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Friday, October 31, 2025

Final Fantasy XIV Producer Live Letter 89 - Glamour Updates In 7.4

This morning (North America time) Yoshi-P presented his Producer Live Letter 89 (Part 1) for Final Fantasy XIV. I watched a couple of streams along with following along with the translations on the Discord server for the FFXIV sub-Reddit. One of the streamers, MrHappy, said for a part 1 PLL today's presentation was unusually detailed.

One of the surprising slides came near the end of the two-hour presentation.

Dark knight dressed like a white mage

That's right, glamours are no longer locked to classes and jobs. Here is the slide with the details.


Before anyone asks, Yoshi-P did indicate these changes were in response to the recent banning and shutdown of Mare Synchronos. Those who wondered at the timing of the legal action against the developer of the mod might believe Yoshi-P did not take action until he had a replacement. While not a full replacement, at least the new glamour functionality will work after a major patch.

I have wanted the ability to mix and match between classes and jobs forever. For example, I currently have separate glams for armorsmith and blacksmith. But shouldn't they have the ability to wear the same clothes? After all, they both work over an anvil at a forge. So with patch 7.4 I can free up one glamour plate for something else.

In connection to the glamour update, Yoshi-P pointed out that the changes to housing to allow smaller houses to have larger item limits is pushed back to patch 7.5. Apparently CPUs started crashing when 1.5 times the current limits were reached. What does housing have to do with glamour? Because after the housing issue is taken care of, the next feature planned for an upgrade are glamour plates. So perhaps at the start of the next expansion players will see either more glamour plates or an alteration to the system. But until then, more space in the glamour dresser would be nice.

Thursday, October 30, 2025

EVE Frontier Patch Notes: Founders' Access Patches 0.3.2 And 0.3.3

I'm a little late with the patch notes for EVE Frontier's Founders' Access 0.3.2 the game is down for maintenance. As stated before the launch of Cycle 3, yesterday pushed out new content, just in time for players on the 10 day free trial to miss out. I guess that's one way to encourage people to pay for access. Also, to hide any new bugs from the general public. Frontier is in alpha, but the developers want players to experience a polished alpha. I know, a contradiction in terms.

I'm going to alter the order of the patch notes and list the changes based on the roadmap that came out in early October. I'll take the description from the roadmap and combine it with the actual improvements listed in the patch notes.

Creative Base Building 

The first in a series of Build mode upgrades sees the introduction of vertical building placement, along with camera improvements, and greater flexibility in building placement. Build higher, build smarter, and bring your creative vision to life in new ways. 

  • Reinforcement timers have been removed from all assemblies.
  • An MVP for free camera movement has now been added to Build Mode.
  • Precision placement of assemblies based on collision data is now possible in Build Mode.
  • Camera panning is now possible in Build Mode.
  • Audio improvements are now present in Build Mode.
  • Decay has been removed from all Refuges.

Endless Industry 

Industry becomes more intuitive and continuous. This starts with the death of batched jobs.  Keep your structure powered and with enough input materials, and it will keep producing indefinitely. Accompanied by UI changes, this change lays the foundation for a smoother industrial experience. 
  • Input materials can now be removed from an manufacturing assembly regardless of its state.
  • Input and output materials of the selected blueprint are now pinned to the top of the inventory view.
These entries are under "Creative Base Building" in the patch notes. I'll have to log in and start building a base to see if anything else changed. I waited until after the free trial period specifically to use this feature.

In the 0.3.3 patch notes I saw the following addition to bases and wasn't sure which of the above to attribute the feature to, so I'm placing it here. Some of the market functionality of Upwell structures in EVE Online is finding its way into Frontier.

New Assembly added - Relay. 
  • Allows players to sell Feral Data and buy Lenses through the assembly directly. 

The Death Loop 

Death on the Frontier is inevitable, but your re-awakening should give you a fair shot at survival.  Cycle 3 introduces greater control over where they are re-entry, letting you choose where you return to improve your odds of survival, or send you right back into the fray. 
The next portion of the patch notes didn't contain itself to just bullet points of changes. I think someone else wrote this section. The Death Loop apparently is the system the developers feel is the most important introduced in the patch.

Respawn Choice & Strategic Reentry

When a Rider perishes — whether in combat with other Riders, through conflict with NPCs, or by initiating self-destruct protocols on their ship — they now gain improved control over their return to the Frontier.Instead of being cast into a random system, Riders can now select their respawn location directly through the Map Interface. This new view highlights the site of their death alongside available respawn points, empowering Riders to plan their next move and decide which clone to transfer their consciousness to. 

Available Spawn Points

Riders may choose to respawn at:
  • Any of the original starting locations, or
  • Any Hangar or Refuge they own
This system removes the need for the previous “Set Home Base” functionality, simplifying the process and ensuring a consistent death experience for all Riders. The “Set Home Base” feature has been fully removed as a result.

Our Design Intent

The goal of the Death Loop is to create a unified and more strategic death experience with expanded opportunity space. By allowing Riders to make meaningful choices about their reentry, this system increases motivation to return to the Frontier — not as a setback, but as an opportunity to adapt, learn, and reclaim what was lost.

We will continue investing in the Death Loop experience — expanding its immersion through clone consciousness sequences, richer contextual information, and more. Your feedback is highly encouraged and will help us prioritize next steps 

Next up in the patch notes are entries I don't feel fall within new categories listed in the road map.

Content:
  • Three new sites that draw from the Exclave’s historical layer with fractured, half-forgotten relics of the past have been added.
  • The NPE has been updated with a new objective to build a Network Node.

And finally a list of defect fixes and known issues.

Defect Fixes:
  • Corrected a fuel loss issue stemming from multi-stack refueling.
Known Issues:
  • Death Location icon is sometimes slow to appear.
  • Autopilot selections appear on the Respawn Selection map.
  • Distant respawn location cards jitter during zoom.
  • Respawn selection cards change position after entering the Settings menu.

Wednesday, October 29, 2025

EVE Online Patch Notes: 28-29 October 2025

The latest set of patch notes for EVE Online, divided over two days, seem a bit odd. On Tuesday players received the patch notes for content, namely a ship rebalance and event site updates. Today the patch notes only concerned itself with fixes for defects. The patch notes would seem more normal if Tuesday's content just concerned updates for Crimson Harvest and today's were for EVE in general. But the ship balance updates are not just for the event. More experimentation by the infrastructure team?

CCP did publish a dev blog to go along with yesterday's changes. I'm going to go out of order from the dev blog and address the changes to two Blood Raider ships, the Cruor-class frigate and Ashimmu-class cruiser, first.
In celebration of this grand finale [the Harvest ends at 11:00 UTC on 4 November], the Cruor and Ashimmu have received a ship balance pass. Not a temporary boost, but a permanent evolution, reflecting their Blood Raider legacy.
Cruor
  • Small Energy Turret Damage role bonus increased from 100% to 125%.
  • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
  • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.

Ashimmu
  • Medium Energy Turret Damage role bonus increased from 100% to 125%.
  • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
  • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.
The event sites are expanding, presumably to give new content for the event in an attempt to keep players from wandering away from the game bored.
As of today, site distribution across all of New Eden has expanded, with Class 3 Biocybernetic Incident sites now surfacing in highsec. Tetrimon Frontline Base and Dark Blood Gauntlet sites can now also be found in the lowsec constellations of Semou, Jayal, and Hed...

