The Nosy Gamer
Tuesday, March 3, 2026
Flying Solo In EVE: Relocating To The Ani Constellation
Sunday, March 1, 2026
Cloud Imperium Games Sales Surge 21.8% In February 2026
For those wondering if the shutdown of Intrepid Studios and Ashes of Creation would negatively affect Cloud Imperium Games, never fear. The developer of the upcoming games Squadron 42 and Star Citizen recorded record cash shop revenue for the month of February of nearly $9.4 million. The monthly total is a year-over-year increase of 21.8% compared to last year's record total of $7.7 million. For the year, the Cloud Imperium cash shop has raked in $17.8 million, an increase of 14.9% over the first two months of 2025. The lifetime revenue for the CIG online cash shop since November 2012 to the end of February 2026 was $946.9 million.
The $946.9 million displayed on the Roberts Space Industries funding page at the end of January was not a comprehensive accounting for all of CIG's revenue since the project's Kickstarter in October 2012. Overall, the company has recorded $1,071.3 million ($1.07 billion) in confirmed revenue (the funding page & the 2023 financial report).
- Sales/Pledges: $946.9 million (through 28 February 2026)
- Other cash shop revenue: $2.3 million (through 31 December 2023)
- Subscriptions: $39.5 million (through 31 December 2023)
- All other sources: $82.6 million (through 31 December 2023)
In addition, the company has received a total of $68.25 million in outside investment. According to the 2023 financial report, $4.8 million of the amount was returned to investors in 2020 and another $1.9 million in 2023. Including the outside investment money, the total amount raised by CIG to create Squadron 42 and Star Citizen is $1.139.6 million ($1.14 billion), or $1.132.8 million ($1.13 billion) when excluding the returned funds. An additional $12.6 million in loans issued in March 2025 and due for repayment on 31 December 2027 are not included in the total.
New user accounts: While the number of new accounts generated does not have a relationship to money spent in the cash shop, many existing Star Citizen players find comfort in the statistic. Those players have a lot to celebrate as year-over-year new account creation in February rose 200.7% to 78,364. For the year, players have created 136,787 accounts, a 127.7% increase over the 60,062 created in the first two months of 2025.
What to watch for: We head into the month of March with CIG not publishing its financial report for 2024. That report would give some indication as to how well the company did in 2025. In 2023 CIG spent $162 million, which is more than the $155 million the cash shop recorded last year. Newer data on company expenditures would help put 2025's record cash shop sales in better perspective.
The other piece of news to look for is a release date for Squadron 42. I figure CIG will give 6 months advance notice on the release of the game. If a date is not published in March then assume the earliest the game will come out is in November or December.
Thursday, February 26, 2026
Final Fantasy XIV Patch 7.45 Coming On March 3rd
I finally managed to finish the grid to acquire the Cosmic Armored Weapon late last night. A good thing because literally two hours later Square Enix announced on the Lodestone that patch 7.45 would launch next Tuesday.
Patch 7.45 will bring two major pieces of content to FFXIV next week. The first is the new variant dungeon, the Merchant's Tale. As a reminder, Dawntrail's version of the variant dungeon was divided into three flavors:
Variant Dungeons
Explore branching paths to uncover the dungeon's mysteries. Starting from level 90, you may enter solo or with up to three other players, and the difficulty scales with party size. You will also be rewarded with experience points.
Variant Dungeons (Advanced)
Fight even more powerful versions of a variant dungeon's three bosses. They can be fought in any order, and each boss will offer its own rewards. Defeat all three bosses for even greater spoils. Two to four players may enter, and difficulty scales with party size.
Criterion Dungeons
Face the dungeon bosses at their most formidable. Will you best them all, or be buried by their wrath? Parties must consist of four players.
The other is the next installment of Inconceivably Further Hildibrand Adventures. We get to continue to track down the latest bad guy, an old enemy of Detective Hardiboiled. I might be able to wait for a couple of weeks to finish up a few other things, but I definitely need to finish up the Hildibrand story before patch 7.5. Then again, I also need to finish the MSQ and run Hell on Rails as well.
While we wait for the patch the next holiday, Little Ladies Day arrives in the game. The event may take a bit more time as players can obtain four t-shirts, six emotes, an orchestrion roll, three wall-mounted posters, and a cherry tree. From what I've seen, if the cherry tree is tall enough I may plant some in the yard of my cottage.
Just a quick post today because work is keeping me from logging into video games at my usual time at night. But I do have some things I need to do that will keep my busy in FFXIV for a couple of months longer.
