and details as needed.

Heavy Damage

Vehicles are now receiving an advanced damage system that goes beyond cosmetic effects, incorporating significant deformations. This enhancement caters to major impact accidents and crashes, requiring sophisticated rigging systems and mesh blending techniques. The damage meshes are calculated using buckling physics algorithms, ensuring realistic bending and deformation based on actual vehicle materials such as metal and fiberglass.

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Avatars

Quell, Leader of The Forum

The process design for Quell, the leader of The Forum, is steadily approaching the final stages of sculpting and modeling. Our team is focused on refining the character’s personality and visual elements to ensure Quell’s presence is impactful and memorable.

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Agents Variations

The overall agent design is now complete, and we have begun developing various agent types that players in Wilder World will encounter during intense shooting encounters. We are exploring different archetypes, including regular agents, specialists, and bosses, to add depth and challenge to the gameplay. Each variation is designed to bring unique characteristics and behaviors, ensuring a dynamic and engaging experience for players.

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Agent Helmet

The Forum Agent helmet has been revamped, undergoing meticulous detailing in high poly and is now transitioned into the game mesh phase. This revamped helmet is expected to enhance the visual fidelity and immersive quality of the avatars.

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Damage & Dirt System

Our level of Avatar personalization reaches new heights with the addition of a dynamic damage and dirt system. This system allows us to procedurally add varying amounts of damage and dirt to accessories, placing wear and tear in different areas based on selected settings. The damage and dirt settings include various presets for easily altering the appearance of wear and tear:

  • Damage Types: Bare metal, surface wear, and rust
  • Dirt Types: Dust, mud, sand, burns, blood, and oil
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Layered Decal System

Our new Layered Decal System offers powerful tools for layering up to 12 decals within a single material. By utilizing a single crop sheet texture, we can create a vast array of material designs without increasing the number of texture samplers. This results in complex yet optimized materials, enhancing both performance and visual variety.

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Asset Quality Pass

Over the last few weeks, we have dedicated time to reviewing and enhancing our older assets, aiming to elevate the quality of what we already have before creating more amazing assets. This effort has been well spent, allowing us to fix various issues with some older assets and add new details and imperfections to bring them to life.

Wheels

Wheels Arcade is Back!

Your speed will determine our salvation. Wilders, it's time to prove your skills and secure your place among Wiami's Elite and be ready to defend Wiami from the Breach!

4 Weeks of Qualifying:

  • Fastest Lap
  • 4 Finalists per Week
  • Timing: Monday to Sunday - Resetting at Midnight PT

Tracks:

  • Week 1 - Twilight Horizon: 
  • Dates: 08.05 - 08.11
  • Week 2 - Community Vote in Discord Monday Hangout: 
  • Dates: 08.12 - 08.18
  • Week 3 - Community Vote in Discord (Sat/Sun): 
  • Dates: 08.19 - 08.25
  • Week 4 - Community Vote in Discord (Sat/Sun): 
  • Dates: 08.26 - 09.01

Note: Nine Lives will not be a Qualifying Track.

Final Tournament Details

  • Q1: 4 Finalists
  • Q2: 4 Finalists
  • Q3: 4 Finalists
  • Q4: 4 Finalists

Race Format: 

  • 16 total racers will qualify
  • Round 1: 4 Races of 4
  • Quarter-Finals: 4 Races of 2
  • Semi-Finals: 2 Races of 2
  • Final: Head to Head

Timing: Finals will take place sometime between September 4th - 13th.

Prize: 15,000 WILD:

  • 1st place: 9,000
  • 2nd place: 4,000
  • 3rd place: 2,000

Prepare to race, Wilders! Your speed and skill will determine Wiami's fate. The challenge is set, and the stakes are high. Are you ready to become Wiami’s Fastest Racer?

Reflecting on Six Months of Wheels Production

After six months of relentless production of concept art and the introduction of new models within the Midnight in Wiami gameplay, the Wheels team is taking a moment to reflect on its accomplishments. This period of introspection aims to extract valuable lessons from their experiences and elevate their quality standards to new heights.

The Wheels team has been dedicated to enhancing the quality of our models, as evident in the showcased cars below . Every single body panel, wing, air duct, headlight, and taillight has been meticulously reviewed and perfected. Nothing is left untouched, and everything undergoes rigorous scrutiny. Let’s take a closer look at our latest achievements.

The New Era

A pivotal moment arrives when breaking free from the past becomes essential, opening the path to new horizons. This is the essence of Wiami — a city whose story, architecture, technology, and Wilders influence and shape the aesthetic and technological decisions we make.

Wercedes WLK-WTW WMG 1998

The Wercedes WLK-WTW WMG 1998 epitomizes this ethos, a race car engineered for the road. It is lightweight, low to the ground, and built with high downforce to conquer any opponent over any distance. To enhance this marvel, one must start afresh, daringly breaking all established conventions.