The seasonal reward track has been extended, bringing new items and a final reward crate containing at least a blueprint for any available Blood Raider ship – with the most fortunate capsuleers landing the fabled Dagon or Molok. Keep unlocking rewards on the challenge track to claim it before the Harvest ends at 11:00 UTC on 4 November.
Crimson Harvest:
  • New rewards have been added to the Seasonal Reward Track!
  • Class 3 Biocybernetic Incident sites can now be discovered in high-security space.
  • Spawn delays for standard Blood Raider, standard Tetrimon, and Biocybernetic Incident sites have been significantly reduced.
  • Advanced Blood Raider and Tetrimon sites can now be discovered in the Hed, Jayai, and Semou constellations.
Hed is in Heimatar lowsec and home of Amamake. Jayai and Semou are both in Devoid and are linked to Hed. For those not into factional warfare, all three constellations fall within the Amarr/Minmatar war zone.

Finally, today's patch fixed issues in three general areas.

Audio:
  • Audio will now correctly follow beam based weapons along their entire length, eg: Mining lasers, Vorton Projector.

Graphics:
  • Fixed an issue where lighting on some ships would sometimes render incorrectly when certain weapons were fitted.
  • Ghosting on Plasma planets when using anti-aliasing or upscaling has been vastly improved.

Technical:
  • Certain wrecks causing the client to crash has been resolved.
  • The client will no longer stop responding when using DLSS and jumping through a series of stargates or wormholes.
I think this is the last significant patch for the Legion expansion. Next week should see a patch to remove Crimson Harvest for this year. After that I expect the next patch to be the release of Catalyst.

Friday, October 24, 2025

FFXIV's All Saints' Wake In 2025 - Would Run Again

Last night I finally got around to running through the All Saints' Wake event for 2025.  Unlike the four-week long Crimson Harvest in EVE Online, seasonal events in Final Fantasy XIV are usually very short, as in 15-20 minutes. A perfect length to act as a break in everyday routine.


As usual the past few All Saints' Wakes the player gets to deal with another batch of voidsent. I don't want to spoil the story, but this year I think they got a new writer. Or perhaps the old one came back. Either way, I did like my character's reactions throughout.

Entering the haunted house

I also love the concept of a story in a haunted house. Using Haukke Manor, normally a level 28 dungeon, was the perfect setting. Even though I waited a week after the content was introduced, I still saw a number of other players running around, giving it more of a haunted house feel.

Haukke Manor decorated for the season

I also appreciated seeing the other players because I got to see the event mount in action. I have to say, I love the whole pumpkin aesthetic for this event, including for the mount.

Ambulario - a mechanical version of this year's main NPC

One of the nice things about All Saints' Wake is that the event lives on after the quest is complete. Two instances, Sneaky Hollow and The Haunted Manor, exist to play in until the end of All Saints' Wake. Something that I missed out by not exploring in previous years was the costumes.

Dressed as Inspector Hildibrand's alter-ego Brandihild

Find the right imp and players can transform into their favorite NPCs, including the Derplander from the trailers. One additional factor is the more of the content explored, the greater the choices of costumes.

Little events like All Saints' Wake don't really stand out in the long run. Heck, I didn't even know about transforming into NPCs until this year's event. But I think the little details help make the world as a whole a much more interesting place. Hopefully the fact that the little details are leading me to engage more with the world is a good sign for the content in the next expansion. Because I'm tired of all the complaining I heard about Dawntrail.

Wednesday, October 22, 2025

CCP Games Announced EVE Online's Winter Expansion: Catalyst

Yesterday CCP Games announced the name of the upcoming winter expansion for EVE Online. Launching on 18 November, Catalyst is a rather humorous, if dark, name for the expansion. The second expansion in a row named after a ship in EVE, the Catalyst is a Gallente destroyer known for using its low cost and high alpha damage as a go-to platform for suicide ganking in high security space. In other words, pretty much the antithesis of the contents of the expansion.

As is my practice, I will copy large portions of the press release issued by CCP as a reminder to how the company is selling the expansion outside the EVE player base. 

REYKJAVÍK, Iceland – October 21, 2025 – Today, CCP Games unveiled EVE Online: Catalyst, the next expansion for the iconic sci-fi MMO, EVE Online. With Catalyst, mining becomes a spark for new conflicts, collaborations, and ambitions. Launching on November 18, 2025, the expansion introduces additional mining vessels, the Prismaticite ore, a highly anticipated 2D star system map, and more.

Read the official news item on the EVE Online website here: 'Catalyst' Expansion Launches 18 November

“Mining is the foundation of all activity in EVE, and with Catalyst, it becomes the forefront of power,” said Bergur Finnbogason, EVE Online’s Creative Director. “We’re reenergizing the mining experience, making it far more dynamic, social, and rewarding. To master the universe, you must master its materials. Whether you build or destroy, it all begins with ore.”

“At face value, ore may seem unremarkable, yet it is the hidden catalyst of EVE’s biggest dramas. Creation, conflict, destruction, and rebirth – it’s the center of the eternal cycle of New Eden,” said Snorri Árnason, EVE Online’s Executive Producer. “But where valuable resources appear, so do rival capsuleers, turning mining operations into contested battlegrounds. Players will once again field the mightiest mining ships in pursuit of extraordinary resources, as well as the brand new Pioneer and Odysseus when Catalyst launches on November 18.”

I want to pause here and belatedly congratulate CCP Rattati on his promotion to Executive Producer for EVE Online. This is the first press release that actually gives him the title. I believe he was promoted back in May after Fanfest as I did find a pre-Legion stream back in May where CCP Swift identified him as such.

A failed experiment on the enigmatic Drifter Gates has destabilized spacetime, causing Hyperspace Fractures to appear across New Eden. These short-lived anomalies reveal Phased Asteroids rich in a volatile new resource, Prismaticite, an erratic ore that reprocesses into random minerals in unpredictable quantities. Outer Ring Excavations (ORE) engineers have unveiled Phase Anchor technology, a deployable system that stabilizes fractured asteroids for coordinated mining.

If the developers are going to introduce more random number generation into mining I much prefer the idea of Prismaticite than the residue mechanic introduced back in December 2021. I mean, the RNG can't be worse, right?

EVE Online: Catalyst’s key features include:

  • Hyperspace Fractures and Prismaticite: Explore volatile, time-limited rifts to locate Phased Asteroids rich in Prismaticite, a new erratic ore type. Players can test their luck with random reprocessing or choose a different base mineral for Prismaticite to reprocess into, giving them increased agency for fueling the mining industry and impacting EVE Online’s player-driven economy.
  • ‘Pioneer’ Mining Destroyer: The first of its kind, bridging the gap between mining frigates and barges. Designed for accessibility, this ship can be piloted by Alpha clones and upgraded by Omegas, offering an accessible gateway to EVE Online’s industrial gameplay.
  • ‘Odysseus’ Exploration Command Ship: A long-range vessel built for deep-space expeditions, enabling veteran explorers to lead extended missions into uncharted regions.
  • Mining UI/UX Overhaul: Mining cycles are faster and more immersive, featuring a refreshed scanning overlay and a 2D ore availability map. The tactical, easy-to-read 2D map provides capsuleers with improved system visualization, clear jump ranges, and dual data overlays, offering precise navigation and sharper insights for exploration. Both 2D and 3D maps will feature ore availability indicators, enhanced data readability, and customizable scales for greater clarity in every view.
  • Mining Mutaplasmids and Critical Hits: New customization and yield-boosting systems make resource extraction more unpredictable, engaging, and rewarding.
  • PLEX Transaction Logs: Personal PLEX histories introduce transparency to the in-game economy.
  • Carrier Balancing and Visual Refresh: Empire carriers receive notable balance adjustments and updated visuals in response to player feedback.

