Thursday, May 8, 2025
Q4 2024 and 2024 Full Year Revenue For The EVE And Black Desert IP
Wednesday, May 7, 2025
Thoughts On EVE Frontier After EVE Fanfest
- Selling Fake Bookmarks – Before warp-to-zero was officially implemented, players had to create bookmarks near gates to warp directly to them instead of landing 10-15km away.
- Scammers Sold "Warp to Zero" Bookmarks – Some players advertised bookmarks that supposedly allowed instant warping to gates, stations, or safe spots.
- The Catch – Many of these bookmarks were misplaced or completely useless, leading buyers to land far from their intended destination—sometimes in dangerous territory.
- Players were desperate for faster travel and often trusted sellers without verifying the bookmarks.
- Once the transaction was completed, there was no way to reverse it—the buyer was stuck with useless bookmarks.
- Ricdic stole 200 billion ISK from EBank’s holdings.
- He converted the stolen ISK into real money through third-party sites, violating EVE Online’s End User License Agreement (EULA).
- CCP banned Ricdic, but the damage was already done—EBank suffered a massive run on withdrawals, leading to its downfall.
- It demonstrated how EVE Online’s player-driven economy could mirror real-world financial systems, including bank runs and fraud.
- It reinforced CCP’s strict stance against real-money trading (RMT).
- The scandal led to widespread distrust of player-run banks, making similar ventures rare in later years.
- Blockchain Structure - Ethereum operates on a distributed ledger, meaning transactions are recorded across multiple nodes globally. This ensures transparency and security.
- Smart Contracts - Unlike Bitcoin, which primarily handles transactions, Ethereum allows developers to create smart contracts—self-executing agreements with predefined rules. These contracts run on the Ethereum Virtual Machine (EVM).
- Consensus Mechanism - Ethereum transitioned from Proof of Work (PoW) to Proof of Stake (PoS), making it more energy-efficient. Validators stake ETH to secure the network and validate transactions.
- Ether (ETH) - ETH is Ethereum’s native cryptocurrency, used for transaction fees, staking, and interacting with dApps.
- Decentralized Applications (dApps) - Ethereum hosts thousands of dApps, including DeFi platforms, NFT marketplaces, and decentralized exchanges.
Monday, May 5, 2025
Cloud Imperium Games Lost $20.2 Million In 2023
The basis of this analysis remains the management accounts numbers that underpin the financial statements we provide to our auditors, upon which they perform their work for the annual audit.
Income grew again, up 9% to $143M, with regular sales up 5%, subscriptions up 23%, and other income up 50%, the latter owing both to the acquisition of Turbulent and a change in our operations as we intensified development in the UK.
Pledges / Sales (from Counter) This line is taken directly from our daily published Funding Stats Counter, showing the net receipts from our backers and customers. The vast majority of sales are of starter pack sales granting access to the Star Citizen alpha game, as well as spaceships and digital items immediately delivered and playable in the game. A smaller fraction of sales came from pledges for concept ships, which all come with an included “loaner” ship for immediate use and playability within Star Citizen alpha. Due to exchange differences and small items that are not included in the counter, such as shipping costs charged on physical goods, the counter does not completely represent all revenue received. Other than subscriptions (referred below), these differences are included in the final income line to give an accurate representation of total sales received.
The other income line represents partnership income with various hardware and software vendors, sponsorship income, and various local incentives based upon the nature and location of our development and production activities. It also includes any exchange differences as referred to above.Following the acquisition of Turbulent in 2023, it also includes their local incentives and their third-party web service business, where this was maintained following the acquisition.
