 What's up everybody, I'm TheMangoos, you are awesome and today we're going to be talking about Fault, a new Paragon project that has been kept under wraps until now by Strange Matter Studios. I just learned about this project a day or so ago when they reached out to me via Discord. I asked if they would be willing to do an interview and not only did they do it, they also set the game up so that I could play around a bit while they answered the questions. This was completely unexpected, so if my gameplay and interview ability seemed off, that's why. There are a few sections that seem laggy but that's because I kept accidentally tapping it out of the game. The gameplay itself is very smooth. If you have any more questions about this project, feel free to join their Discord, be sure to visit their website to sign up for the alpha and possibly get in as an early playtester. Playtests are actually going on now, all of that will be linked in the video description below. I'll be interviewing their game designer, OmniNaut, while SilverMonk tries to shred my face with LongdongDoc. Loading in. Alright, so the first thing we're presented with here is to choose your aspects. So what's up with these aspects here? Yeah, so the aspects are like a redesign of kind of the affinities from Paragon. We like the idea of making choices before the game starts and in successful games like League of Legends, they are usually these passives that will impact the playstyle that you're going to adopt during the game. So these aspects are basically passives that you receive all game. You get to pick two of them from any color or the same color and those should be decisions you make, strategic decisions about your intended style of play for that game. And so reading through them, you can see that a lot of them are geared toward mages, support players, tanks. And we hope that you find these impactful and the colors are what we're calling factions. And the aspects you choose depending on what colors they are will affect kind of how you scale somewhat in the late game. And I think we'll probably talk about that later on here. So feel free to pick any two aspects you want, check out the descriptions if you feel. But currently, the game has already started, the timer is actually ticking. We plan to move this to the draft lobby at some point. So you're not wasting game time trying to figure out what aspects you're going to choose. Oh, jump pads. Oh, it works. It works. The jump pad works. Go back for more. All right, so you guys have 11 heroes, right, that are going to be in the internal testing in the closed alpha, right? That's right. So what made you decide on the heroes that you did pick? What was the design philosophy there? Well, since we're the first heroes, we wanted like a variety of features to include stuns, shields, heals, you know, slows, ranged and melee, obviously. You know, and to try to get a good variety of, you know, roles as well, obviously, you know, we're not going to make 11 carries, you know, ask people to give us feedback. Right. So very much so we were, yeah, trying to get a spice, a spicy, you know, variety. So okay, how can I turn, is there a way to turn in-game sounds down? You can turn down your primary volume, hit just hit escape and go to audio. And there's a primary volume setting. You can, you can turn that down. Hopefully that helps. Yeah. Sorry. Yeah. If you need to do that, feel free. Yeah. I do need, I do want to be able to hear you and have everybody else hear you. Yes. Yeah, it's a little better. I like the, I like the sounds for twin blast though. I do like the, so, I mean, we're, we're, we're in lane. Everything's functioning well. I was able to last hit a minion earlier. Hopefully you'll get more. Yeah. Not really trying so much right now to the truth. Yeah. I just, I wanted to make sure everything works here. Yeah. I like the look of the tower so the design philosophy of the map, is it to be more, okay, yeah, shots are smooth. You like that? Yeah. Yeah, yeah. So the design philosophy of the map is to be more, I don't know, legacy or monolith oriented. Yeah. So it's very much like a fusion. So like we liked the action in monolith. We really liked that, you know, people weren't necessarily sitting idle like because, you know, travel times were lower than legacy and because, and because the map is smaller and the design of the map, like there was more action, more space to fight. Legacy jungles were a little cramped for our taste. So we wanted a sort of monolith style map, but also scaled up a little bit because monolith was too small, at least in our humble opinions. So the map is significantly bigger than monolith. You can tell just by going into like a small site jungle on the left, it's so much bigger than monolith. And I think that'll be clear to players. So aesthetically, it's definitely monolith, but gameplay wise, we hope that, you know, it's, I guess it's still somewhat monolithic, like action packed, but a little bigger. So in more options to travel, that's really another thing, like legacy had a great, you know, I liked the pathing, like you had a lot of options of how you were going to get to where you wanted to go through the jungles. So we also incorporated that. So it's not as simple of pathing as legacy had, or as monolith had, pardon me. Okay. So twin glasses, the old double shot or his right click, I like that. Yeah. Yeah. It applies, you know, on a HFX twice. So it scales well with those items. Just get halted. Yeah. Still alive, unfortunately, for people who are watching, I'm