Here is where I go to the dev blog to give a comparison of the features the company is highlighting for the player base.

  • Catalyst expansion launches 18 November
  • A new, unpredictable ore ignites a galaxy-wide resource rush
  • Hyperspace fractures reveal volatile asteroid fields rich in Prismaticite
  • Command new ships: the Pioneer mining destroyer and Odysseus exploration ship
  • Mining refined with faster cycles, critical hits, and improved UI
  • Explore the stars with the new 2D map
  • Start your journey with a new epic arc
  • Carriers updated, PLEX logs added, and much more to come
Once again I chuckled as I saw the introduction of a mining destroyer in an expansion named after a ship known for ganking mining ships. But I got really excited when I read the dev blog and the new epic arc.

Learn the Ropes with a New Epic Arc

Whether you’re warping into New Eden for the first time, or just want to explore everything the new expansion has to offer, a new accessible and brief epic arc has got you covered.

Explore and experience the new mining content through an introductory narrative journey, intended to test a new way to introduce expansion content. At the end, you will have a new Pioneer mining destroyer to launch your mining career.

This new arc will introduce the Catalyst expansion to pilots of all experience levels, and help new capsuleers set goals and discover some of the wonders of New Eden.
Just as new players could receive the Venture mining frigate by running through the industrialist career agent missions, new players can receive the new mining destroyer by running through an epic arc. Hopefully the developers will reveal how many players run through that arc in the first month or two.

Finally, soon after the launch of the expansion Access Control Lists (ACL) will receive an update to enable corporations to control who can see and contribute to specific Freelance Jobs.

That's a quick overview of the expansion. I probably will log into the game to run the new epic arc and check on the new mining mechanics. I'm interested to see if the new mining mechanics coming to EVE Frontier wind up in the original game. But for now Catalyst shows promise of being a good expansion.

Tuesday, October 21, 2025

Still A Lot To Do Two Weeks Into FFXIV's Patch 7.35

I am not two weeks into Final Fantasy XIV's patch 7.35. Amazingly looking back I haven't tried either the Monster Hunter Wilds crossover event or the latest installment of the Inconceivably Further Hildibrand Adventures. Less surprisingly I haven't tried the latest deep dungeon,  Pilgrim's Traverse, or any PvP. What I have done is engage in what feels like a lot of catch-up.

The Yok Huy quests are almost complete

I am doing new content introduced in patch 7.35. The Yok Huy allied society quests are interesting. In FFXIV the allied society quests usually have some of the themes as the main story questline (MSQ). I should reach Sworn reputation with the Yok Huy this weekend and Bloodsworn in early November. 

The Branchbearer

One of the improvements is the return of mounts as an end reward for an allied society series of quests. For the Mamool Ja the Branchbearer Horn actually showed up for purchase once I reached Honored status. Such a beautiful mount really deserved more work put into obtaining it.

Next up is spending the next couple of weeks finishing off leveling my Trust NPCs. Currently I have 5 up to level 100: Alphinaud, Alisaie, Estinien, Thancred, and Y'shtola. G'raha Tia is level 96, Krile is level 95, and Urianger is down at level 91. My stash of ventures was down to just over 1700 and since I started leveling my Trust NPCs I'm back up to 2300. My retainer army uses a minimum of 126 ventures per week so upgrading my Trust characters also aids my retainers.

Another goal I have is to reach rank 4 in all Dawntrail with shared FATEs. In addition to unlocking the vendors in Tuliyollal and Solution Nine I had an additional motive. Despite playing for over 6 years my chocobo companion still has not reached level 20. Right now I'm at level 19 and hopefully the challenge log will help me finally max out my companion in the next three weeks.

Finally I have one more goal. I want to finally reach max reputation with all the Custom Deliveries NPCs. One of the problems with starting the game 6-7 years after launch is that in the rush to reach max level I missed a couple of things. In the case of Custom Deliveries I totally skipped over the four earliest NPCs: Zhloe Aliapoh, M'naago, Kurenai, Adkiragh, and Kai-Shirr. I'm currently working on M'naago and Kurenai, both from Stormblood, because they were on the timer list and thus I already qualified to start leveling them.

Of the five, only M'naago cannot be outfitted with glamour items. Yes, I want to change the world, even if only I can see it.

And finally, I still want to work toward the High Mobility Vacuum Suit one can earn by reaching 500,000 class points in all crafting and gathering classes in Cosmic Exploration. Currently I'm not even close but perhaps when I'm finished with some of the other goals I can make a dent in the monumental slog I've facing to get the suit.

Honestly I don't think I can complain about being bored before we get to patch 7.4 in 6-8 weeks. I have a full schedule of activities ahead of me not only until the next patch, but the next expansion as well.

Monday, October 20, 2025

Exploring EVE Online's Global PLEX Market For September 2025

CCP Games published EVE Online's monthly economic report for September last Tuesday. I'm still trying to figure out how to approach the data since CSM member and EVE economics YouTuber The Oz informed me that ISK is still considered active until an account has not logged in for 90 days. I do wish CCP would confirm that someplace on the internet, but until proven otherwise I'll go with the guy who has direct access to the developers. With that piece of news reviewing the active ISK delta every month wasn't really productive. So what do I write about now?

I can still note what the developers consider important.

  • Destruction remains relatively stable over the last ~9 months. While production continues its long term (~18 months) trend upward.
  • Money supply has stopped falling. However ISK velocity continues its downward trend over the last ~6 months.
  • MPI continues to fall.

Since I'm interested in the money supply I decided to look a little deeper into the data. According to one of the graphs in the MER, the amount of ISK actually fell in September by 1 trillion ISK, or basically remained flat. But digging into the money supply file I found two things of note. The first is that the entry for 31 August 2025 was missing. Yikes! 

Faucets and sinks from the September 2025 MER

But even when taking that into account the file showed 2410.3 trillion ISK in the money supply, or 1.3% more than in the graphic above. And the Active ISK Delta also doesn't explain the discrepancy. But according to the data, the money supply began an upward trajectory on 9 September.

Jester's average concurrent user graph

Looking at Jester's average concurrent user graph the timing for the upturn makes sense. At least the money supply is still responsive to near-time player behavior changes.

The Global PLEX Market since its inception

I know people expect information from the MER, but I'm going to post one of my own. The seven-day moving average for the price of PLEX declined by 0.7% over the course of September.

I want to dig deeper into the relationship of the PLEX market and the overall New Eden economy. I'm going to begin looking at two metrics. The first is the sale of PLEX on the GPM versus the amount of ISK entering the economy due to the game's ISK faucets.