Tuesday, February 24, 2026
Flying Solo In EVE: The Lunar New Year
Heading into the last week of February I don't think EVE Online has done that poorly. In today's posts the graphs are on a downward trajectory, which can mean both good and bad things. Let's take a look.
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| Average concurrent users from 16-22 February |
First for the bad. The average number of accounts logged onto Tranquility fell again, to 24,000 +/- 500 accounts. Yes, the shard experienced two hiccups during the week but the average line descended before the server instability. I hoped that the holiday last Monday in the U.S. would keep the ACU for the week at 25,000 but that didn't happen.
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| Prices on the global PLEX market continue to decline |
Now for the good. The average price of PLEX on the global market fell another 2.3% last week, down to 4.16 million ISK. I have the feeling that volumes on the market go down the third full week of a month as the amount of PLEX sold last week would only fund 16,859 months of Omega game time. Over 1400 years of game time sounds like a lot, but represents a week-over-week decline of 18.1%. Add in the price decline and the amount of ISK spent on global PLEX market fell 21% last week. Below are the weekly stats so far in 2026.
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| Selected weekly stats so far for 2026 |
Today's EVE topic is Lunar New Year. Except for Japan, most of East and South-East Asia celebrates the Lunar New Year instead of the Gregorian New Year. Needless to say, once Pearl Abyss acquired CCP Games the game started featuring a celebration of the holiday in order to reach out to new or underserved markets in Asia.
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| The free gifts from the New Eden Store |
Needless to say, the devs lead players to the New Eden Store in the hopes of getting players to engage in some impromptu shopping. But the 8 PLEX is nice. Of course, the devs aren't stupid and in order to prevent thousands of alt accounts from spinning up, only accounts who played from 29 January 2025 – 16 February 2026 and had over 8 hours of playtime throughout the year are eligible for the gift.
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| For $88 a little too rich for me |
Of course the cash shop is offering a special called The Noble Steed pack. But at $88 the price isn't for me, especially since I don't fly any of the ships mentioned in the offer.
Monday, February 23, 2026
Upgrading Aura In EVE Online
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| From the official forums |
Last week CCP Games published an EVE Evolved dev blog about a new addition to an old friend: Aura. Aura is a toned-down AI (according to the lore) voiced by the entertainer and poetry translator Excena Foer. To players, Aura is the first (somewhat) friendly voice heard when a player first starts playing the game. Our friendly AI received an upgrade in 2016 with the introduction of the Inception new player experience. Aura became more than just a tool tip narrator, the AI persona was given "a powerful triple guidance system of voice, text and highlighting" to help players begin the game. And now, nine years later, CCP is experimenting with putting a low-level AI into Aura.
But why introduce the world to the idea of putting AI into EVE? Large segments of the gaming public don't like the idea of AI slop in their video games. Why not just give it a different description? Here's the description given in the dev blog.
Why Aura Guidance?
EVE already has strong guides, tutorials, and documentation. They are accurate, valuable, and not going anywhere. However, every time a new player alt-tabs to read a guide, there’s a real chance they won’t come back.
We want to keep players in the game. When a question gets answered within the client with links to ships and items, players see things they did not know existed. A new player asking about mining might discover a ship they want to fly right away.
If an answer mentions the fitting window, clicking it highlights it in the client. Rather than just explaining in text, Aura Guidance can guide you through the UI directly. That inspires curiosity, which is a hook, and it only works if the answer shows up where they are already playing.
EVE knowledge is situational. Understanding depends on where you are, what you are flying, and the current situation. Every additional login makes a player more likely to discover the wonders of EVE. We want to help people get to that point.
Let's be honest. For those who don't hate AI's, turning Aura into an actual, if limited, AI is pretty cool. Back when EVE was in development one of the most iconic artificial intelligences, Cortana, was released with Halo back in 2001. Going back in history, Cortana, like Aura, was created to guide players through the game.
[Bungie’s lead writer Joseph] Staten also said that originally, Cortana was originally due to be just a simple guide in helping get Chief from A to B among some things. But as it turned out later on, Cortana would show a more human side to Chief.
“We needed a character who could consistently guide the player through the game, and an onboard A.I. was something that could always credibly accompany the player (i.e., another soldier might get lost, wounded etc),” Staten said.
“Over time, Cortana became a fully realized character—a friend and companion to the Chief, not to mention the only person to poke revealing holes in his tough-guy exterior.
