- Sales/Pledges: $1032.3 million ($1.03 billion) (through 31 July 2026)
- Other cash shop revenue: $2.7 million (through 31 December 2024)
- Subscriptions: $46.8 million (through 31 December 2024)
- All other sources: $105.6 million (through 31 December 2024)
The Nosy Gamer
Saturday, August 1, 2026
Cloud Imperium Cash Shop Records $8.1 Million In Sales In July 2026
Friday, July 31, 2026
Cosmic Exploration: An Anti-Bot Measure Or Bad Luck?
Last night I may have encountered another measure. I was on Auxesia trying to craft my way to 500,000 tool mastery points and another title as a Carpenter. I was having the worst luck with the tool mastery missions. Almost every time for 15 minutes I couldn't buy a good condition to get max progress on a craft. About halfway through the period I had an item reach 100% spirit bond. I took a quick look and every piece of crafting gear I was wearing was at 100% spirit bond.
Yikes! Then I remembered that the last time I had played I ended the night with most of my gear at 100% spirit bond and I just planned to extract the materia the next time I logged in. Which was last night. Oops!
Once I extracted all the materia and resumed crafting something unusual happened. The RNG gods looked favorably on me once again and I started recording max scores on each item I crafted. Then I considered an explanation. If someone were running a bot or some other automation, they'd probably not bother extracting their materia. Which means their points output would be subpar compared to pressing each macro manually and watching the character's gear to make sure it doesn't break or, in this case, fill up with spirit bond.
I know the sample size of 10 items created in those 15 minutes was small, but I think large enough to make a judgement. Then again, making sure to keep your equipment repaired and with spirit bond less than 100% isn't hard to do. But I am going to keep track of things like that from now on, especially if the consequences for doing so is losing more than a few crafting materia.
Wednesday, July 29, 2026
Flying Solo In EVE: Don't Be Afraid To Spend ISK On Ammo
I didn't play much -- or write much -- over the past week or so. In EVE I was in a holding pattern. I had two characters reach the end of the Daily AIR track and get the bundles of skill points. I'm not actively training one of them so the points came in handy. I did manage to build a Talwar Fleet Issue for my new character to run the level 1 epic arc "Blood Stained Stars." My new character will have the skills to fly the ship up to Mastery level 2 by the weekend.
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| The week of July 20-26 |
I wasn't the only one not rushing to spend a lot of time in New Eden. Last week was the lowest average user concurrency in 2026, finally dipping down to 23,000 accounts, plus or minus 500. The PCU for the week was only 31,567, which is the low for a week in 2026 as well. The next five weeks until Labor Day in the U.S. will probably be the low point for activity on Tranquility for the year.
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| A steady market |
Apparently the marketing department is also taking a break. The volumes and prices stayed steady for another week with no new sales launching. Not surprising to the old timers who know Fenris usually takes a big chunk of August off. I have the feeling activity will be light until everyone returns to Iceland.
Yes, running faction missiles for the whole arc is easily within her budget.Caldari Navy Light Missiles usually hover around 800 to 1,000 ISK per shot in trade hubs like Jita. While that sounds like a lot when starting with 6 million ISK, the overall math works out well in her favor.1. The Numbers Breakdown
Ammo Type Avg. Price / Unit 5,000 Rounds (Full Arc Supply) Standard T1 Missiles ~70–100 ISK ~400,000 ISK Caldari Navy Missiles ~800–1,000 ISK ~4.0 to 4.5 Million ISK 5,000 rounds of faction ammo is typically enough to clear all 50 missions in the Blood-Stained Stars. If she starts with 6M ISK, buying a full stock of Caldari Navy missiles will leave her with ~1.5M to 2M ISK for initial insurance or fitting adjustments—and bumping her wallet to 10M ISK by the weekend gives her plenty of breathing room.2. The Arc Pays for Itself as She Goes
She won't just be spending ISK; The Blood-Stained Stars is designed to hand out significant liquid ISK rewards as a new player progresses:
- Mission Rewards & Bonuses: Running the arc generates roughly 10 to 15 million ISK in direct mission payouts and completion bonuses.