not really trying to win the game here. I'm just testing things out. Let's, I'm going to take a trip through the jungle here. Actually, let me back to his back working. Yes, it does. Look at that. We even got a back animation. Yeah. Yeah. Now they got a little bit of money, let's see if we can actually pick up some stuff from the shop. You said pick, you hit I, right? Yes. I opens the shop. You probably want the item with the sword icon, not the sword and shield, but the sword. Item with the sword icon, looking through here. The Academy pistol, shortened to a pistol on that top row beneath the consumables. Beneath the consumables. Yeah. So a shield, alpha one, a pistol, gotcha. Yeah. I would like a pistol, please. You can double click it, or you can click it and click buy. And this shows everything that I can go into, and I did pick red as one of my aspects, so that will help, right, don't empower these later in the game, right? Yeah. So if you were to build that pistol into one of the red legendary items, then that red legendary item is going to give you a rank in that red faction. You can see the ranks at the top of the store. And the number of ranks in that faction will determine the amount of bonuses you get on your red legendary items. And so if you click on one of the red legendary items, you can see which stat is being improved for a rank in these factions. I think maybe right now I might say tokens, but we've been renaming things. As some people have noticed from the card and item descriptions, having some funny names in there. Going through the jungle here. It looks very nice. A lot of grass. You got the five stack jungle camps that they stack throughout the game like they did in Paragon, or they just always five stacks. They start at two, and then they go up from there. Oh, excellent. Allied tower destroyed. Oh, he got our tower. That son of a bitch. So yeah, real quick, I don't know if my voice was working. Yeah, I got my crashed. Something in the... I don't know if it was the store or what. Yeah, my PC legit. Ah, that sucks. So I'm not in the game anymore, but you just walk around and look at the interview, you're not going to waste more time restarting, which is good. I can focus on the questions, too. I just can't comment on the things you're looking at and I'll follow you around. I'm fortunate. I guess is what happens when we try to show off in a, what should have been a simple interview. Right now, Silver Mug is coming after me. He's killing me. Oh, I just... Enemy has been slain. All right. Well, that's that's over with now. I can breathe easy. Let's ask some questions. Nice. Was able to... Just add some spice to your video. That was a little spicy. So company specific questions, when did you, when were you guys founded? Do you have the name copyrighted? Do you have the name? Are you guys incorporated anything like that? Yeah. Yeah. I don't even know. We had, sorry. We formed back in like January and immediately we got a company, you know, I guess license. This isn't my side of things either. And we've been operating under that license for a long time and we recently had it renamed to Strange Matter Studios when we finally decided on a company name. So yeah, we're incorporated in Montreal, Canada. We've got two of our team members are there in Montreal and, you know, the other team, the rest of the team does not live in Canada, but that's where officially our studio is from. Okay. It's a good game development city too. So it's a good place to be based in, I think. Okay. So you got the machine gun ultimate for Twin Blast. How do you guys decide which, which abilities to use, which abilities not to use? Yeah. So for the most part, because we wanted like a game that was easy to make or not easy to make, but we wanted to make the game like playable as soon as possible. For the most part, we're using exactly what people would expect. We didn't spend a lot of time, you know, redesigning kits, you know, to make them unique because our goal was to first make the game and, you know, try to give some semblance of balance, try to give some semblance of, you know, show that we can do some unique stuff here and there. And there are some unique mechanics, obviously, like Murdoch being able to push people into his static trap and that stuns them instead of slows them. Like this little thing like that, just to show that, like we want to push the genre a little bit too. I think I've deviated from the question. Yeah. How do you decide the ability is right. Yeah. Yeah. So we throw in a little spice there and when it comes to some characters, you know, like steel, he went through multiple kits, like even in the days of Epic and Paragon. So, you know, deciding which abilities is going to come down to what we think is the most competitive, what we think is the most, you know, strategically, you know, inspirational, you know, kits to make them something that people want to play. Yeah. And for some things, we might even turn to the community and ask, you know, what they're interested in. Our internal testers and the play testers are going to have a lot of say and if we can't make a decision as a team and on the game development or the game design side of things then yeah, we're not afraid to ask for people's opinions. So I'm trying to pull up my questions here that I had prepared for you. How are you guys going to deal with like, I don't really don't notice any input like are you guys using gas or is this something you programmed in yourself? So to answer the first question, yeah, we're using gas. Gas