ISK made vs ISK bought

One interesting fact to note about the data. Sales of PLEX are not included in any of the totals. Realistically the exchange of ISK for PLEX is probably considered a currency exchange effect, not an actual sale of an item.

The other statistic I want to see is what percentage of total ISK spent in the game was purchased, especially since ISK spent on PLEX doesn't count in the data.

Percentage of sales purchased with cash

For the two full months the Global PLEX Market has operated each month has exceeded 20%. I will need to set up my spreadsheet for some additional statistics but I'm still playing around trying to determine anything valuable to spend the time to track.

I am bringing back one previous chart, the quarterly Active ISK Delta going back to the start of the Alpha & Omega period.


For the quarter following the Legion expansion the amount of ISK removed from the game due to the net effect of players entering and leaving the game, including GM actions, equaled 9.0% of the starting total of 2504.3 trillion ISK. As mentioned previously in this post the MER provided two different figures for the amount of ISK in the money supply at the end of September so I cannot give a further breakdown. But for what I can give, I'd say that the Legion expansion was better received than last summer's Equinox expansion. I'll let null sec residents let me know if they felt that way.

Thursday, October 16, 2025

Will Star Citizen's Instancing Lead To Server Environments Like World Of Warcraft's?

I thought I'd go back to this year's CitizenCon Direct to review Cloud Imperium Game's plans for instancing in Star Citizen. Sometime in 2026 the developers plan to introduce instancing to the Persistent Universe in a move that will divide the Star Citizen player base. Honestly, I believe the change in network architecture will change the future of the game.

First though, I want to review the changes explained at CitizenCon Direct. Instancing will serve as "a first-class tool" to create curated, protected, and scalable gameplay experiences inside the persistent universe. The developers say instancing will complement, not replace, the open-world server-meshed PU. The three pillars of development -- open world, instancing, dynamic content -- introduced at last year's CitizenCon will still be used to develop Star Citizen 1.0.

At this point my surface understanding of CIG's plans for instancing runs out so I turned to Copilot to dive deeper into the CitizenCon transcript. I want to go though each area because I started getting flashbacks to the World of Warcraft PvP server I first played on in 2005. First, what are the developers' goals and motivations for using instancing?
Goals and motivations
  • Let designers build content tuned to specific group sizes and difficulty so progression feels meaningful and repeatable.
  • Protect curated content from outside interference while preserving the risk of reaching or leaving an instance (getting to/from the instance can still be dangerous).
  • Enable both PvE and curated PvP scenarios with the same seamless transitions as the rest of the game.
  • Reduce bottlenecks (e.g., mission-giver congestion) by allowing per-party or reserved instances for conversations and missions.
From last year's CitizenCon I was aware of the instanced PvE. What I wasn't aware of was the instanced PvP. While the content was described as "curated PvP", my thoughts went to Alterac Valley and Arathi Basin, two battlegrounds I ran though dozens of times. From my time in EVE and the reaction to Abyssal instances, those who like open world PvP are going to complain. A lot.

Next comes how instancing will work. When I played WoW 20 years ago, one of the advantages the game had over competitors like Everquest II was the lack of visible instance loading screens. Star Citizen's developers plan on doing something similar.
How it will work (technical / UX notes)
  • Instancing is presented as an evolution of dynamic meshing and server meshing; transitions will be seamless (no loading screens), like existing instance hangars.
  • Entry methods include elevators, gateways, or invisible quantum-jump style transitions.
  • Two main instance types: 
    • Closed/reserved instances for a party or single player (private progression, repeatable story content).
    • Open instances with a limited number of slots for public, curated content (e.g., capped cantinas or events).
  • Some instances will run on separate servers, leveraging the mesh to scale compute across the network.
Some of what was presented was a little confusing. Instancing is an evolution of server meshing? Unless I'm missing something evolution usually means going beyond what was. So does this mean the instancing shuts down major work on meshing? In the long run not spending resources might prove the smart thing to do to advance the project, but I think some players might have different ideas.

CIG did provide examples of the types of content that would be instanced.
Example use cases announced
  • Siege of Orison (reworked): a 15–30 player fire-team experience retooled as an instanced activity to match intended group sizes and avoid interference that previously pushed populations to 100+ and broke the design.
  • Municipal Works (Levki): a multi-chapter, repeatable, progression-driven instanced facility deep inside Levki for teams to advance, log off, and resume where they left off.
  • Tactical content and spaceship operations will use instancing to enable coordinated ship roles and complex objectives (e.g., assaulting a station with trench runs, internal flying, coordinated FPS boarding, timed Vanduul responses).
I'm not going to lie. The above sounds like standard content one could find in World of Warcraft or Final Fantasy XIV. Well, if FFXIV had open world PvP. Content that, if not for years of watching Star Citizen content, I wouldn't find extraordinary at all. What makes the content a surprise is that the developers are no longer trying to incorporate the content into the game like CCP Games did some of its PvE events like Sansha incursions.

Finally, some points I believe were meant to mollify those disgruntled with the new direction instancing will take the game.
Design constraints and player experience
  • Instanced content will still integrate with the overworld: getting in/out can be risky, and open-world elements (enemy responses, external events) can affect instance outcomes.
  • Instancing will be flexible: solo teaching instances (new-player onboarding), private party runs, and public limited-capacity instances that feel seamless to join.
  • The aim is to preserve the PU’s social and persistent identity while enabling repeatable, balanced, and role-driven gameplay that can’t be safely delivered purely in open PvP spaces
A vast open world with no loading screens and the possibility of PvP. Major instanced PvE invulnerable to interruption. Something that suspiciously sounds like instanced PvP zones. I realize my World of Warcraft experience was 20 years ago but the major outlines definitely sound like the PvP server I initially rolled on to play WoW

I should add that I only reached level 35 or 36 (vanilla servers only went up to level 50 back then) before re-rolling on a PvE server. Which begs the question. If Star Citizen is going to have multiple shards, will the developers eventually make some of those shards dedicated to PvE? While the PvP crowd may howl in protest, making PvE servers would definitely help the bottom line.

Tuesday, October 14, 2025

A Quick Review Of My Time In EVE Frontier's FA Cycle 2

Tomorrow is the end of EVE Frontier's Founder Access Cycle 2 and the beginning of Cycle 3. I thought I'd give a brief summary of what I actually accomplished during the 56 day window of play before everything gets reset.

Grace: Grace is a currency earned by completing in-game objectives, missions, and other Cycle activities that contribute to leaderboard placement. By using the leaderboard I can determine how many people played Frontier during the cycle and my place in the pecking order. I managed to get 1250 Grace through the cycle by completing the following activities.

  • Join Discord - 30 pts
  • Enter game for first time - 20 pts
  • Mine ore from asteroid - 20 pts
  • Complete the tutorial - 100 pts
  • Build a Network Node - 50 pts
  • Join the official sub-Reddit - 10 pts
  • Build one of each module - 300 pts
  • Login for 10 days - 200 pts
  • Kill an NPC - 20 pts
  • Login for 20 days - 500 pts

My 1250 Grace placed me at 1736th on the leaderboard. But due to a bug, I think I received the 300 points for the "Build one of each module" goal by mistake. Subtracting those 300 points still places me at 1788 on the leaderboard.