At the beginning of the year, we made the decision to move Star Citizen onto our StarEngine so we could take it to the next stage in its development and add and improve more features and content that we knew our community and customers were and are keen to see realized. Internally we marked this as the end of the long prototyping phase we had been going through and, whilst not changing our open development philosophy, we recognized this change in our development focus as a further step on the roadmap to commercial release.As set out in my last report, we also made the decision at the start of 2023 that we needed to dedicate and ringfence more resources for our Squadron 42 game in order to get that game to feature complete by the end of the year – again a significant step on its roadmap to full commercial release. Hitherto it was all too easy to divert resources earmarked for Squadron onto Star Citizen to tackle live issues raised by our customers and community stemming from our latest releases, but this was at the expense of the Squadron development plan. So, although an expensive commitment, the decision was taken to devote these planned and required resources to Squadron 42 in the interests of making solid progress towards our ultimate goals.Additionally, as also referenced in my last report, we completed in July 2023 the acquisition of Turbulent, whom we have worked with for over a decade, to provide not just the online customer and platform focused web services technology and support that we had initially engaged them for back in 2012, but to also tap into their game development talent that we had more recently grown with them and now brought in-house through this transaction.As if that was not enough, towards the end of the year we held the biggest live CitizenCon event in our history to 3,000+ people in Los Angeles, where we were able to showcase the new elements we could now bring to the game with our StarEngine and demonstrated what those features might look like, many of which had been developed ‘behind closed doors’ as part of our Squadron 42 work.This goes to explain the 26% increase in our expenditure, including capex, over 2022 with all cost categories up on 2022 except for capex, which was lower as 2022 included the bulk of the investment in the Rest of World Offices and facilities as outlined in the last report.
Salaries and related on-costs represent the total employee cost within the Group, excluding service-oriented publishing, community, and marketing personnel – whose salaries and related costs are included within that cost line.This shows that salary costs increased markedly outside of the USA (+44%), representing both a growth in UK development and, through the second half of the year, all development and related costs incurred in Montreal, Canada following the Turbulent transaction. Including Turbulent, the Rest of World non-publishing and marketing headcount increased by 153 people (27%).In contrast, US salary costs decreased by 20% following a 30% reduction in US development headcount during the year.
Other group costs include expenses for studio operations such as office rental, maintenance, travel, accommodation, IT, and other costs not included in the other cost categories. In 2023, these costs rose by 80% to $33.1M.US offices and overheads grew by less than 5% as the group's US presence remained stable in 2023. The composition of the US operations changed somewhat with a reduction in development (as noted above) and only a small increase in publishing and marketing headcount. Consequently, the US offices were not expanded, and we would have reduced our overheads in the US were it not for our continued investment into our IT infrastructure, hardware, and software.In contrast, the Rest of World overhead costs more than doubled, which was largely driven by three main factors:
- The Turbulent transaction during the year, which added almost 200 people to our group and over 13,000 sq ft of office space in Montreal, Canada.
- The improved office facilities of over 30,000 sq ft in Frankfurt, referred to in my previous report, which came fully on-line during 2023.
- And the same only more so with respect to Manchester, to which we added an additional 35,000 sq ft floor during 2023 to accommodate the planned growth expected there, for what is now by far the largest office in the group and the hub of our development operations.
These costs are associated with running the game, deploying online services, and providing customer support. It also includes the costs of running our platform, publishing, data hosting, and server costs. It includes sales collection, customer liaison costs, and the costs of our marketing and community events. Many elements of this cost line correlate closely with income and user engagement but in 2023 we also had two additional factors driving the 33% growth in this cost category to $39.7M.
- From July, the acquisition of Turbulent added 98 people in this area of the business (although this includes web services for third parties – generating incremental sales as noted earlier) now employed but supplying those services that were hitherto invoiced to the US.
- The CitizenCon event in Los Angeles, which attracted over 3,000 people to witness the unveiling of StarEngine and showcased what was therefore coming shortly to the Star Citizen game as a consequence of this technological advancement.
Despite internalizing our Turbulent Publishing services through the ROW from July, the bulk of our publishing and marketing operations continue to be run through the US, which accounted for 65% of spend in this cost category.It should not be surprising that this spend category is increasing as our game reaches a wider audience, despite, from our perspective, it only just getting out of the prototyping phase. It is essential for us to support our expanding community and customer base while ensuring player engagement in the rich environment we are developing. Therefore, we continue to prioritize investment in our servers, platform, and community tools to enhance the Star Citizen experience, making it comprehensive, secure, and enjoyable.
These costs represent insurance, accountancy, and other professional and legal fees not apportioned directly into the cost areas identified previously. An increase in our cyber security insurance cover and operations generally worldwide, adding fees associated with the Merger and Acquisition activities undertaken in 2023, meant these costs increased by £1.2M to $2.6M in 2023.