is like, I'd say a major feature of Unreal Engine. It's just a framework on which you can build ability like systems. That's what stands for gameplay ability system. And it itself actually doesn't address lag, you know, it's more just a feature of Unreal Engine and we'd be silly, you know, kind of not to use gas. It makes, you know, making abilities so easy or not easy. But it provides a framework for that. And yeah, and to as far as lag goes, it's going to come down to the, you know, the tier of servers that we use, you know, how powerful they are, as well as the optimization of our C++ code. Or yeah, because, you know, having lightweight code, you know, an optimized code, you know, instead of having, you know, if there's two minion waves colliding on a lane where no one is, maybe, you know, don't track every auto attack from those minions, you know. So little optimizations like that can happen, you know, in the future. But right now it comes down to just that our C++ is solid and that our servers are running at what at least was working for us for 3v3s. We might have to make, might get more powerful ones if 5v5s are more challenging to the server. Right. I think I hit all that. Yeah, I think you did good. I think you did good. So how do you guys plan to monetize though? Like how do you plan to make this game sustainable for the future? Yeah, so to make the game sustainable is going to take a lot of support from the community. And obviously monetization is going to have to come in at some point. We've been working for free for 10 months. And, you know, some of us are even putting money in to, you know, get lawyers to make our, you know, company contracts and to get the sounds. Like we weren't able to find free sound designers. So we had to pay for these sounds, but we found them important enough that we invested our time and our money into making this game. And so we hope that, you know, with the support from the community, if they really take off with it, that they'll find it reasonable to support us also financially whenever we're comfortable asking for it. Obviously we're day two of, you know, reveal and I don't want people thinking that we're just like out here to make money and we're like, we're out here to make Paragon and, you know, at some point we're going to ask for money, but, you know, that's going to come once the community is, you know, confident and, you know, really supporting us. That's good to know. It's going to come here. And yeah, you know, and it's going to be your typical thing. You're going to have microtransactions. And when we go, the plan is for, when we go early access that it will be a paid early access. We want the game to be completely free to play on launch, like full release, not, you know, you know, alpha beta stuff in early release, but like on full release, we do want the game to be free to play in the, you know, pattern of other great MOBAs and, and to hopefully be able to support that completely through microtransactions. Um, and so I'm not sure if we want to keep this part, but the, uh, there's been a little bit of drama in the community about us potentially accepting real money for Epic assets. I don't know if that's worth addressing here. Oh, what? Yeah, really? Yes. So like, stuff. Okay. Oh, okay. Gotcha. Yeah. So like Epic made skins. Like, is it, you know, moral, I guess is the question for us to accept or to accept real money for, you know, these cosmetics that we didn't make? Absolutely. Yeah. So we, you know, we'll yield to the community if the community really thinks that we shouldn't be charging these Epic assets or for these, you know, Epic cosmetics, then, you know, uh, you know, we're not going to shoot ourselves in the foot by saying, no, you have to say, yeah, and we're not like, it has to sustain itself to get rich. We're not out here to get rich. So that, that'll suck for us because I think people would love to support us in that way. Yeah, but, uh, you know, we'll, we'll yield. Um, but at the same time, we would make the argument that the, like, the skins are free to download. They're free to look at. If you want to launch the Unreal Engine editor and load those skins in and just run around in a blank map, like that's, that's, you can do that. That is free. But to be able to use those skins in a game you love and a game that's fun, that, you know, I think that justifies that maybe we would be allowed to charge for them simply because, you know, we made the game that makes those skins have value at all. So, you know, this may not be other teams philosophies and maybe people don't agree with it, but we would make that argument. And if people disagree, then, uh, you know, well, that'll be a community topic and we'll, we'll hash it out with them. Right on, I keep, um, tapping out of the game at the wrong time and silver muck just jacks me up. Speaking of alting out, let me get my questions back up here. Uh, did I ask how long do you expect game time to last? Yeah, I did. So, um, no, then I'm not. Well, how long do you expect the, uh, the match, match times to last? So the target time is like 40 minutes max, hopefully, or not max, but we want games in by 40 minutes. I, uh, you know, because of the monolith action packed style, like games that drag on for an hour or plus are not what we want. And we wanted the action packed, you know, expressive gameplay and you start winning. We think you more or less deserve to win. There's going to be a little bit of, you know, there's going to be opportunities to come back. Uh, expect that, but we want the game