The process begins with designing an entirely new chassis, paired with the most advanced suspension system available. This foundation is then adorned with the most efficient aerodynamic panels imaginable, pushing the boundaries of performance and innovation.

Winfiniti W37 Whip Sport 2008

The Winfiniti W37 Whip Sport 2008 is a beautifully elegant gran turismo coupé. Its body shape seems sculpted by the airflow, featuring clean surfaces from top and side views. The front end boasts aggressive, large air ducts designed to channel ample air to the engine and radiators, ensuring optimal performance. The rear of the vehicle is distinguished by its elegantly complex surfaces surrounding the taillights and rear diffuser. A smooth swan neck rear wing completes the sophisticated look, blending form and function seamlessly.

Worgan Wero Supersports

From extreme elegance to extreme arrogance, the Worgan Wero Supersports makes a bold statement. This beast was not designed with aerodynamic flow in mind; instead, it’s all about brute force and massive wheels. If the fenders aren’t wide enough, they make them fit anyway.

The outrageously long bonnet houses a powerful engine, with every other component designed to support its immense output. Visible bolts, cut panels, added louvres, and massive wings, splitters, and diffusers are all held together with supporting rods, cables, and more bolts. This car exudes anger and raw power, and it shows.

The meticulous attention to detail in our new models, evident in every surface, panel, and aerodynamic feature, highlights the Wheels team's commitment to excellence. However, the enhanced modeling represents only a fraction of our ultimate vision. While the current designs exude aggression and could easily be showcased at a modern tuning car show, our next objective is to align our creations with the futuristic environment of Wiami. From concept art, to modelling to texturing and materials, the entire team is contributing to this ambitious endeavor. 

Here are some early experimentations showcased in the following concept art:

WAZDA W7 WIRITW TYPE 2002

The WAZDA W7 WIRITW TYPE 2002, a compact sports car with immense tuning potential, has been our focal point for evolving its aesthetics. While we are still in the process of researching and refining its design, and are far from the final result, we are excited to share some of our experimental concepts with you.

WOSLER WT900W 2010

When researching a new style, it's essential to start with a proper supercar, and the Wosler WT900W 2010 fits the bill perfectly. This vehicle is large, low, and incredibly fast. Our design approach aims to be both futuristic and purposeful. We are dedicated to refining this supercar until it meets the high standards of the Wilders community. 

Finally, you bring it all together by collaborating with the finest automotive designers and 3D modelers. This meticulous process continues until you reach a point where, upon seeing the creation, the only word that comes to mind is... Wild!

The Wilder Wheels Show

This month we launched the Wilder Wheels Show, an exciting collaboration with the legendary SuperMassive and the innovative metaverse content creation studio, BasedAF. Together with Aris and the Wheels team, we've redefined what Wilder Wheels means, showcasing the future potential of next-gen content creation in the metaverse.

Meet @IamSuperMassive

In each episode, we dive deep into the transformation journey of our vehicles, highlighting the evolution from OBR to FBR. We spotlight specific vehicles from our collection, providing an insider's look at the meticulous process and the passion behind every detail.

The show offers an all-access pass to behind-the-scenes action with Aris and the Wheels team, akin to a modern-day 'Pimp My Ride' meets 'Top Gear,' where you follow the creative journey from initial sketches to final design tweaks. Witness the craftsmanship and innovative spirit driving Wilder Wheels.

Join us on a thrilling ride as you see your new Wheels come to life.

Episode 1 - Wambo Wiura W400 1967
In the first episode of Wilder Wheels, viewers are introduced to the Wilder Garage, where Aris and his team of engineers transform old cars into racing marvels. The episode focuses on the makeover of a classic sports car, enhancing it with wider tires, an aggressive front splitter, and a reworked V12 engine, ultimately turning it into a powerful and sleek racing machine ready to dominate the streets.

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Episode 1

Episode 2 - Werrari 365 WTB 4 Waytona 1968
In Episode 2 of Wilder Wheels, the focus shifts to the legendary GT car, known for being the fastest production car in the world. Aris and his team at the Wilder Garage take on the challenge of re-imagining this iconic vehicle, starting with aggressive design sketches and moving through detailed 3D renderings. The team refines the car with advanced engineering, including improved aerodynamics, cooling systems, and a more powerful V12 engine, culminating in a sleek and aggressive transformation that stays true to the car's original spirit while significantly boosting its performance.

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Episode 2

Episode 3 - Whelby WT 500WW 1968
In Episode 3 of Wilder Wheels, the spotlight is on an iconic American muscle car known for its monstrous 7-liter V8 engine. The team at Wilder Garage, led by Aris, takes this classic vehicle and enhances its design and performance, transforming it from a raw power beast into a sleek, stealthy machine. Key modifications include widened wheel arches, aggressive front vents for improved aerodynamics, and a complete overhaul of the engine to maximize horsepower. The episode culminates with a daring stunt involving the modified car and a snowy setup in the garage, showcasing the car's impressive capabilities.