This includes capital expenditure on hardware, software, fixtures, fittings, and offices. It varies with staff numbers and includes expenses for hardware renewals, server upgrades, and other security and infrastructure purchases.It is included in this accounting as it represents an outlay for the materials required to develop and publish the games. Since the total capital expenditure amount is included here, we do not list the depreciation portion of such expenditure subsequently in the cost analysis.Capex spending in 2023 was $7M, representing the tail end of the fit-out phases in the Rest of World locations that peaked in 2022 and was highlighted in the 2022 report. Also, more computers and furniture were needed for our increasing staff.
- Technology & Infrastructure – Purchasing high-end servers, workstations, and networking equipment to support game development and live operations.
- Software Licenses & Development Tools – Investing in game engines, animation software, and development tools that facilitate asset creation.
- Office Space & Facilities – Buying or leasing studio buildings, office furniture, and equipment needed to house developers.
- Motion Capture & Production Equipment – Acquiring motion capture rigs, soundproof recording studios, and high-fidelity scanning tools for character and animation development.
- Research & Development Costs – Developing new technology such as procedural generation systems and advanced rendering techniques.
- Data Centers & Cloud Services – Expanding data hosting infrastructure to support the online aspects of the game, such as persistent universe storage and multiplayer functionality.
The headcount analysis represents the people working at the end of the year under the broad disciplines identified. (Note: It is not average people numbers for the year).Employee numbers increased by 225 (25%) to 1,085 worldwide by the end of 2023. As identified in much of the commentary above, a large proportion of this increase has arisen from the acquisition of Turbulent in July 2023, which added 198 people to our end-of-year headcount. These are separately identified above in the various disciplines.US headcount decreased by 25 people (10%) as development reduced, being taken up elsewhere in the group, and publishing and marketing operations only marginally increased. Excluding the Turbulent headcount added in Canada, the Rest of the World headcount grew by 52 (8%) mainly in development, including some relocation from within the group. By the end of the year, the Rest of the World represented 80% of Global headcount (up from 73% last year) although this includes our studio in Montreal which is 18% of our global workforce.
In 2023, the Group made substantial investments in strategic and tactical areas to progress towards its mid- and long-term objectives. The acquisition of Turbulent brought approximately 200 people into the group, along with the associated overhead and related costs, while securing essential skills in key areas. Gearing up and dedicating development resources, particularly in the UK, advanced us to our release objectives, with the greater effectiveness that stemmed from this change in our development operations, but it did add to our costs. Thus, 2023 was a year where we expended some of our accumulated reserves to accelerate and further our business.This investment bore fruit in the latter part of 2024 when we released Star Citizen 4.0, which included the initial phase of the Server Meshing technology we demonstrated at the 2023 Los Angeles CitizenCon event. But, this was at the expense of regular releases throughout the year and, whilst it allowed us to end the year well, sales were only comparable with the prior year.At the 2024 CitizenCon in Manchester, we were also able to demonstrate the roadmap and plan for what we believe will be the 1.0 version of Star Citizen. We also showed the progress made on Squadron 42 by playing through live a chapter in the game and announcing a 2026 release date. Yet all these factors require investment at a time when the macroeconomic environment is unfavorable and the games industry is demonstrating it is not immune to these economic headwinds. Thus 2024’s results, when released, whilst showing some cost rationalization as we bed in the changes made in 2023, will follow a similar pattern. [emphasis mine]
However, we firmly believe and are demonstrating that the investments we are making are worthwhile and our investor shareholders share our beliefs evidenced by their recent equity investments and financing – as referenced in our 2023 UK filings. This funding supports the business and replenishes our reserves ready for this next exciting phase in our life cycle. [emphasis mine]
So, 2023 involved significant expenses and similar costs are anticipated for 2024. However, progress is being made towards our goals, with a focus on achieving our key objectives. We are working towards delivering a high-quality gaming experience and universe of substantial scale and fidelity, which is made possible through the support of our current and future players and community.
Saturday, May 3, 2025
EVE Fanfest 2025 - EVE Keynote
The final session of day 2 of EVE Fanfest was the EVE Keynote. I won't do a comprehensive breakdown of the session, but enough notable items were identified to warrant pointing them out for players of CCP Games' many games.
First on stage was CCP Games' Chief Executive Officer Hilmar Veigar Pétursson. After presenting a history of EVE Fanfest, Hilmar noted that EVE was becoming a platform with two games, EVE Online and the currently under development first person shooter EVE Vanguard. He urged people to visit Steam and put Vanguard on their wish list to help with the algorithm. CCP has even created a campaign similar to Kickstarter's stretch goals.