But the leaderboard also lets me know the popularity of the game. The one fact I really wanted to know was how many people actually finished the tutorial. The absolute minimum amount of Grace one could earn and finish the tutorial was 140. A total of 4536 players reached that amount. The leaderboard basically ended at 5000 players so I can't give a percentage of players who finished the tutorial.

Tutorial: The tutorial didn't change much between Cycle 1 and Cycle 2. Players need to build the following structures and items.

Structures (basic)

  • Portable Storage -  (basic storage) - 50 Common ore
  • Portable Refinery - (basic refinery) - 50 Common ore
  • Portable Printer - (basic manufacturing) - 50 Carbonaceous ore
  • Refuge - (basic fitting services/ship storage) - 50 Metal-rice ore

Reflex - (exploration corvette)

  • 5 Fossilized Exotronics
  • 840 Silicate Minerals (1120 Common Ore)
  • 300 Metal-rich Minerals (400 Metal-Rich Ore)
  • 40 Carbonaceous Minerals

Sojourn - (ship engine)

  • 840 Silicate Minerals (1120 Common Ore)
  • 300 Metal-rich Minerals (400 Metal-Rich Ore)
  • 40 Carbonaceous Minerals

In addition I made the following items to fit my first Reflex

  • 4 x Silicate Mining Lens (12 Silicate Minerals)
  • Autocannon - 10 Metal-rich minerals and 30 Silicate Minerals
  • Ammo - 300 - 72 Metal-rich minerals

And enough fuel to fill my cargohold and top off my fuel tank. I didn't fill my cargohold with only fuel. I brought along the four mining lenses and 220 rounds of ammo that didn't fit in my autocannon. I also brought 100 Common Ore to get a jumpstart on building infrastructure. The structures only last for three days without a network node in place, so make sure you put aside an hour or two to complete the tutorial. One thing I should add that I did differently between Cycle 1 and Cycle 2 was to search the sites for the beginners fuel and fossilized exotronics. At least in Cycle 2 the materials would respawn fairly quickly. Oh, and if any bodies floating in space go ahead and pick them up for reprocessing. The ones in the tutorial are very useful.

One last thing. Anything useful fit to the initial Wend players receive should be stripped off as well. I forgot to do that in Cycle 2.

Initial Base - My initial plan was to create a regular base. So after jumping to a system with plenty of resources I built my first four structures like I did in the tutorial system. Then I built a network node. I consider the network node the first serious piece of infrastructure since I needed to build 10 printed circuits, 10 carbon weave, and 10 thermal composites using the portable printer.

Network nodes can only be built as Lagrange points. I tried to build my portable structures away from the Lagrange point but determined I needed to reposition (meaning rebuild) my structures close to the spot in space.

From there I built, in order, a Refinery M, a Smart Storage Unit S, Printer S, and Shipyard S. After building all that infrastructure I still couldn't build modules for my ship. For that, I needed to build the Assembler. In Cycle 3 I plan on building the Assembler after the Refinery M as some of the modules I plan to build may require the output of the Refinery M.

I had a week or so left so I decided to also build a ship, the Reiver. Still a small ship, the Reiver is a more capable combat ship so I wound up shooting up some of the local rogue drones for drops. And that's where I left my play to reset tomorrow.

For Cycle 3 I intend to change my plan slightly. Instead of just stopping in the first system I found with resources I want to wind up 2 or 3 jumps away from a station. With any luck the developers will again seed all stations with buy orders for Feral Data and sell orders for the ingredients for crude lenses. Ideally I want to build a larger ship in Cycle 3, but I will satisfy myself with learning the process to mine crude ore and all the potential benefits that come with the activity.

That's a quick write-up of the last seven weeks I played EVE Frontier. Not the most exciting content but learning the new mechanics was oddly satisfying. Hopefully the new updates planned for the cycle will add some spice to some of the base building. While the lag from interacting with the infrastructure linked to the blockchain does sometimes gets annoying, at least a solution appears on the way. So I'll play the game at least until the end of the year and perhaps finish out the end of the current roadmap ending sometime next September.

Monday, October 13, 2025

CitizenCon Direct 2025 - Nyx Introduced In November 2025

I spent a couple of hours on Saturday watching CitizenCon Direct, the 2-hour condensed digital version of Cloud Imperium Games usual in-person annual convention. My main takeaway was that the Nyx system was coming this year, in November's patch 4.4 to be specific.

I didn't know much more about the system than what was said on stream so I went to the Galactapedia to find more.
Nyx is an unclaimed planetary system situated at the border of an unusually dense and dark stellar cloud. It consists of an F-type main sequence star orbited by three planets and an asteroid belt. Due to the cloud's interference with navigational equipment, travel through the system is difficult and hazardous. The system's main settlement, Levski, located on a moon-sized asteroid in the Glaciem ring, is considered a haven for Humans who wish to live beyond the reach of United Empire of Earth (UEE) law.
Levski has been in the game before so the developers did not have to start from scratch, although I believe the site needed a lot of retrofitting work to fit in with current game systems. Nyx looks like another PvP haven which may or may not sit well with the PvE crowd.

The presentation did go into what is coming up for the next year. Here is a summary.
  • Launch timing: Nyx arrives next month with Alpha 4.4.

  • Key locations: Levki landing zone returning and updated; Glacian Belt (large icy asteroid belt); Delmare asteroid, Lefki base and associated POIs.

  • Narrative: continues 2025 storylines (Pyro Burn, Science Runner/regen crisis) and ties ASD/Intersect investigations into Nyx content.

  • Activities: combined-arms operations, mining-focused content, permanent repeatable missions (including a multi-stage station mission involving Vandals), and player-driven discovery.

  • Atmosphere and visuals: gas clouds bordering Vanduul space, “space snowflakes,” unique rock and environmental aesthetics.
Yes, the Vanduul were mentioned and even seen. A lot of Star Citizen commentators believed the Vanduul would remain hidden until the release of Squadron 42 but in retrospect the move makes sense. If Squadron 42 features a fight with the Vanduul, then those moving from the single player game to Star Citizen would expect to see the aliens in the Persistent Universe as well.

Speaking of business, CIG came out with three new ships to sell during the event.
  • Anvil Paladin: Costing $350, the Paladin is a multi‑crew gunship for sustained ground/space support; heavy armor, remote turrets, crew-focused layout.

  • Esperia Vandal Stinger: With a price of $315, the Stinger is an alien heavy fighter adapted for PU use; retains one bespoke size‑5 plasma weapon; most mounts are standardized for customization.

  • Shiv (Gray market): The Shiv's designation of grey market speaks to the lore of who produces the ship. The cheapest of the new ships at $150, the hybrid Frankenstein ship built from parts; rustic Drake-like aesthetic, unique and powerful.
The CCU Game Dashboard covers six days of sales around CitizenCon events. Through the first 36 hours sales had reached over 60% of those last year and 50% of those in 2023's record year of nearly $5.6 million.

Sales through the first 36 hours of CitizenCon 2023, 2024, & 2025

With patch 4.3.2 coming up later in October and patch 4.4 with Nyx launching ahead of the Intergalactic Aerospace Expo next month, I think CIG is well on its way to $150 million in cash shop sales in 2025.