- Bounties: Target pirate frigates and cruisers will yield a few million ISK in bounties along the way.
- The Final Reward: Completing the 50th mission awards a massive standing boost and a bonus reward worth roughly 5+ million ISK.
- By Chapter 2 or 3, the mission rewards will easily cover the cost of her ammo replenishment.
3. Recommended Strategy
To stretch her starting ISK as efficiently as possible:
- Use Standard T1 Ammo for Trash Mobs: Standard T1 light missiles (Scourge, Inferno, Nova, Mjolnir) cost a fraction of faction ammo (~80 ISK). She can use standard T1 for fast-clearing easy frigate waves in the early chapters.
- Save Faction Ammo for Cruisers & Bosses: Switch to Caldari Navy when facing tougher cruiser targets, mission commanders, or heavy structures to melt them down quickly.
- Load Full Faction for Dagan: For the final boss fight against Dagan in Chapter 7, load pure Caldari Navy Inferno or Scourge to ensure maximum DPS.
Now, I have to say I'm glad the AI provided the recommended strategy to make the ISK stretch out until the epic arc provided enough money. One of the first things players learn is to not fly what you can't afford to lose. The extra damage from the special ammo makes survival a lot easier, but when just entering the game for the first time the advice does sound a little hollow. After all, players have so much to spend on when first starting out. Skimping on the ammunition seems like a good choice. My advice is, sometimes you have to spend money to make money. Don't hold onto the ISK too tightly.
Thursday, July 23, 2026
Flying Solo In EVE: Okami WIDOTs The Game?
Last week average concurrency still remained at 24,000 accounts logged in at any one time, plus or minus 500 accounts. The peak concurrency also remained below 33,000 accounts for the third consecutive week and under 34,000 for the past month.
Jester's graphs were a little late running this month, so the above data is dated by a couple of weeks. The 30 day rolling average of players logged in was still over a thousand greater than last June. In both 2024 and 2025 the average dipped down to 21,000. I'm interested to see just how far the dip goes. If concurrency only goes down to 23,000 then a yearly average over 24,000 is definitely possible.
For those whose memories don't stretch back 15 years, I've cleaned up an explanation of what WIDOT actually means.
In EVE Online, "WIDOTing" (or WIDOTed) is a verb that refers to an entire alliance (or multiple active corporations within an alliance) dissolving its existing structure, consolidating all remaining members into a single corporation, and merging into a larger partner alliance.
The Origin: Wildly Inappropriate
- The term originates from Wildly Inappropriate, a major alliance during the classic "Northern Coalition" (NC) era in the late 2000s and early 2010s. The Fall of the Old NC (2011): When the original Northern Coalition collapsed under the pressure of the Drone Region Federation (DRF) and its allies in mid-2011, Wildly Inappropriate found itself facing organizational collapse, declining activity, and loss of territory.
- The Merger: Rather than letting the alliance completely disintegrate or disperse into separate groups, the leadership of WI. consolidated their active player base from various member corps into a single corporation under the name Wildly Inappropriate. (with a dot at the end).
- Joining Goonswarm: This newly consolidated single corporation then folded into Goonswarm Federation in June 2011.
How the Term Is Used Today
Because Wildly Inappropriate was one of the earliest and most high-profile examples of a multi-corp alliance stripping away its corporate structure to survive inside a larger bloc, EVE players turned the alliance tag into a verb.
In EVE slang:
"They are going to WIDOT" = A failing or downsizing alliance is about to collapse into a single corporation to join a larger mega-coalition or bloc.
"WIDOTed" = An alliance/corp that was absorbed/assimilated into a bigger entity, often losing its independent alliance identity in the process.