Hilmar then announced a big event called Nemesis occurring on 16 September 2025.
Hilmar proceeded to talk about the other game under development, EVE Frontier. Not really a lot of news about the game except the project has progressed to the point the team was at Fanfest discussing the game. The news about Frontier Hilmar made were the gaming shows Frontier would appear on this summer.
Hilmar did confirm that Frontier is in effect working as a test platform for both the upgrade of the Carbon engine to Python 3 and the conversion of the engine to be open source. For those paying attention to the strings of dev blogs, the work on Frontier filters into EVE Online through the EVE Evolved technical track.
CCP Orca followed Hilmar to discuss the happenings on the publishing side of EVE. Now, the swords for the active alliances that have reached 10 years of existence and the Alliance Tournament trophy are nice stories, but CCP Orca did announce some news. First, Galaxy Conquest has reached 680 thousand installs. Perhaps not great for a mobile game but solid numbers for Pearl Abyss. The next season begins at the end of May.
Of note are plans to expand the tournament scene. The tournament tools will receive an upgrade and released to players so they can hold their own tournaments.
Titan Forge Games and CCP Games are releasing the EVE: War For New Eden board game, with the first tournament being held at Fanfest. The pair are going to develop a dice game, details to be released soon.
Next up were EVE Online Game Director CCP Rattati and Creative Director CCP Berger. CCP Rattati outlined a new approach to onboarding new players, one advocated by major null sec alliances for at least a decade. Get out of the way, give players the tools, and let other players teach new players how to play. Despite the existence of organizations like EVE University, the desire is to give a major role to the major null sec alliances. Given the success, or the lack thereof, of CCP's efforts throughout the years, perhaps the shift is for the best. Just don't expect career agents to be fixed now.
CCP Rattati then proceeded to make the major updates seen in the Equinox and Revenant expansions an official part of the development cycle. I did see where some EVE players have described the move as a de facto return to the old quarter system. However, the move to me seems more like the Final Fantasy XIV development schedule of a major .X point patch every 4 months with a minor .X5 patch every two months. CCP Rattati confirmed plans for a third major patch for the summer expansion during the third quarter of 2025.
CCP Berger came back on-stage and introduced the next EVE Online expansion, Legion. The expansion will launch on 27 May 2025. I was a little surprised at the timing as the last two summer expansions, Viridian (2013) and Equinox (2014), both launched in June.
CCP Okami and his team provided further information about Legion. Features planned are map upgrades, freelance jobs (a form of corporation project), ESI updates to support freelance jobs, corp palletes for the SKINNR system and updates to the corporation logo editor. The Equinox sovereignty system will also see the addition of three new categories of sovereignty upgrades. One of the upgrades will allow generating system effects similar to those found in wormholes. Finally, attacking entities in null sec warfare will have the ability to capture skyhooks instead of going through the experience of destroying the structures and the building and installing their own.
Well, not quite finally. No EVE expansion is complete without new ships. Legion will see the introduction of two. First is a Triglavian marauder, the Babaroga. The other is the long awaited Angel Cartel dreadnaught, the Sarathiel. The Angel dreadnaught will have the unique ability to use capital micro-jump drives even while sieged.
Up next was CCP Collins to talk about EVE Vanguard. The big news he announced was a Steam early access launch date of summer of 2026. Players will also have access to the game through the EVE launcher. The early access is the point players will have 24/7 access to the game servers.
And of course, the presentation ended with a trailer.
The EVE keynote served as the introduction to the other keynotes given on Saturday so this piece is just focused on what I consider major, or at least noteworthy, news. Was I excited as I left the main hall of Harpa? Not really. Nothing really blew my socks off except the 2D map option coming to EVE Online. But as the company's leadership made crystal clear back in 2019, I'm not the target audience CCP is looking for. We'll have to look at places like Eve-Offline and various metrics in the game to find out how the message from the EVE keynote was really received.
Friday, May 2, 2025
Fanfest 2025: Upgrading CARBON to Python 3
About six weeks ago I wrote about CCP's efforts to upgrade the Carbon engine that runs both EVE Online and EVE Frontier from Python 2.7 to Python 3. Today I attended a session the provided more details about the effort.