Sunday, October 12, 2025

CCP Games Announces The 2-D Map For EVE Online's Winter Expansion

I saw a bit of news yesterday I wanted to record. Yesterday at EVE Vegas the developers announced EVE Online would finally have a 2-D map option

Today at EVE Vegas, it was announced that the highly anticipated 2D map will arrive with this year’s winter expansion.

Offering the same functionality as the 3D map, including capital jump range visualization, this new view will deliver sharper tactical insight directly in-game.

Visualize system connections, filter data dynamically, and view ship jump ranges directly on the map. Switch effortlessly between 2D and 3D perspectives, set routes, and explore with greater precision than ever before.

Thank you to everyone who shared feedback during testing and for the warm reception at Fanfest. This is your map, built for how you fly.

I have to admit, if Dotlan did not exist I would have quit playing EVE 15 years ago. My interest in the game has waned over the last few years but I'm glad to see CCP has, at least in this case, abandoned the rule of cool to put a useful feature into the game.

Thursday, October 9, 2025

EVE Frontier's Founder Access Cycle 3 Will Begin On October 15th

The EVE Frontier website released the news a little early, but the beginning of Cycle 3 of Founder's Access begins on 15 October.

The countdown began a day early

I didn't post early in the morning because I was hoping for CCP Games to issue a press release. I wasn't disappointed. Here is the PR, untouched by AI hands (unless the press release itself was generated using ChatGBT).

REYKJAVÍK, Iceland – 9th October 2025 – Today, CCP Games announced that EVE Frontier will be entering Cycle 3 of Founder Access, starting Wednesday, 15th October at 14:00 UTC.

Titled Silent Tide, Cycle 3 will be a fresh start. All progress from the previous Cycle will be wiped, allowing players to begin again from a level playing field.

Following the launch of Cycle 3, CCP Games will also hold a 10-day free trial of EVE Frontier from October 17th to October 27th, allowing more people to get a taste of the merciless space survival sandbox.

As part of Silent Tide, a host of new content will be introduced to EVE Frontier as the Cycle progresses, with major additions arriving on October 29th to mark the next step in the game’s evolution—timed for when players are ready to make full use of them.

This next Cycle will see the evolution of base-building mechanics, giving players greater creative freedom and enabling new tactical, defense and industry layouts for bases. An update to industry mechanics will also enhance production efficiency by allowing jobs to run continuously as long as structures are powered and supplied.

One of the most anticipated additions is a limited-time in-game event coming in the second half of the Cycle, which will put a prototype of WASD controls in the hands of Founders for playtesting. This new control scheme will put Riders’ navigational skills to the test, fundamentally changing the experience of piloting ships on the Frontier.

Silent Tide also brings new areas of the Frontier to explore. Players will be challenged to put their PVE combat skills to the test in two dangerous new locations and will have the chance to earn two new ships through an enigmatic in-game event running throughout Cycle 3.

Other updates include a wide range of quality-of-life improvements and bug fixes. As part of this, the Clone Death Loop will now allow players to choose where they respawn after dying. Further features of Silent Tide will be revealed soon, including details of an upcoming PVP combat tournament.

Alongside the new content in Cycle 3, CCP Games has published a roadmap outlining the future of EVE Frontier. The roadmap reveals that Cycle length will increase to three months starting at Cycle 4, in addition to more details about new features to look forward to in future Cycles. For more information, please visit https://evefrontier.com/news.
The Frontier team did hold a Twitch stream detailing the roadmap but I had to work and missed it. I'll dive into the roadmap later but for now I'll point out the start dates (or at least start months) for waves 4-6.
  • Cycle 3: 15 October 2025 
  • Cycle 4: December 2025
  • Cycle 5: March 2026 
  • Cycle 6: June 2026 
In addition to a press release and medium term roadmap the Frontier team published a dev blog describing the upcoming cycle.

The above graphic is from the roadmap

Important dates are below:
  • 15 October at 14:00 UTC - Cycle 3 launches

  • 17-27 October - Free trial

  • 29 October - "A major update changes how you build, create, and survive. Build mode gains freedom of form: vertical placement, closer structures, improved camera control. Industry becomes continuous. Keep your structure fueled and fed, and it will never sleep. When death comes, you decide where to rise again."
Basically, anyone who has just played during free trial periods will not know the latest details about the game. I'm pretty sure that won't stop people from exclaiming throughout the internet how bad Frontier is.

Now for some of the updates from what we saw in Cycle 2.
Basebuilding Evolved 
The next step in survival begins with creation. Build mode will now offer greater freedom and precision. Structures can be placed vertically, and closer together, supported by improved camera control. Shape your base into a fortress or a factory. Your choice, your survival. 
I've wanted to build vertically as well as horizontally. I'm not so big on WASD controls, but I can see how that would help.
Industry 
The machine never sleeps. Industry will now run continuously for as long as your structure is powered and supplied. No more batches, no more breaks, just sustained production. Larger structures process greater volumes, 
This is another change that will help a lot. Hopefully this also allows the automatic transferring of materials to specified storage units. For EVE vets, think planetary interaction only at an individual scale.
Death & Rebirth 
Death is not the end. You will now have the power to choose where you awaken after destruction. Adapt. Reposition. Turn every loss into opportunity. 
Yes! Picking your respawn spot on the fly will really help.
New Sites 
Two new sites will be introduced to the Frontier. Their guardians lie dormant, until provoked. Explore at your own risk. 
I have the feeling these sites are designed for group content.
New Ships 
Two new ships arrive in Cycle 3. However, nothing in the Frontier is freely given. Take part in the in-game event at the start of the Cycle and earn your prize through skill and perseverance. 
New ships are cool, but I hope these aren't ships that last more than one cycle.
Special Events 
Navigation is evolving as well. In the second half of the cycle, you will have the opportunity to try a prototype of a new WASD ship control for a limited time.  

Also in the second half, a PvP tournament will present an opportunity to test your mettle against other Riders. Do you have what it takes? 
Like I said above, I'm not eager to see WASD movement. But as someone who has gotten stuck in my base structures a way to control my ship with finer control would come in handy.

Wednesday, October 8, 2025

EVE Frontier To Be Build On Sui

While I've played a bit of CCP Games upcoming game EVE Frontier I don't know much about blockchains and Web3 development. So I was a bit curious when I woke up this morning to find out Frontier was going to launch using the Sui blockchain. I visited the corporate website and found the press release

I know that CCP's CEO Hilmar Veigar Pétursson really likes AI, so I didn't feel bad that instead of doing a copy/paste of the press release I gave the link to Copilot to analyze. Here's what my trusty AI sidekick produced.

CCP Games announced that EVE Frontier will be built on Sui, a Layer‑1 blockchain designed by Mysten Labs, shifting the game’s decentralized foundation from its earlier EVM testnet work to an object‑centric protocol that mirrors Frontier’s item‑centric sandbox design. The move targets scale (tens of thousands of star systems, billions of player‑placed objects) with sub‑second finality, parallel execution, and more expressive smart contracts to bring core gameplay on‑chain without sacrificing responsiveness.

Technical alignment and why it matters

  • Object‑centric architecture: Sui treats everything as an object with identity, ownership, and lineage—matching Frontier’s model of ships, bases, factories, and player‑programmed “Smart Assemblies.” This reduces bottlenecks common to account‑based chains by enabling parallel execution when transactions touch different objects, a prerequisite for an MMO with autonomous, interlocking systems at scale.