Cortana, though, was a character in the story. I personally think CCP Games enhancing Aura's ability to serve as a player‑support AI designed to answer questions, reduce friction, and help new players navigate EVE’s complexity 25 years later would make Aura more amazing that the AI's actual capabilities.
One of the big problems with Large Language Models is many companies use rather suspect ways of getting the information to train their AIs. According to the EVE devs the LLM used by Aura uses information retrieved from Rookie Help chat. The way the AI works also hopefully will minimize the occurrence of hallucinations.
When a player asks a question through Aura Guidance, we embed their question and match it against this bank. We find the questions closest to player questions with existing answers, from real players and ISD volunteers. Those Q&A pairs are pulled, and a response is synthesized from the retrieved content, enriched with the player’s current context: their location, ship, recent deaths, whether they are docked, and so on.
The player’s actual question is never sent to a language model in its raw form. This is deliberate. It does not stop players from trying to break the system with toxic inputs or prompt injection, but it does make those attempts a lot less effective. We look up similar questions instead and build from those answers.
When the system cannot find a confident match, it does not answer. It redirects players to Rookie Help. This is a feature, and it happens often.
I will say I do like the prior experience of the team working on Aura's AI.
The team’s roots are in healthcare AI, with experience diagnosing diseases from biometric data. Getting those answers wrong has life-altering consequences.
That mindset carries over into this work: be careful, be honest about what you don’t know, and don’t guess.
The damage that a hallucination can do is immense, which is one reason I'm a bit wary of the concept. But the restrictions on the advice coming from Aura Guidance does ease my mind a bit.
Let’s be clear about some things that Aura Guidance intentionally does NOT do: it does not give fleet advice, market strategies, or detailed fitting optimization. It does not help you win fights or earn ISK faster. It does not replace the depth of knowledge you get from experienced players, mentors, or specialized communities. Those limitations are by design.
And another statement about the output from Aura I liked.
All responses are built from the vetted Q&A bank. No open-ended generation. No detailed tactical advice. No guaranteed outcomes that could mislead players. And if the system detects questions about exploits or hacks, it doesn’t even attempt to answer.
One final concern I'll address in this post involves the environmental impact of the system.
A Note on Environmental Impact
We take the environmental cost of running AI systems seriously. Our architecture is designed to minimize it from the ground up.
Aura Guidance is retrieval-first. There is no open-ended generation, no reasoning chains, or self-reflection loops. Each question gets a single, short answer. We only run small language model variants, and we evaluate new models with energy cost as a factor.
To put the footprint into perspective, even under generous assumptions where every active player sends a question every day, Aura Guidance's annual energy usage would be comparable to running a single small European household for a year. That is a rounding error next to the energy consumed by the game servers themselves.
Aura Guidance is currently undergoing A/B testing on new accounts on Tranquility. The determination if the program sticks around is the success of keeping new accounts playing. If the system fails, CCP goes on and tries something else. But for the cool factor I hope the testing succeeds.
Thursday, February 19, 2026
FFXIV Cosmic Exploration - An Oizys Update And Token Grind
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| Aether is far ahead of the other logical data centers |
Tuesday, February 17, 2026
Flying Solo In EVE: A New AI
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| From EVE-offline.net |
In what I consider a good sign Eve-offline.net still showed the ACU at 25,000 +/- 500 accounts. Yesterday's federal holiday in the U.S. might keep the ACU at that level one more week. But after that I expect the line to tick down another 1000.
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| PLEX continues its downward trend |
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| 2026 stats by week |
Overall, the amount of PLEX traded last week increased by 4.7%. Reflecting the declining price of PLEX, the amount of ISK players spent acquiring PLEX only increased by 2.3% last week. Imagine that! A lower price of PLEX resulted in increased sales. In all seriousness I spent enough time working with the price of consumer packaged goods to expect that result. Of course, sales help as well and the latest one ended at downtime today.
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| Introduction to IRIS |
Monday, February 16, 2026
Discord, Age Verification, And The UK's Online Safety Act
January 2025 – July 2025: Focus on children’s safety duties. Ofcom issued guidance on age assurance for pornography and on conducting “children’s access assessments” (to determine if a service is likely accessed by children). By April 2025, services had to assess if their platform is likely used by under-18s. Child protection codes of practice were laid in Parliament in April, and by 24 July 2025, any service deemed likely accessed by kids must have completed a detailed child risk assessment. Summer 2025 marks the point at which the child safety regime is in effect, with requirements like age verification for adult content kicking in.Late 2025 – 2026: Ofcom will publish the register of which services fall into Category 1, 2A, 2B (expected in late 2025) and develop further codes for those additional Category 1 duties. By early 2026, we expect new rules on transparency reports and adult user empowerment tools to become operational for the largest platforms. Enforcement activity will ramp up accordingly as all phases of the Act come into play.