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| CCP Aporia |
Given by CCP Aporia, the presentation provided some additional details not known before. Or perhaps details provided a long time ago and just forgotten. One fact I probably should have expected is that the Carbon Engine which powers both EVE Online and EVE Frontier was extracted from EVE Online. I'm not sure how often such a process is as I believe today studios begin with a game engine (or create their own) before developing a game. Then again, the development of EVE began in 1997. Best practices in game development have probably changed over the last 30 years.
Now, I knew that Python 2.7 was depreciated in 2020 from the previous dev blog. One point I didn't think about was the lack of new programmers who didn't have experience in Python 2.7. I should have realized as the classes I've taken in Python over the years have all been conducted in Python 3.x, with the latest taking place in Python 3.12.
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| A clever explanation |
CCP Aporia did receive a question about why, if Python 2.7 was depreciated so long ago, was CCP just now getting around to upgrading the engine. He gave a rather generic answer but I think I know why. The developer told up that work on the upgrade began in May 2023 with initial planning beginning in March of the same year. Looking back, CCP released a press release announcing what was then known as Project Awakening on 21 March. Coincidence? Perhaps, but I think the information cements my theory that the Carbon engine upgrade occurred because of EVE Frontier.
Another interesting fact is that CCP, in conjunction with their partner Recked Digital, actually performed two upgrades. The first, upgrading from Stackless Python 2.7 to Stackless Python 3.8.1, was finished in November 2023. But then CCP made the decision to upgrade Carbon from Stackless Python 3.8.1 to Python 3.12. A forward-looking move as Python 3.8 was scheduled to be depreciated in October 2024 and Stackless Python would be archived in a read-only state in February 2025. The version of the Carbon engine upgraded to Python 3.12 was first used by EVE Frontier in June 2024.
Some of the benefits of making the switch to Python 3.12 is better observability of problems. A new tracemalloc package in Python 3.12 is much more effective at finding memory leaks than CCP's existing in-house tools. tracemalloc is a built-in module in Python used for memory allocation tracking. It helps developers understand how much memory their code is using and where potential memory leaks might be occurring. Key features of tracemalloc are:
- Tracks memory allocations, including the size and location.
- Provides snapshot comparisons to identify unexpected memory growth.
- Helps debug high memory usage issues by identifying problem areas in the code.
- Displays statistics on memory allocation per file and line number.
In addition, upgrading to Python 3.12 means receiving the latest bug fixes and performance improvements as they are released. Also, hopefully the developers will have the ability to implement a native replacement for the global interpreter lock once one is developed that is faster than the GIL.
The upgrade improved the performance of the Carbon engine by an average of 20%.
Now for the big question. When will EVE Online receive the upgraded engine? According to CCP Aporia the question remains up in the air. Two of the reasons are pretty straightforward. EVE Online is a live game and has a lot of players. Does CCP want to provide an unstable server for players for a week or two? I'm pretty sure the answer is no.
The third reason CCP Aporia talked about is one I intellectually knew about but didn't really consider before. EVE Online has a lot of history. A lot of history means a lot of data. Probably pentabytes (1024 terabytes) of data. Python 2.7 & Python 3.12 handle data in different ways, meaning data stored for handling by Python 2.7 may not be compatible with the way Python 3.12 processes data. I'm pretty sure players would hate to see big stacks of items disappear during a transition.
We may hear more information about the Carbon engine on the final two days of Fanfest. But for now I'm waiting for more news on when the Tranquility shard will receive another upgrade.
Thursday, May 1, 2025
Cloud Imperium Records $7.9 Million In Cash Shop Sales In April 2025
Cloud Imperium followed up a record first quarter yesterday by finishing the month of April with $7.9 million in cash shop sales. The revenue amount, according to the CCU Game dashboard, represented a year-over-year increase of 52.6% over the $5.2 million in sales recorded in April 2024. For the first four months of 2025, CIG finished with $33.4 million in sales, a 48.5% YoY increase over the $22.5 million recorded during the same time frame in 2024.
The $807.5 million displayed on the Roberts Space Industries funding page at the end of April was not a comprehensive accounting for all of CIG's revenue since the project's Kickstarter in October 2012. Overall, the company has recorded $906.1 million in confirmed revenue (the funding page & the 2022 financial report).