Even after reading FC Okami's words I'm not sure exactly what he is trying to accomplish with these changes. I remember the days before the Phoebe jump fatigue days and force projection was all about zipping around the game beyond your own alliance's or coalition's borders. These changes only affect the territory inside an alliance's borders.
I also wonder about the effect on alliances. With coalitions no longer able to share travel infrastructure between member alliances, I imagine the member corporations of smaller alliances will have an incentive to join the largest alliances. Some of those smaller alliances may choose to WIDOT themselves and break up longstanding relationships. Game designers in the MMORPG genre usually try to build cohesion and social bonds between players in order to increase player retention. I see this change as potentially introducing a mass shakeup of such bonds.
Finally I have to wonder about the logistics pilots out there. No, not the players flying the magic healing ships. The ones who do the day-to-day transporting of goods and perform other services to keep an alliance running. The last I heard running an alliance's logistics department isn't exciting at the best of times. Making their lives miserable sounds more like a horrible experiment rather than promoting sustainable game play.
But, what do I know? I don't live in null sec. I'm sure I'm just ignorant on how everything will play out. At least, I really hope that is the case.
Wednesday, July 22, 2026
More Leadership Departures At Cloud Imperium Games
Just a quick post about Cloud Imperium Games. With the company's online cash shop reaching $100 million so far in 2026 I wasn't too concerned about any further shakeups amongst the company's leadership. That is, until I received an automated email from Reddit informing me of a post about two more people removed from the company's about page sometime over the past two months.
The first individual missing, in alphabetical order, is Claire Buffet. A 15 year veteran of Turbulent, Buffet became the Vice President of Operations in April 2025. With the reorganization of Cloud Imperium and the shift of the workforce outside the U.S. I thought Buffet was a great person to place in charge of North America.
The other individual is more noteworthy considering some of the server problems I've heard have afflicted the Persistent Universe over the past couple of patches. Mike Jones was listed as the Vice President of Corporate & Publishing Technology at CIG. Publishing doesn't mean selling copies of Squadron 42. Jones' position provides single-point accountability for all non-game-engine IT operations and technology management across the entire company. If Jones really is gone, that helps explain why Benoit Beausejour, CIG's Chief Technology Officer, was up all night as server issues were addressed on occasion.
I did check LinkedIn and social media and I don't see an indication the two are gone from the company. But that About page on the corporate website is getting rather sparse. Apart from Tony Zurovec who apparently is left on the page as a matter of respect, the leadership section is now down to 9 people including Chris Roberts.
Monday, July 20, 2026
A Preview Of EVE Online's September 2026 Major Update
My first thought was, "Here we go again." Once again the developers want to make space for smaller groups in null sec. Adding space isn't really an option. EVE Frontier can get away with having 120,000 systems because the game is still in development. EVE Online? I think except for special cases the existing jump gate system will not expand any further.
That only leaves making the existing space feel bigger. How? By nerfing alliance infrastructure in null sec. At least, that's the impression I got from briefly reading the dev blog. Hopefully I haven't contributed to Fenris' comfort in doing so by pointing out the average number of players logged in at any one time this year is on pace to be the highest amount since 2014.
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| Average user accounts logged in by year |
Why now?
EVE is in one of the best states it’s been in, in a while. We’re getting regular balance updates with inputs from our players and the CSM. We’re hitting a confident stride in our ability to deliver regular, interesting expansions and new ships. We’re seeing the community thrive.
And while a number of issues persist that we will begin to knock off one-by-one, Force Projection continues to rise to the top and it’s clear that we can’t keep only making small tuning adjustments. It’s time for us to commit to a bigger change.
It’s also time for us to be bold and we’re ready to commit to a bold solution. If we wait to try and solve every item on the Force Projection checklist all at once, then nothing will ever happen. We have a cool idea that we back and we’re ready to iterate on - and now’s the time to do it.
We’re eager to commit to something that will have an impact on the topology of New Eden, test organizational logistics, and put some new tension on the overall layout of the universe leading to new opportunities, shake ups, wars, and alliances.