The United Kingdom's Online Safety Act (“OSA”) introduces new responsibilities for online platforms to reduce safety risks and provide age-appropriate experiences for users, especially teens. As this legislation comes into effect, we want to outline the changes that all UK users will see across Discord starting today.While the UK Online Safety Act calls for new requirements specifically for UK users, these changes build on our existing safety architecture and represent our ongoing commitment to age-appropriate experiences worldwide.Starting today, all UK users will experience new default settings designed to create a teen-appropriate experience by default while preserving Discord's community magic. These defaults include automatic content filtering (which is already on for teens everywhere) as well as privacy settings that can help limit exposure to potentially harmful materials and interactions. UK users who wish to access content flagged by our filters or customize certain settings can do so by completing a one-time age verification process to confirm they are 18 or older. Our new privacy-forward age verification experience is required in specific scenarios that meet the OSA’s requirements (more details below), while building on our commitment to fostering genuine connections and a positive online experience.
The first week of implementation for the U.K.'s Online Safety Act (OSA) has been anything but smooth. Upon going into effect on July 25, popular online services ranging from X to Discord and even Spotify, requiring users to show ID before engaging with content on their platforms. Users turned in droves to downloading virtual private network (VPN) apps to avoid the requirements of the law and browse with their privacy intact. It's a very American response to the imposition of the British government's age verification rules, and it led the U.K.'s Secretary for Science and Technology Peter Kyle to suggest on live TV that every time an adult uses a VPN, it leads to the harm of a child online. U.S. advocates of similar digital regulations should take notice of how badly this is going.
I found the claim so extraordinary I decided to post the video below.
Every time you use a VPN
— Callum (@AkkadSecretary) July 29, 2025
A child dies pic.twitter.com/9wfJMPxbnF
- Financial penalties – Companies can face fines of up to £18 million or 10% of their annual global turnover, whichever is higher. For the largest tech companies, this could amount to billions of pounds.
- Service restrictions – Ofcom has the power to block access to non-compliant platforms and services in the UK, effectively cutting them off from the British market.
- Criminal liability – In the most serious cases, senior managers and executives may face criminal charges if they repeatedly and willfully fail to comply with the law.
Discord reports over 200 million monthly active users, and is one of the largest platforms used by gamers to chat. The video game industry is larger than movies, TV, and music combined, and Discord represents an almost-default option for gamers looking to host communities.Many communities, including open-source projects, sports teams, fandoms, friend groups, and families, use Discord to stay connected. If communities or individuals are wrongly flagged as minors, or asked to complete the age verification process, they may face a difficult choice: submit to facial scans or ID checks, or accept a more restricted “teen” experience. For those who decline to go through the process, the result can mean reduced functionality, limited communication tools, and the chilling effects that follow.Most importantly, Discord did not have to “comply in advance” by requiring age verification for all users, whether or not they live in a jurisdiction that mandates it. Other social media platforms and their trade groups have fought back against more than a dozen age verification laws in the U.S., and Reddit has now taken the legal fight internationally. For a platform with as much market power as Discord, voluntarily imposing age verification is unacceptable.
The barred Europeans, all of whom have been involved in organizations promoting digital rights and countering disinformation, are “part of a Trump administration campaign against foreign influence over online speech” that focuses on “immigration law rather than platform regulations or sanctions,” said The Associated Press. The move is the “latest in a series of warning shots volleyed by the U.S. at allies” for what the administration has deemed “unfair efforts to regulate American social media and tech giants,” said Politico.European tech regulation, including the EU’s Digital Services Act and the U.K.’s Online Safety Act, has hit MAGA figures hard in two respects, said The Guardian: the “economic interests of Silicon Valley,” as well as their “view of free speech.” Already this month, X owner and onetime Trump administration official Elon Musk faces a $140 million fine for breaching the DSA in one of the “prime examples” of what Republicans in the U.S. view as an “anti-free speech culture on the other side of the Atlantic.” Under President Donald Trump, the “America First foreign policy rejects violations of American sovereignty,” said Rubio in a State Department press release. “Extraterritorial overreach by foreign censors targeting American speech is no exception.”