- Sales/Pledges: $807.5 million (through 30 April 2025)
- Subscriptions: $33.0 million (through 31 December 2022)
- All other sources: $65.6 million (through 31 December 2022)
In addition, the company has received a total of $68.25 million in outside investment. According to the 2022 financial report, $4.8 million of the amount was returned to investors in 2020. Including the outside investment money, the total amount raised by CIG to create Squadron 42 and Star Citizen is $961.4 million, or $974.4 million 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.
The Funding Plateau - Over the last three years, Cloud Imperium has faced a sales plateau in the company's sales of virtual good like internet spaceships. Sales have fallen withing 3% of the average of $115.9 million between 2022-2024. I believe the shakeup of upper management that began in Q4 of 2024 is designed to break through and increase revenue for the company. So in addition to providing year-over-year metrics I will also comparing the sales figures from 2025 to the average sales for the years 2022-2024. I believe if sales continue to fall within the range of $112.4 million and $119.4 million the C-Suite at CIG, if not the board of directors, will not be happy.
In April CIG once again exceeded the average from the three previous years. The 20.2% increase over the average showed more of a general satisfaction as no real event caused a spike in sales in the month. Overall, cash shop revenue is up 28.5% over the three-year average of $26 million from January to April.
Wednesday, April 30, 2025
A Different View Of The EVE Economy
Let’s talk PLEX - the primary currency of the NES, the backbone of player-driven trading, and, for many, a long-term investment vehicle. It’s no secret that PLEX plays multiple roles in EVE, and right now, those roles are colliding in ways that we believe deserve both attention and action.
Tuesday, April 29, 2025
EVE Fanfest: Wandering Around Reykjavik (Kind of)
The last 24 hours weren't too bad. I started last night off with a trip up to the Sky Lounge, the Center Hotel Arnarhvoll's bar. Located on the top floor, the place is a nice, quiet bar with a nice view of the harbor. I did discover that years of non-drinking have taken their toll and one beer had me buzzing. Considering I had a Gul Light I think I am now officially in the lightweight category.
Afterwards I decided to take one more walk. I went over to the 10-11 shop on Austurstræti. The 7/11 equivalent is at the bottom of the hill close to the Center Plaza. Perhaps more importantly Austurstræti houses a bunch of restaurants and pubs like The Laundromat Cafe, The English Pub and The American Bar.
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| The view of The English Pub and American Bar facing Parliament |
Across the street from 10-11 is a nice bistro I've visited over the years. A couple of CCP devs were over in front of the place talking to people. I went in, bought a couple bottles of Fanta and some snacks, and went over and talked to CCP Convict. I had a nice chat and left him because I was starting to get cold. I left him talking to people with someone urging him inside. Hopefully he didn't stay outside much longer. If he caught a cold, it wasn't my fault.
I woke up Tuesday morning jet-lagged, sore from walking up and down Reykjavik's hills, and maybe just a little hungover. I managed to get to the Sky Lounge for breakfast at 8 am. The meal was the usual buffet type arrangement but the scrambled eggs, sausage, and bacon were all cooked well. Personally, I'll give a place an extra star if the eggs come out right.
When I got back to my room I surfed the net looking for a little news. Failing that I watched the latest antics in the WNBA drinking water the entire time, laid down for an hour, and finally felt human around noon. Which, I should add is 7 am in Chicago, meaning my body clock still hasn't adjusted.
Lunchtime meant taking a stroll to see what was built around Harpa. Back in 2018 construction equipment was everywhere. Now in 2025 I see a new hotel and some high-end stores and other businesses. At least, they looked high end from the outside. Apparently a national investment fund from Abu Dhabi bought the hotel from the original owners.
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| The Edition (left) and Harpa (right) |
Monday, April 28, 2025
Travel Day To EVE Fanfest 2025
I succeeded in making my way to the Center Hotel Arnarhvoll overlooking the Harpa convention center and concert hall in Reykjavik. My last trip to the world's northernmost capital city was seven years ago, which coincidentally was the last time EVE Fanfest was held in Harpa. I thought I'd record some of the differences this year compared to my seven previous visits. And perhaps a few people might find something useful to take away.
The first thing I noticed was the ease in which I could obtain electronics designed for European electrical outlets. Going back to my travels to Bulgaria back in 2010 I always found finding adapters a pain. This year all I had to do is do a quick search on Amazon and I received everything in a day. I was even a little surprised because one piece arrived the same day I placed the order. Absolutely amazing compared to my previous travel experiences.