Here is what we have waiting for us when everyone comes back from our summer vacations, courtesy of Gemini:
The core thesis is clear: powerful mega-alliances can currently zip across the universe too quickly to crush smaller groups. To fix this, CCP is shifting away from punishing individual players (like the old Phoebe-era Jump Fatigue system) and is instead placing the mechanical limitations onto the infrastructure itself.
Here is a breakdown of the structural and mechanical changes announced for the September 2026 Major Update.
1. The Core Mechanic: Ansiblex Capacitor
Instead of imposing jump fatigue on individual pilots, Ansiblex Jump Gates will now have their own Capacitor pools.
- The Brake: Every time a ship jumps through, it drains a portion of the gate's capacitor. Heavy ships will drain more. If the capacitor hits 0, the gate shuts down until it naturally regenerates.
- The Goal: This creates a strict "traffic limit" for sudden fleet movements. Empires can no longer seamlessly teleport massive subcapital fleets across the map instantly.
- Strategic Play: This opens up new meta opportunities, such as players using energy-neutralizing ships or weapons to intentionally drain an enemy gate's capacitor rather than shooting the structure down.
2. Economic & Distance Zoning
To ensure that day-to-day regional logistics aren't ruined for regular line members, the blog introduces distance-based pricing "zones" measured from the alliance's Sovereignty Capital.
- Zone 1 (0–5 Light Years): The "fare" cost to the gate's capacitor is 0. Movement within an alliance’s core home territory remains completely free and unrestricted.
- Zones 2–5: As gates get further away from the alliance's capital, the capacitor cost per jump scales up significantly. Long-range projection becomes incredibly "expensive" for the network.
3. Separation of Travel Networks
Capitals and Supercapitals are being entirely removed from the Ansiblex ecosystem. They will no longer be allowed to use jump bridges at all (with the sole exception of the Rorqual for industrial purposes).
To balance the fact that capitals must now rely purely on their own jump drives and Cynosural fields, CCP is tackling the defender's advantage:
- Cyno Jammer Nerf: The maximum number of anchorable Cyno Jammers in a system is being slashed from 3 down to 1.
- The Impact: It will be significantly easier for attackers to force open a system's cyno window, elevating the strategic importance of capital ship drop logistics in active warfare.
4. Alliance-Only Access Control (ACLs)
Ansiblex Access Control Lists are being strictly locked to Alliance-only.
- The End of Blue Donuts: Massive multi-alliance coalitions can no longer share their jump bridge networks with their neighbors or "renter" alliances. If you aren't in the specific alliance that owns the gate, you cannot use it.
What this means for the Meta
The dev blog explicitly states that this is a forced paradigm shift in organizational scale. CCP wants to pressure sprawling mega-empires by introducing logistical friction.
By making space highly regionalized, smaller groups should have breathing room to establish a foothold without fearing that a 500-man bloc fleet will teleport from across the galaxy to wipe them out in 5 minutes.
What's next? FC Okami noted that because this will heavily alter how alliances value their space, a complete overhaul of Sov Resources will follow shortly after. Alliances are being promised at least a 1-month heads-up and "rig amnesty" so they can relocate their infrastructure if they need to adjust to the new geography.
Friday, July 17, 2026
Post 3000
Fast forward 50 years. I published my first post on The Nosy Gamer 16 February 2009, or 6360 days ago. Today I'm publishing my 3000th post. I'm averaging over that time one post for every 2.12 days. I think 12-year-old me would find that record amazing.
I think the subject of the blog would also amaze middle-school me. Back then video games were something I saw in bowling alleys. The Atari 2600, the first video game console my family would own, didn't come out for another year.
The first PC video games I played after getting out of the Army in 1987. I had a Commodore 64 which was my introduction to fantasy computer role-playing games. I started off the Pools of Radiance saga on the Commodore 64 and finished on a Macintosh which I won in a drawing. But I used that Macintosh more for typing out other people's research papers at college for money than playing video games. And after graduating I also ran fantasy baseball leagues.