to be relatively short. We want people to be able to play, you know, and be confident that they're going to be able to finish a game if they gotta leave in an hour or stuff like that. You know, long games can be, uh, you know, uh, it can be a drudge. So, uh, we want it to be a little shorter than, you know, some of these, you know, 70 minute old, uh, Paragon games, right now, uh, because we haven't done 5v5, like a lot of them, like we have no clue what it's actually going into being. It could be a disaster right now. It could be two hour games. We don't know. So we're working on it and we're tuning that. So you may not see this, that, but that is the target for now. Do you plan to implement, um, controller support at all? Oh yeah. Yeah. We're already working on it, um, uh, because that's obviously a big deal. Even PC, some PC players play on controller. Um, so we're, we're nearly like, like we're testing it already, um, we're having some, or we're met with some difficulty, but we're getting there and it's just hard to, you know, if you have five active items and a, uh, consumable plus all these abilities and you need to level them up. Maybe you want to use an emote, like getting all these maps, uh, a trivial task. So we're, uh, we're working on it and, uh, we want that to be in, in, I may not be the first week in development, but we would expect here in about a month ish that should be operational. So I think that was a lot of words to say we're working on it. Big, the golden question here, the big one, um, console, what are your plans there? Yeah. So obviously like the PS4 community, especially and also Xbox is, is incredibly vibrant and there's a lot of love coming from the PS4 community. So like we hear you, like we see you on like every single thing we post, like, when's this coming to console? Is this coming to PS4? Like we hear you guys and we desperately like want to provide that to you guys, you know, as soon as possible, um, the scale of what it takes to get a game on the PS4, um, is something that I think the other guys on the team are more, uh, familiar with than I am, but it's going to take some success, a considerable success on PC first. It's going to take considerable success from the community to stay enthusiastic and, uh, and, and to show us that if we, you know, go out on a limb there and like start making that happen, that there's going to be, you know, it's going to be, uh, you know, positively received in the PS4 community. And, uh, you know, in that the, our, our efforts will not be in vain, you know, cause, you know, if we do that and then only 100 people play the PS4 game, it's going to be very tricky stuff. So we a hundred percent, like we love our PS4 players or the, you know, our to be PS4 players and we, and Xbox, sorry. But, uh, it's going to, it's going to, it's going to be a while and I don't think we can even give projections on when or, you know, how it's all going to depend on how well everything goes in the, in the next few months, you know, with the game and with the community. So do you currently have play, um, well, the capability to design new heroes and skins and stuff like that, or do you plan to just pick that up as you go along? Yeah, we obviously, we have workflows to make heroes, uh, we have, uh, or like, you know, to add heroes to the game and the only thing Epic is providing to us are the models of the characters and the animations. So if we get a 3D modeler and a animator, then there's nothing stopping us from making custom characters. Uh, it's just a matter of either finding community members or finding or hiring people, if we have enough financial support, uh, to do those things. And a hundred percent, we want to do that. Probably even before we release all of the Paragon heroes, uh, just because Paragon, you know, not every Paragon hero had a desirable play style and kit, at least, you know, by our standards. Yeah, I'm not even going to ask who that is. We'll let people guess down in the comment. Yes. Tell us who you don't want to see down in the comments. Oh, I guarantee it's going to start with a W and end with a G. So, uh, do you have plans for to add voice lines in? Like, I know you guys really want to just focus on the gameplay for now, but just on down the road. Do you guys have any plans to add in your own voice lines for the Paragon heroes? Um, so interestingly enough, the voice lines and some sound effects for some characters are in the free available Paragon assets. So like little grunts and I think even some like taglines kind of things are actually in there. We didn't add them because we don't particularly care for them, but those exist. We could theoretically toss them in, you know, with a little bit of work. But, uh, you know, we have, you know, bigger fish to fry right now. And as far as adding them, custom ones. Yeah. Yeah. I mean, very reasonable to make some recordings, you know, stuff that we don't think is cringy or, you know, like laughable. Yeah. And, uh, and throw those in. So, yeah, I think that would be cool. Definitely in like the final Polish product, we're going to have like nice little nice flair like that for sure. Right on. Um, you guys plan to use as a storefront, like Epic Games or? Yeah. So Epic Games is that's like the hot deal right now, right? Like if you get on there, you know, your company gets to retain more of its revenue, especially since we're using our engine. If we launch on Steam, we're going to have to pay royalties to Epic. Whereas if we're on the Epic Store, they waive those royalty fees and you