The second is inflation has really hit. The biggest piece of sticker shock was the trip to and from O'Hare Airport. The price has increased 50% since my last trip to EVE Vegas. Now, I have to admit some things have changed. The tip is probably included now because I didn't even have to pull out my credit card. All the charges were pre-handled. In return I received some piece of mind because I was receiving text messages letting me know they were setting up the trip. The driver arrived as I was putting the lock on my checked luggage. Really nice service.
Did I mention I flew Saga Class on Icelandair? Okay, the entertainment system was out for the trip. But I credit the seating for my ability to sleep on the flight. Sure, I didn't sleep well but I did sleep which made a difference for running around in the afternoon. I missed the meal but can testify the chocolate chip muffin was first rate. But the biggest improvement was probably access to the lounge. Icelandair doesn't have a lounge of its own in Chicago but I was able to access the one run by the Polish airline LOT. I had gotten through security and customs a lot faster than I thought I would and had three hours to kill. I really appreciated the lounge LOT runs and can't wait to see Icelandair's lounge on my way back.
My first roadbump occurred in the LOT lounge when I realize I forgot my charging cable for my phone. I have an old phone that uses a Type B micro cable. I was hoping to find one when I got to Keflavik airport as I sometimes think Keflavik is more shopping mall than airport.
As I hoped, Keflavik delivered. The airport has an electronics store, Elko, that has a wide range of cables, outlets, headphones, etc. Not only did the shop have the old cable but is located right by the luggage carousals so getting my replacement was really convenient. Plus, I didn't have to worry about recharging my phone's battery meaning I didn't need to buy a watch.
At this point I should make an observation. The reports of EVE's demise will only hold water once the customs officials don't recognize the mention of EVE Fanfest. Once again, telling the person checking my passport I was in the country to attend the convention was all the explanation required.
Speaking of Keflavik, the luggage unloading really impressed me. By the time I walked around the airport and did my impromptu shopping almost everyone had picked up their luggage. I'm used to O'Hare, one of the world's busiest airports. Flying into a much smaller airport brought some benefits.
Now, I did some trip preparation which paid off when arranging for my bus trips to and from Reykjavik. I'm carrying a notebook and on the first page is my travel information. Things like flight times and hotel details. Well, I'm not very good speaking Icelandic so I resorted to pointing to the notebook when explaining where I was going.
I was blown away when I reached the hotel. My 7 previous trips had prepared me to wait until check-in time unless I took advantage of a "early check-in" offer. My plan was to avoid the wait by taking a 10:15 pm flight out of Chicago, arrive at the hotel around 11-11:30 am, drop off my luggage and eat at The Laundromat Cafe. I walked into the lobby with an EVE playing couple a little after 11:30 am and we went up to the counter. Imagine my surprise when the nice young lady told me my room was already prepared and I could check in. I quickly took advantage, got up to my room, unpacked and took a shower, and was out the door walking around Reykjavik by 12:30 pm.
Needless to say, I accomplished the mission and found The Laundromat Cafe. And yes, the cheeseburger was just as good as I remembered although I now regret ordering a milkshake as well. I didn't know the exchange rate and my cheesburger, fries, and Fanta only cost around $30. I could have had a milkshake for only $4 more.
I picked up some ibruprofen on the way back from the hotel at a pharmacy. Unlike the United States where just about everywhere sells the drug, Europeans require going to a pharmacy where the drug is sold over-the-counter.
Armed with a full belly, some pain reliever, and a big bottle of water, I returned back to the hotel, took a nap, and wrote this first post from Reykjavik. Technically I still have 2 hours to go before my first 24 hours is complete, but I want to check out the hotel bar tonight. Tomorrow, I imagine the attendees will begin trickling in and I'll want to find some EVE players out and about drinking and eating as attendees of EVE Fanfest are wont to do.
Sunday, April 27, 2025
New Changes To PLEX?
CCP Games announced the company was making a change in EVE Online's in-game New Eden Store on the Friday before Fanfest. The subject of concern is the the venerable currency known as PLEX. CCP has indicated the company has plans to change the system.
In 2008 CCP introduced an RMT token into EVE known as the Pilot's License Extension. An RMT token refers to a virtual item or currency in a game exchangeable for real-world money or vice versa. "RMT" stands for Real Money Trading, which involves transactions where players buy or sell in-game assets, accounts, or currency using actual money.
