WEBVTT
Kind: captions
Language: en

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Hello! I am Aurora Unit,

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your&nbsp;personal artificial assistant.

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Please wait while I calibrate your suit systems

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All systems nominal!

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Did you need something?

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It's been a year since our last update?&nbsp;

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Well, get ready for a whole lot of update!

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By far the biggest critique of our previous video&nbsp;is Twilight.

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modeled and rigged by Jeannot Landry,  

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she was the first of many renditions yet to&nbsp;come.

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With the time and resources we had, she was sufficient for our purposes,

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but far from final.

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Since then,

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we've worked hard to learn and adapt the styles

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we love into a character we&nbsp;
can all enjoy.

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Having taken months to get here,

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let us explain a little about why it took so long

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and show you what goes into making our models...

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AleChan: The first step in proper&nbsp;
modelling is a good reference art.

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This character art is key to working out the&nbsp;
design requirements for our ponies.

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Though things like anatomy are very important,

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equally important or facial references in many poses.

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This helps show what places need to bend&nbsp;
and squish to get the expressiveness and&nbsp;&nbsp;look we desire... 

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Since 2019 JustAFallingStar&nbsp;
has been the character artist for the game.

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His style was the original inspiration for&nbsp;us,

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as we love his cute yet practical anatomy.

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As you can see his art is excellent, but&nbsp;
we struggled to translate it into 3d,

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something that required a lot of anatomy&nbsp;
work and communication between

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the producer artist and modeler.

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I joined the team in October of 2020

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with the purpose of filling that gap!

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Quickly we started to redesign&nbsp;
Twilight in a way that looked good in 3d&nbsp;&nbsp;

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we spent about three weeks going back and forth as&nbsp;
I practiced and worked on evolving Star's style,&nbsp;&nbsp;

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until finally we were ready to go for the big&nbsp;leagues...

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Aurora: Since the time of Jeannot 
we have gone through several modelers,

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each of whom had their own strengths and weaknesses.

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We wanted to have a "pony" modeler a person&nbsp;
who would be able to judge the model as a brony

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rather than one unfamiliar with the show,

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but this of course was difficult to find...

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Melvelvin: And that is where I come in.

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With AleChan's extensive artwork ability,

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and her ability to give in-depth critiques,

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we quickly started remaking Twilight.

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Many modelers before me had worked diligently to

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capture the look and shape of the character,

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 yet without the aid of a character artist we
 weren't really able to refine the face enough&nbsp;to our liking.

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See, there's a strong tradition of stylizing human anatomy in 3d, 

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but we're&nbsp;limited to really just a few examples for ponies,

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which means we had to do quite a bit of novel&nbsp;work.

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We had to go through several iterations

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re-sculpting the mesh and making very fine changes in places

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until we finally started to get comfortable.

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Then came the challenge of rigging&nbsp;
where we put the bones in the mesh to make it move

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and it took awhile.

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Let's just say that pony&nbsp;facial anatomy
presents some "unique" challenges,

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but eventually we were able to refine and&nbsp;
tweak the system so that it worked properly...

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most of the time...

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But here we are!

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Princess Twilight Primulaceae Fae as she will be...

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for now...

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Aurora: From inspiration,

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to the drawing board of characters,

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 to the final rigging and animation of these models,

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we're grateful for&nbsp;all the support you've given us!

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Now with that out of the way we'd like to talk about the&nbsp; 
world these characters will be living in...

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*beep beep*

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*beep beep*

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which you just lost ^:)

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Game design is a complex and new frontier, an&nbsp;
art and a science.

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For a team to successfully create a game that plays well,

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lots of planning is required.

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Our past two years have been spent&nbsp;in what's called "pre-production."

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Here we write&nbsp;the story,

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make game design documents,

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draft out levels and bosses,

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design and test mechanics,

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and&nbsp;overall make a sturdy foundation for the game as a whole.

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Without the foundational structure&nbsp;
of pre-production things become disorganized.