  • Performance and scalability: Sub‑second finality (as low as ~400 ms), horizontal scaling with validator hardware, and parallel transaction processing help bridge on‑chain actions with in‑client gameplay, aiming to make on‑chain construction, trade, and combat feel immediate rather than “blockchain‑slow”.

  • Security posture: Frontier’s moddability depends on compiling and deploying player‑built code safely. CCP emphasizes Sui’s security model as critical to letting third‑party builders contribute without compromising the integrity of the shared universe.

Moddability and player sovereignty

  • Smart Assemblies: Frontier formalizes player and third‑party programmability through Smart Assemblies—on‑chain, composable structures and systems that can be deployed at scale and persist as part of the game’s shared history.

  • Persistent history and governance: CCP frames Sui as the backbone for deep economic interactions, sophisticated governance, and an enduring on‑chain record of player activity—a universe that can “outlive its creators” by preserving provenance and decisions natively on the ledger.

  • Builder ecosystem: The choice of Sui’s Move language and object model is pitched as builder‑friendly, aligning the protocol’s primitives with Frontier’s design ethos to reduce friction for modders and third‑party developers.

Onboarding, data, and the Mysten stack

  • zkLogin and sponsored transactions: CCP is integrating Sui features that abstract blockchain complexity for players—email‑like login flows (zkLogin) and the ability for the game to cover gas—so billions of interactions can move on‑chain without UX hurdles.

  • Walrus and Seal: Frontier will leverage Walrus (trustworthy decentralized data) and Seal (native data access controls) to weaponize information asymmetry and intelligence gathering—core to EVE‑style play—while keeping sensitive data controllable and auditable.

Strategic read: CCP’s sandbox philosophy meets protocol design

Hilmar Veigar Pétursson positions the shift as ideological and technical alignment: Sui’s object‑centric approach feels like a natural extension of EVE’s historic item‑centric universe, enabling massive player placement of objects and a living world governed by its own “digital physics.” Frontier becomes a testbed for a “forever game” where ownership, composability, and provenance are protocol‑level features rather than bolted‑on systems.

Near‑term status and trajectory

CCP is porting the Founder Access build to Sui and implementing account abstraction, sponsored gas, and the broader Sui/Mysten stack. The transition implies reworking parts of the existing architecture (from prior EVM/Solidity experiments to Move), but is framed as unlocking a fuller, more secure, and more performant version of Frontier’s on‑chain vision.

I have to admit Copilot, while still sounding like a salesman, isn't hallucinating. In the AI's defense I did just give the press release to Copilot to analyze to prevent hallucinations.

For those who want to hear from a flesh-and-blood person, CCP Overload also made a short video on the subject. I can verify CCP Overload is a real person having met and talked to him at Fanfest this year.

Tuesday, October 7, 2025

Cloud Imperium UK Submits Company Accounts For 2024 On Time

For the first time in six years, Cloud Imperium UK Ltd submitted its accounts to UK Companies House on or before the 30 September deadline. According to the stamp on the document, Cloud Imperium UK's accounts for 2024 were submitted on 30 September 2025, the last day to submit the accounts without obtaining an extension. The last time the accounts were filed on time was on 30 September 2019 with the submission of the 2018 company accounts.

Cloud Imperium UK is the portion of Cloud Imperium outside the United States which means the operations of the newly acquired Turbulent Media also falls under the British company. As such, profit and loss statements don't cover the entire business and observers will need to wait until Cloud Imperium submits its entire financial report on its corporate website. But considering the accounts were actually filed on time this year, the odds are that the financial news will be much better overall than in 2023.

I do have other items to highlight. First, CIG's operations outside the U.S. improved from a £8.4 million loss in 2023 to a £1.6 million profit in 2024. Cloud Imperium explained what changed in 2024.

The Group's acquisition of the remaining 75% equity of Turbulent Media on 1 July 2023 means that its results were included in the Group consolidation for six months during the year ended 31 December 2023, and for 12 months for the year ended 31 December 2024.

For the year ended 31 December 2024, Group revenue increased to £51.2m (2023: £46.7m), supported by the Alpha 4.0 release of Squadron 42 in Q4. Costs reduced to £64.8m (2023: £66.5m), demonstrating the internalization and rationalization of Turbulent Media's cost base for the entire year. The Group continues to progress with the development of Squadron 42, targeted for release in 2026, while publishing activities for Star Citizen outside the US remain within the UK group.

As an aside, I'm pretty sure the above paragraph meant to read "the Alpha 4.0 release of Star Citizen". While the accounts were delivered on time, the proofreading of the accounts may have been rushed.

Other operating income rose to £16.6m (2023: £1.8m), driven by an increased video games tax credit of £2.4m (2023: £1.0m) reflecting higher development activity in the UK and Canada, and a one-off recovery of £2.7m from a contractor relating to historic work at the Manchester studio. As a result, the Group delivered a profit of £l.6m (2023: £8.4m loss) and closed the year with net assets of £34.6m (2023: £33.3m). This result was influenced significantly by the one-off recovery and increased tax credit of £l.4m arising from a fully integrated Turbulent Media. Excluding these items, the Group would have reported an underlying loss of £1.1m, which remains consistent with our long-term strategy to bring Squadron 42 to commercial release and subsequently launch Star Citizen, committing costs to these goals based upon our longer term planning.

According to the accounts, Cloud Imperium UK received £11.4 million from the United Kingdom's Video Games Tax Relief provision and £2.2 million in Canada's Multi Media tax credit. 

The next point explains the necessity of the £10 million loan in the first quarter of the year. Cash in hand and in the bank for CIG's Rest of the World operations fell £8.5 million during 2024, from £13.5 million at the beginning of the year down to £5 million at the end. 

The accounts detail some of the effects of the company's restructuring due to the acquisition of Turbulent. In Cloud Imperium's own words:

Since Turbulent Media's full integration 18 months ago, the Group has realised synergies and strategically aligned resources, supporting cost savings while strengthening development and publishing capabilities. During 2024, the workforce was restructured to ensure readiness for upcoming releases. Average headcount rose slightly from 854 to 888, although much of that increase will reflect the full-year headcount in Turbulent Media compared to only six months in the prior year. Thus publishing, community and marketing roles to support launch readiness increased, whilst some rationalization occurred within development and support roles reduced by 5. Employee costs rose to £56.5m (2023: £53.9m) due to the slight increase in headcount and limited but necessary salary increases made throughout the year. Our development contracted services reduced by 49.3%, highlighting the benefits and improved efficiency realized through the Turbulent Media Inc restructuring. In contrast to this we spent 240% more on marketing and events to host Citizencon in Manchester, England, which showcased the work that has gone into the development of Star Citizen and a preview of Squadron 42. Previously we hosted in Los Angeles and thus that expense was not borne by the UK group.

Finally we get to the infamous "put option" for the Calders. The auditor from PriceWaterhouseCoopers still isn't happy about the situation, giving the accounts a "qualified opinion." Cloud Imperium provided the following explanation.

A contingent liability exists with respect to 1,877,400 (2023: 1,877,400) of the 11,745,920 (2023: 11,745,920) issued shares as at 31 December 2024. These shares have the right to put their shares back to the Company for repurchase at a minimum return premium of 6% per annum on the initial purchase price. For 1,599,900 (2023: 1,599,900) shares they also have a value formula based upon the three years' average revenue leading up to the start of the exercise period.