For example, in games like EVE Online, PLEX can be considered an RMT token because it allows players to legally trade in-game currency for real-world money value within the game's official system. However, unauthorized RMT activities outside the game's ecosystem are against the terms of service and can lead to penalties including account termination.
PLEX remained relatively unchanged until May 2017. The introduction of free-to-play gaming in the form of alpha accounts was introduced in Ascension release in November 2016.
PLEX Denomination Change: The shift from 1 PLEX to 500 PLEX was introduced to provide more flexibility for players. This change allowed smaller transactions and made PLEX more versatile for in-game purchases.
Aurum Removal: Aurum, the previous in-game currency, was phased out. Players with Aurum balances were compensated with PLEX, ensuring a smooth transition.
New Eden Store Updates: The New Eden Store was revamped to accommodate the new PLEX system, enhancing the shopping experience for players.
Despite some spikes, the price of PLEX remained relatively stable in the following 4 1/2 years, only rising by 8%, from 2,549,000 ISK on 9 May 2017 to 2,752,000 on 1 January 2022.
The year 2022 was in some respects a watershed moment in the history of CCP Games. With revenue failing to keep up with costs, CCP made two decisions that impacted the PLEX market. First, as Friday's dev blog noted, CCP began introducing EVE Store products to the New Eden Store. According to the article, doing so allowed players to purchase them for PLEX and created a sort of parity between the stores. In other words, the company increased the uses, and thus the demand, for PLEX from those who purchased the currency with ISK.
Next, in May 2022 CCP raised prices. The monthly subscription cost for Omega accounts was raised for the first time since 2004. For example, the 1-month Omega subscription increased from $14.95 to $19.99. Discounts were offered for longer subscription tiers, such as 2-month and 24-month plans. The pricing and tiers for PLEX bundles were also restructured and the prices overall raised. In other words, higher real world PLEX prices resulted in an incentive to not purchase PLEX and cut down on the supply.
Rising demand plus lower supply usually means rising prices. And as I learned over lunch at a soup joint in Reykjavik at Fanfest in 2014, lower PLEX sales for CCP and game time code sellers as well. Apparently most people don't have a plan to spend $50 on EVE ISK and get as much as they can. Instead, players will figure out how much ISK they need and spend the minimum amount of real world currency to obtain the amount. Which means the higher the in-game ISK price of PLEX is, the less money CCP will reap from players buying ISK for dollars/euros/pounds/etc.
How bad was the inflation rate for PLEX? From the beginning of 2022 to the launch of the Equinox expansion 2 1/2 years later the average price of PLEX in The Forge rose 87.5% to 5,160,000 ISK. A commodity that had risen in price by 0.15%/month 1.2%/month for 55 65 months was now rising in price an average of 2.9%/month.
Correction 6 July 2025: The figure from the change in PLEX in May 2017 to October 2022 should have been 1.2% over 65 months not 0.15% over 55 months.
The blaring issue with the supply problems with PLEX makes the next feature introduced in Equinox rather puzzling. The SKINNR system, the system in which players can design custom SKINs for their ships, requires PLEX. For those who don't want to wait, more PLEX is required. And yet, I didn't see any effort to incentivize the purchase of PLEX to put on the market with real world money. But perhaps surprisingly the average price of PLEX in The Forge has only increased 18%, up to 6.1 million ISK, in the 10 months since the launch of the Equinox expansion.
According to Friday's dev blog, here are the steps CCP has undertaken to address the situation.
Here’s what we’ve done so far:
- AIR Daily Goals now include PLEX as a permanent reward, creating a steady stream of accessible PLEX for active players.
- Seasonal events increasingly feature PLEX in their seasonal reward tracks.
- Occasional PLEX gifts mark special milestones and in-game events.
- Mysterious GalNet Crates I and II, featured in Twitch Drops and tradeable on the in-game market, also offer a chance at PLEX.
These steps help, but we know they’re not enough.
We’re exploring additional tools and mechanics that can rebalance the flow of PLEX, making it feel less like a speculative asset and more like a practical, fluid currency that powers your in-game choices.
I have additional thoughts about what I read. I'm also sure CCP Games will provide more details in the Fanfest presentations next week. But for now I really do need to pack everything now that my laundry's done. Which reminds me, I really do need to check out the Laundromat Cafe once I get to Reyjavik.



