just pay the store fee or it might be the other way around. Maybe you get waived the store fee and pay the royalties. I don't know exactly how it works, but it gets considerably reduced. Yeah. So that's ideal. So, and especially having contacts at Epic, you know, not saying they nailed Paragon, but I think they'd have a lot of industry expertise that would that they could provide to us that Steam doesn't. Well, I mean, they have their games, but, you know, if you're making a Paragon like game, having access and contacts that, you know, worked on that project would be very helpful. So, yeah, Epic Games is like the target and the right now we're on Steam because it's easy to get on there and and everyone, you know, everyone's familiar with Steam. So, yeah. Right on. Do you have like a sort of a general idea of the system requirements that are going to be required to use the game to run it? We're we're using Paragon assets, you know, at full, you know, on full blast here. So, you know, it's going to be roughly similar to what you would expect, what I've expected for Paragon. So you're likely going to want a dedicated graphics card, hopefully something, you know, not bottom tier and and we already have settings in the game to reduce the resolution. Trust me, if you put the game on low, it looks awful. Yeah, it is tragic. You can say if you're still in the game, you can try now. So, like, you know, we tried to make that a thing for anybody who shows up. So, that is that that exists. But obviously, we don't recommend using those settings. So it all depends if you want to run at max settings at 60 FPS, you know, if I had to guess at 1080p, probably going to need, you know, 2060, maybe, maybe I would assume a 1060 could cut it. But especially until we optimize stuff and there's a lot of optimization we can do, you know, if we get the support we need to do it, then for sure, we're never going to get it down to the level where you can play on an integrated graphics card, you know, on a basic, you know, PC. But we'll get it optimized if you get those juicy frames and can play on there, you know. I'm going to have more budget rigs. 1060 right now and it seems to be running fine. That's awesome. Yeah, you can turn on the FPS tracker if you want. It might be in the menu. I think there's a ping FPS. Oh, thank you. Yeah, what's your frame rate? Oh, that's a check. I'm in another battle here. He got me. I keep, I haven't, the way I have it set up right now, if I click off the screen anywhere, it locks me out and I can't move. Excellent time to reset my questions here. OK, I got my questions back up. Let me go back into the shop here. Well, I haven't unlocked any favors because I haven't been playing that well or even trying. Tower destroyed. I can see where I can go in and do that if I wanted to. Yeah, yeah, good. Yeah, we're still trying to, like, something we didn't consider was like the naming conventions that we're using and making it very clear what the systems are called and stuff. So if it helps anyone watching this video, like the whole idea of these colors and the feats and the favor, call it a faction. A good description where you think you do feats, like you do these certain objectives in the map and awards you favor. And that favor can be used to rank up factions and the factions being those colors. We don't have names for them yet. So what does ranking up do? Yeah, so ranking up a faction, you know, obviously makes that little number go up, which is, you know, kind of the tier or the rank of every faction. So whenever you look at your legendary items of that same color to the faction you're interested in or that you've ranked up, then all of the items of that color have some stat that scales with the ranks you have. And so they provide power. You know, if you have four red legendary items and you have eight ranks in red and they're a red faction, then you're gonna get, you know, eight of these small bonuses on each one of those items. So it really adds up late game. This system is something that we have in here to, you know, test the waters of that system with the community, but we have actually like really big plans to make it more interesting, I guess I could say. You know, not just give little stat bonuses, but maybe you have to tell you you have so many ranks to unlock the passive. Maybe so many ranks makes the active more strong, you know, longer range, like more damage. So stuff like that, like we have plans, it's on the trello to overhaul that system a little bit. We're not gonna do that if the community doesn't like the game. So, you know, getting that support and love is gonna, you know, help us make this game more strategic, more interesting, you know, and we want it to be competition ready. So, you know, make it competitive and not so min maxi because like even the current faction system that reminds me of the legacy card system. And it was just like, you know, oh, what gives me more damage attack speed or, you know, power or damage? And you know, I got to crunch the numbers and I love spreadsheets. I'm the game designer. I love spreadsheets. I love numbers, but, you know, players don't want to receive numbers. They want, you know, they want some like bad ass abilities. Right, exactly. So, you know, cool stuff. They want to, you know, they want to feel strong. So, yeah, we want to, we want to make that system even more, you know, what would be the word? Just more interesting and more impactful to the player, you know, fun-wise. Yeah. So, oh, crap. I just clicked out again. Are there ways to