I didn't really fall into video games as a serious hobby until a friend at work told me about a new game called World of Warcraft. The game was fun but I was kicked from my guild for non-participation in raids. Turns out the 55-60 hours a week I worked back then wasn't contusive to raiding. Imagine that.
After a month break I found myself playing Everquest II. I spent 2006-2009 playing that game which I found was more fun than WoW. But I left that game after more guild drama wound up destroying the small guild I belonged to.
During my time in EQ2 I became fascinated with an online radio station known as Online Gaming Radio. I then discovered podcasts and a website called Virgin Worlds. I also heard about a game called EVE Online, something called BoB and Goonswarm, and players known as Dianabolic and The Mittani. I wound up making EVE my main game in the fall of 2009 and have remained ever since. I have to credit the lack of guild or corp drama as helping keep me around so long.
I think 12-year-old me would have also not believed that keeping a weblog and playing a video game would lead to something pretty remarkable: air travel. Back then air travel was something for the rich, or at least the very well off. I did fly commercial when I was in the Army but that was about it. But EVE Online had a player convention held in Reykjavik that I wanted to attend one day.
My first Fanfest was in 2012. Since then I've travelled to Iceland for 7 other Fanfests as well as attended four EVE Vegas events and an event in Toronto. Looking back I still can't believe I've visited two foreign countries and a city I never had a desire to go to just because I played video games and owned a blog.
I am bad about remembering things like blog anniversaries. But I thought I'd take the occasion of this 3000th blog post to reminiscence about the journey that got me to this place. I might get to 4000 posts but I very much doubt I'll reach 5000. But that's okay. I've definitely had quite the journey so far.
Wednesday, July 15, 2026
Flying Solo In EVE: My Latest Ship Wish List
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| The weekly snapshot was taken a day late |
Well, that's my story anyways. What about the rest of the players? Seems like they are settling into a holding pattern at 24,000 average accounts logged in during last week. I don't think EVE Vanguard's Operation Avalon event drew much attention last week even with the rewards. To be fair, Vanguard is in an early access alpha, but until the game becomes more integrated with Tranquility I don't think the draw will attract much attention until Vanguard reaches beta.
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| The price of PLEX flatlined last week |
Looking at the global PLEX market caused me to double-check my code. Yes, the flat line running from 6 July's average price of 4,499,000 ISK per PLEX to yesterday's 4,500,000 ISK per PLEX is for real. The Liberation Day sale featuring discounts for the "In Rust We Trust" SKINs launched on Friday had no effect on the PLEX market. That flat line is probably not going to last much longer. Fenris kicked off another 20% off PLEX sale yesterday. We'll see how that goes with the summer slump beginning to make an appearance.
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| I really need to take advantage of my training |
The other two ship classes might blow some minds. Next month marks my 17th anniversary in EVE and I've never flown either a strategic cruiser or a marauder. These last two ship classes came as advice from Gemini on ships that would do very well blitzing level 4 Sisters of EVE missions. I went out and priced a Loki a couple of weeks ago and the price wasn't too bad. The Vargur, on the other hand, would cost over 1 billion ISK and I'm still not comfortable with prices that high.
If I really want to I don't need any more releases to keep me occupied in EVE. I just need to set out to fly all the ships on my wish list. Realistically the only thing keeping me from doing so is the desire. Oh, and the ability to replace anything I lose.
Monday, July 13, 2026
The June 2026 Monthly Economic Report: The Money Supply And Global PLEX Market
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| The global PLEX market: Q3 2025 to Q2 2026 |
Friday, July 10, 2026
Final Fantasy XIV Cosmic Explorations: The End Game
I have the feeling I could make the process more efficient so let me know where I screwed up.
Control: 5470
CP: 649
Medicine: Cunning Craftsman's Tisane (HQ)
