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Episode 3

Wheels Industry Rewards

We are thrilled to announce the activation of MMED as a part of Metropolis. This marks a significant progression from our earlier "MILD to WILD" transformation, as we now introduce rewards for in-game actions.

So far, players have begun to earn WILD through their racing gameplay. These WILD rewards are not yet claimable. Token claims will be launched shortly after the deployment of Meowchain (currently targeted for October this year).

To sustainably support and grow the economy in Wilder World, we are focusing on establishing effective sinks and faucets for WILD, beginning with the Wheels industry.

As part of ACT II, we are aiming to increase the rate of decentralization of Wilder World. This means moving more decisions to the various parts of the economy and tech stacks, and distributing decision making across more teams around the world.

As a first step, we are initiating a foundation vote to move 100% of the remaining Wilder World Treasury tokens to the Wilder World DAO. Full decentralization was our original vision, and with this initiative we have never been closer to that goal.

After treasury tokens are transferred to the Wilder World DAO, our objective is to work with community members to initiate a joint DAO proposal between the Wilder World DAO, and Wilder Wheels DAO. The first objective would be to swap the ETH in the current Wheels DAO for WILD. This will provide the WILD necessary to enable MMED as well as passive Wheels Industry Staking, which is set to be deployed on Meowchain later this year.

The Wilder Wheels DAO will continue to become the template for how to further operationalize and decentralize each industry within Wilder World, as was outlined in our first Metropolis post in late 2021.

The WILD tokens obtained from the swap would be allocated as follows:

    • MMED Racing: 50% of the WILD tokens will be dedicated to racing rewards within MMED (daily racing rewards) for Wilder Wheels.
    • Industry Staking: 50% of the WILD tokens will be allocated for staking rewards, where Wheels holders can stake their vehicles and earn passive income.
    • Additional Mechanics: We will continue to introduce new mechanics, such as a vehicle renting system, various transportation modes and a part economy.
    • Consumables: We will use data to determine what the right costs for gas, NOS, and damage should initially be with variable pricing to help us determine the optimal range.

Moving forward, each economic change would be subject to the appropriate DAO votes with DAO stakeholders. We will now seek feedback from the community, as we work in conjunction to move these proposals forward within the DAOs.

Burning Questions

Q: Will we need to have separate profiles for separate Avatars, or can they all be attached to one profile on ZERO? If Avatars are under one profile, can we give each Avatar a different name, or will there be one universal identifier? If they can have separate names, how will the user be identified?

A: Currently, the thinking is that you would be able to hold multiple Avatars in your wallet, but only have one equipped at a time. These could be Avatars that have different names and associated gear. We are evaluating having autonomous agents that you can deploy using Avatars, but plans are not certain or finalized.

Q: Do we have an updated timeline for the shooter and mining modes?

A: Many details were outlined above. Our objective is to launch the first version of REBELLION as well as land and mining within ACT II, by the end of 2024.

Q: What will be the economic mechanism to allow rewards (MMED) to continue into the future? Won’t they run out at some point?

A: As industries mature, they will begin to implement in-game revenue models from asset sales, royalties, and consumables. The goal is to use these proceeds and redistribute them to players using MMED and staking. The Wheels section above explains the early parts of these systems.

Q: Do we know when we can expect regular ZERO ZINES?

A: Unfortunately it has taken a bit longer to operationalize this than hoped, and we are behind here. We are hoping to have regular updates on ZERO and Meowchain by the end of this year.

Q: Are there any updates on when Industry Staking will launch?

A: This will launch in ACT II, before the end of this year.

Q: Any updates on the plan for Wilder World YouTube?

A: We have a good backlog of videos ready for YouTube. We are considering to start rolling them out during The Odyssey campaign to harness the growth of our YouTube.

Q: With so much focus on racing, industries other than Wheels have lacked attention. When will we get more details on the benefits and utility in-game for other assets?

A: We are currently working on getting all other assets working in the world. We are pushing to have this done by the end of the year, or at latest by the end of Q1 in 2025.

Q: I don't have a gaming PC but want to MMED! When will NVIDIA GeForce NOW launch?

A: Now that our alpha title is officially live on Epic Games Store, we can now proceed with our GeForce NOW listing. We are in active discussions with the NVIDIA team and will let you know as soon as we have a listing date. Our objective is to have this within ACT II.

Conclusion

Wilders, the horizon of Wilder World is glowing brighter than ever as we venture into ACT II. With our Epic Alpha launch and MMED in full swing, daily player engagement is revving up. The economy is just getting revved up, laying a robust foundation for our next exciting chapter.

The breach at HYDROLINK has awakened a new era of resilience and unity. Your mission to defend Wiami is just the beginning.

With Blessings,

The Wilders

(updated 10/11/24)