For 277,500 shares their put rights are exercisable on 1 January 2028 only, their earlier put exercise date having now passed. For 1,599,900 shares their first put rights are exercisable between 1 January 2026 and 30 September 2026 and their second between 1 January 2029 and 30 September 2029.

Based upon previous representations from the holders and given the company's financial position, budgets and forecasts the company currently assesses the probability of the holders exercising their put rights to be remote.

The terms seem different than what has appeared in last year's accounts. Last month Cloud Imperium updated UK Companies House with an updated shareholder list.

CIG shareholders, September 2025

The main differences at first glance involve pushing back the Calders, primarily Keith Calder, can exercise their put option. The put option could also be the reason the 2024 accounts were submitted on time. I don't know if timely disclosure of financial information is required or not. Perhaps the timing the accounts were submitted this year is just a coincidence.

The size of the liability increased from a potential £44.6 million up to £71.4 million. As noted above, Cloud Imperium UK only had £5 million cash on hand at the end of 2024. We will probably need to wait until the end of the year for how much cash the entire company is holding.
Consequently, consistent with prior years, the company has not recognised this put option as a financial liability measured at the net present value of the expected payments. If it were to do so using the minimum return calculation value on the investment for those shares it would generate a liability of £34.2m at December 2024 (2023: £30.4m) applying a discount rate of 10% (2023: 10%). This would rise to £71.4m (2023: £44.6m) based upon a multiple applied to an estimate of three prior years' revenue leading up to the exercise date. The increase from the prior year stems from an increased estimation of revenue during the calculation period, but there are many assumptions underpinning that calculation.
Cloud Imperium seems to wave away any issues.
The fact that the exercise is considered remote is the primary reason for not recognising the uncertain net present value of this potential contingent liability. Also given the nature of the put terms, as if exercised the put proceeds would be payable out of available cash in excess of that required to effectively operate the business and thus that liability would remain undischarged until such available cash became available.
I began the post rather optimistic, but the closer I looked the more gloomy I became. The vastly increased cash shop revenue in 2025 eases some concerns but the returns for what CIG calls the Rest of the World contains some land mines. Hopefully the end of year financial report will bring some clarity.

Friday, October 3, 2025

FFXIV - Gearing My Retainers In Patch 7.3

With patch 7.35 in Final Fantasy XIV's Dawntrail expansion just a few days away, I've worked to maximize the gear and stats on my army of retainers. I only have to craft a couple of rings tonight to finish the process so I thought I'd type up a quick post to list out the costs of doing so.

The guide I used was the Teamcraft Retainer Leveling & Gearing Guide. I have 9 retainers in total: 3 botanists, 2 miners, 2 fishers, and 2 white mages. For the gathering classes I equipped them in the orange scrip Innovator's gear. All the time I spend in cosmic exploration to get my Stellar tools paid off because acquiring the orange gathering scrips went really fast. As in I think I was getting roughly over 2000 scrips an hour just hitting the collectable gathering nodes. Here's the breakdown of the gear:

Botanist/Miner

My stats wound up at 4571 gathering and 5198 perception. With the perception melds pushing up the perception, I receive 40 items on level 96 ventures and 30 on items between 97 and 100.

The Innovator's gear and tools cost a total of 3100 orange gathering scrips per character. The materia I melded to the set was:

  • 8 Gatherer's Guile Materia XII
  • 3 Gatherer's Guile Materia X
  • 1 Gatherer's Guile Materia IX

I'd recommend buying the Materia XII from the vendor in cosmic exploration instead of paying an additional 4000 orange gathering scrips.

For the 5 accessory slots, any item with an iLvl of 560 or above will do as each one just needs to hold 2 Gatherer's Guile Materia X. Just a warning that the second materia on each item is an overmeld so expect to need more than 10 materia.

Fisher

My stats wound up at 3418 gathering and 3374 perception. The difference in stats is due to the fisher's secondary tool limited to what one could earn in Stormblood. The cost is lower as a result, with the Innovator's gear only costing 2600 orange scrips. The materia needed for the Innovator's gear is:

  • 7 Gatherer's Guile Materia XII
  • 3 Gatherer's Guile Materia X
  • 1 Gatherer's Guile Materia IX

And like the other gathering classes all that's needed in the accessory slots are iLvl 560 items that can hold 2 Gatherer's Guile Materia X.

Combat

Gearing up a combat retainer is much easier. No melding is required. Currently, as long as the retainers average item level is 715 that retainer will bring back the maximum number of items when sent out on hunting exploration ventures. One of my white mages was already at item level 720 so no work there. But the other was equipped with a hodgepodge of items. I tried to run The Meso Terminal but only completed the first two boss encounters. Still, I picked up two iLvL 735 pieces of armor for white mages. Combined with the two iLvL rings I plan on making tonight my other combat retainer will exceed the level 715 breakpoint.

Min/maxxing the stats on my retainer army might seem a little crazy but since I had some time, why not? If I use something every day I should take care of it, right?

Wednesday, October 1, 2025

Cloud Imperium Cash Shop Revenue Up 78.1% In Q3 2025

For the eighth time this year, Cloud Imperium set a monthly record for cash shop revenue in September according to the CCU Game dashboard  The $9.3 million in sales represented a 35.3% year-over-year increase over September 2024's revenue of $6.9 million. September revenue also was 65.3% higher than the average sales for the previous three Septembers. Through the first three quarters of 2025 cash shop sales are up 41% to $96.5 million.

Needless to say, CIG also set a cash shop revenue record for the third quarter. The $25.1 million recorded over the past three months was 78.1% greater than the $14.1 million recorded in Q3 2024. The amount broke the previous third quarter record of $15.9 million set in Q3 2022.


The $870.5 million displayed on the Roberts Space Industries funding page at the end of September was not a comprehensive accounting for all of CIG's revenue since the project's Kickstarter in October 2012. Overall, the company has recorded $994.9 million in confirmed revenue (the funding page & the 2023 financial report).

  • Sales/Pledges: $870.5 million (through 30 September 2025)
  • 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 $1.063 billion, or $1.056 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 Accounts - For fans who put a lot of stock in new account creation, not only September but the entire third quarter brought good news. The 65,449 new accounts created last month was a 240% increase over the 19,243 created in September 2024.

Looking at the account creation numbers for the third quarter gives an idea about the effectiveness of the new referral program introduced in July. For the quarter, 178,566 accounts were created, a 113.8% year-over-year increase over the 83,521 created in Q3 2024.



$150 million in 2025? Through the first 9 months of 2025 CIG's cash shop sales have reached $96.5 million. Revenue will undoubtedly break the $117.6 million recorded in 2023. The question is, by how much? If Q4 revenue matches that recorded in 2024, the company will wind up with $144.7 million. Can CIG set another quarterly record as sell $53.5 million in items over the next three months? The current record for Q4 was set in 2023 with $51.5 million. The way sales have occurred through the first nine months, $150 million is certainly possible.

What to watch for in October - Will the lack of an in-person CitizenCon impact sales? If cash shop sales are closer to 2023's $14.7 million than last year's $9.3 million then CIG has a real chance to record $150 million in sales in 2025.