French Foreign Minister Jean-Noël Barrot said France condemns the visa restrictions on Breton and the four others. Also posting on X, he said the DSA was adopted to ensure that “what is illegal offline is also illegal online.” He said it “has absolutely no extraterritorial reach and in no way concerns the United States.”
Friday, February 13, 2026
A Different Look At EVE Online's Monthly Economic Report For January 2026
Earlier this week CCP Games released the first monthly economic report for EVE Online for 2026. The developers in Reykjavik have to be on a high following Thursday's Pearl Abyss earnings call in which we learned the game had its highest quarterly revenue total since the pandemic lockdown years some 5 years ago. Overall, CCP Games had its highest revenue quarterly total and yearly revenue total in 2025 since Pearl Abyss acquired the Icelandic game studio back in October 2018.
Before diving into the subject, let's look at what the developers thought was important in January.
Economic Trends:
- Mining activity increased following changes introduced in the Catalyst expansion.
- Ice mining volume increased during the Winter Nexus event period.
- The Ship Price Index continues to decline, with an approximate 20% decline over the last year.
- The Mineral Price Index continues to decline, with an approximate 50% decline over the last year.
I look at the monthly economic reports a bit differently than I did back when they were first released some 10 years ago. Now I look at the reports as an indication of the health of the game. I started playing in August 2009 and Hilmar isn't only one who dreams of an EVE Forever. However, in my case I'd settle for another 13 years so I can own an account for 30 years. By that time I'll be 75 and probably ready to retire to playing online chess.
These monthly looks won't just use the MER as the reports don't hold all the stats I want to use. Of course I need to look at the average concurrent user charts provided by Jester.
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| Jester's Daily ACU graph, Feb 2025 - Feb 2026 |
The 7-day rolling ACU line shows the big decrease in activity following the end of the Winter Nexus event, with the figure dropping down 10-12% to approximately 25,000 accounts logged in at any one time the last week of January. This drop in activity should influence the numbers and analysis.
But as the developers pointed out in the dev blog for January, New Eden having approximately 15% more accounts logged in didn't result in higher prices. Instead the Ship Price Index fell 20% year-over-year and the Mineral Price Index falling approximately 50%. The Pearl Abyss C-Suite presenters on this week's earnings call did point out to a higher than expected return of players to EVE. Would an industrial and exploration based expansion like Catalyst have brought those types of players disproportionally back? The answer seemed obvious halfway through typing out the question.
Did I mention that EVE Online itself, not just the IP, had its best quarterly revenue performance since 2020?
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| Yearly average concurrent users |
As someone rooting for EVE to do even better this year I am adding another of Jester's graphs. While I doubt the game will maintain the ACU recorded in January for the entire year, I am rooting for the numbers to exceed those posted in the pandemic year of 2020. Doing so would return discussions comparing the game to the near peak year of 2014 instead of discussions of 2006.
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| The global PLEX market through 2 February 2026 |
PLEX is a rather important virtual currency in New Eden. The game describes PLEX as:
PLEX is an item that can be traded between players on the market. PLEX can also be used in the New Eden Store to upgrade your account to Omega Clone State, purchase virtual goods, and activate other account services.
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| Comparing RMT token and regular game item spending |
- PLEX sales: 175.1 trillion ISK
- Accessories (PLEX-related items): 132.5 trillion ISK
- Regular game play items: 533.2 trillion ISK
Thursday, February 12, 2026
Pearl Abyss Q4 2025 Earnings Call
On Thursday morning in Seoul Pearl Abyss held its latest earnings call discussing both Q4 2025 and full year financial results. For the final three months of 2025 the South Korean game maker recorded ₩95.5 billion ($65.9 million) in operating revenue, basically flat year-over-year revenue compared to the ₩95.7 billion ($69.8 million) recorded in the final quarter of 2024. For the year, Pearl Abyss recorded ₩365.6 billion ($257.5 million), a 6.8% increase over 2024's revenue of ₩342.4 billion ($251.0 million).
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| From the Q4 2025 Pearl Abyss Earnings Call |
Not everything went well for Pearl Abyss in 2025. The fourth quarter resulted in the third quarterly operating loss and second net loss of the year. For 2025 Pearl Abyss racked up ₩14.8 billion ($10.4 million) in operating losses and a net loss of ₩7.6 billion ($4.9 million). Last year was the third consecutive year Pearl Abyss experienced an operating loss.
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| From the Q4 2025 Pearl Abyss Earnings Call |





