support the project? Like right now, like, like what's, I keep doing it. What's the best way to support the project right now? Just to support the content creators that are making things, you know, continue to send us your love, like just, you know, that the positive community, like, you know, get hype and then, yeah, and like tell your friends, you know, get on the Discord, you know, if you know a, you know, a 2D artist, like you go on our Discord, look at our open positions tab. If you know someone that's a talented, you know, graphic artist or, you know, or computer artist and, you know, say, hey, like, have you ever considered working? Like doing some work with the, for a video game, you know? Yeah. This game looks promising and they need someone and your work would be out there for all these people to see, you know? So, like, you know, helping us fill these positions that we need. And then once, of course, once we are comfortable, you know, saying, okay, like, we will take your money, like we believe you guys really trust us for that. Cause we don't want to, you know, abuse people's, you know, trust or impulsiveness to spend money on us. So we're going to wait, we're not going to accept money for a while and, you know, we want to make sure that the community really trusts us before we do that. Cause none of the other projects, right? Have started asking for money. An Allied Tower is under attack. A little legitimate projects. Yeah, I was going to say one of them did. The legitimate projects. And that's a good pattern to follow. Like, you know, we don't ask for money unless, like, we really have something special that the community loves. Right, oh man. Yeah, so if you're ready to throw money at us, just keep it, hold on to it, put it in a jar, I don't know. You know, put it in your fault jar. You know, in the catastrophic event that we falter, you know, falter. Sorry, that wasn't an accident. In the next couple of months. Don't bullshit me, that wasn't an accident. Yeah, that, you know, that you'll be happy you kept your money. Granted, obviously refunds everything, but, you know, like that's, we don't like, that's the kind of worms that even we don't want to get into. So, you know, we're not gonna ask for money until we know we've got the support that we need to really push this game all the way through. Right on, man. Well, before I let you go, is there anything you wanna say to everybody out there that you guys just released this? There's a lot of people that are gonna be super pumped to see it. I'm incredibly thankful to you and your team for everything you've done because this is amazing right here. This is very smooth, it plays really well, it looks great. It sounds great, I am extremely impressed right now. So, anything you wanna say to everybody out there? Yeah, thank you so much for those kind words. The only thing I'd say to the people, especially the people that would love to be playing and can't, you know, like just be patient with us, you know. We wanna get that alpha pushed out in a month and you're gonna hear a lot of content creators maybe not think about balance, honestly. Content creators are worried about balance and not about gameplay and the heroes and how they play, like that is a huge blessing. Like, we know our balance is off, we know that, you know, numbers haven't been tuned, we've barely played 5v5, so we haven't been able to test those things. So if you hear people complaining about balance or, you know, numbers, like, we haven't, like, we've obviously done our best, but, you know. Like, those are gonna change and those are easy to change, so don't worry if people are saying like, oh, this game's doomed to fail because the game's, like, you know, it's not balanced, it's like, we just came out, right? So, be patient with us, give us the benefit of the doubt, you know, if, you know, something's funny in the HUD or something and just, and then stay excited. Yeah, we love you guys, it's been awesome the past few days. I've barely been able to sleep, I've been so excited. You know, just laying down, just thinking about, you know, what am I gonna do tomorrow? Like, what am I gonna, you know, how's the playtest gonna go? Maybe a little bit of nervousness, but also, like, more excitement and then it's so hard to fall asleep at night because I'm so enthused by everything, so, thank you guys so much. Yeah, you're doing great things. I think I speak for the community when I say, we all very, very much appreciate what you've done here. So, good job, great job one for everybody involved. But I think that's gonna, that's gonna do it though, I think that's gonna do it for the interview. This is a lot of fun, a lot of fun getting jacked up by Silver Monk, Silver Monk, good playin', sniping me out of nowhere. But yeah, that is gonna conclude this interview. I hope you guys come out and check this game out. There's so many content creators comin' out with all sorts of content. Sylphon kind of got revived by this, he's got a second wind. It's good to see Sylphon out there making content, so, check out whoever you want. Flux, Sylphon, Breddick, The Bory, I don't know, all of them, everybody's making content on this game right now, so, get out there, support everybody, check it out, learn everything you can. This one's for real, this is the real deal. I know I said, in my video last night, I was unsure and I wanted to ask first, but yeah, I'm 100% certain now that this is the real deal, so, give it a look guys, but for now, this is the Mangoes signing off. You guys, have a good one. Mango!