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It's like trying to build a skyscraper&nbsp;
with no plans;

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sure it's possible,

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but halfway through you could discover a fatal&nbsp;
flaw in your design,

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and you'll either have to destroy the whole structure and start over&nbsp;properly

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or freeze development altogether,

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a state that drives most teams into development&nbsp;hell.

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With pre-production we avoid this,

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and are not ashamed to spend as much time as we need in it&nbsp;
to get things done right.

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As for the game itself, it's currently in its Alpha build.

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Mostly&nbsp;consisting of a set of test rooms with toys and mechanics to play with,

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it acts as a platform that&nbsp;
allows us to make sure the game we're designing

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is not only a good one but possible in execution.

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Things like level loading,

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persistent enemies,

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spinning horses,

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and that guy over there...

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he&nbsp;kind of just does his thing.

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Sentinel3RA: None of this of course
 accurately depicts the scope&nbsp;of this game.

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Dimensional Shift's story has been the subject 
of much debate and hard work&nbsp;since The Arrival,

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and this is translated into what this writer hopes is a 
delicate&nbsp;interweaving of plot, character, and gameplay.

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Much has changed for the better during&nbsp;
the time we've spent in pre-production,

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enough that we're confident we can move&nbsp;
into the next phase of development:

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The Beta

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With two years of pre-production under our belt&nbsp;
we're ready to start our first major build:&nbsp;"The Beta"

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Situated in the Avalon,

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this&nbsp;will be the first minor level of the game,

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and Lord willing, as legitimate&nbsp;
towards the final game as possible.

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We'll still continue developing other major parts&nbsp;
of the game in pre-production,

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as we're far from finished,

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but this will be released for free to&nbsp;
the public as soon as it's done!

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When will it be done?

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And why all this wait?

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Well, to explain that&nbsp;we must talk about a serious topic:

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 our finances.

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Saphire: A year ago we made a promise to

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"refuse to let&nbsp;
any of them work without pay nor

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do we move ahead with tasks until we know we can fund them,"

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and&nbsp;this statement still rings true today.

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Up until June of last year we funded
 the project almost&nbsp;completely out of pocket,

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paying our teammates and purchasing
 hardware and assets for the game.

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Soon we gained very generous supporters on Patreon and elsewhere

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who, as of today, donate a combined&nbsp;seven hundred and
 ninety dollars a month to us, which we're so thankful for.

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But&nbsp;it's time for some serious numbers:

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Last year we spent about twelve thousand&nbsp;
seven hundred and thirty-six dollars,&nbsp;&nbsp;

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with about seventy-five percent of the funds going&nbsp;
towards teammates,

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and had an income of about ten thousand two hundred and fifty-seven dollars,

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split almost 50 50 between Vortex and Patreon.

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That's about one thousand dollars a month in&nbsp;
expenses,

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but in reality 2020 only had about six months of major work,

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the creation of The&nbsp;Arrival video,

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with the rest being more spread out.

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All of these numbers are quite average for an&nbsp;
indie studio,

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and we're very thankful and grateful for the generosity of you all 
in the community who helped this whole project come together!

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Recently, though, things have been tight.

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Because of some&nbsp;hard stuff in real life,

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we've had to rely on the patrons quite a bit.

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This means we have to divide&nbsp;up payments over weeks or months

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which takes time and can prevent us from moving forward with other&nbsp;
things that require more immediate payments.

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We can proceed by all means, thanks to very&nbsp;
generous teammates willing to wait on payment,&nbsp;&nbsp;

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but this also puts a limit on who we can hire&nbsp;
to the team.

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Vortex: In the past we were able to afford relatively skilled artists to do the&nbsp;
things we needed,

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but this is difficult now that we must more tightly manage our budget.

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We may not&nbsp;be able to afford paying many artists up front as we used to, so

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we're in a tough spot where we have&nbsp;to look for artists
 willing to do work that can exactly be paid for at the moment

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and to&nbsp;ask them to do the work as well as they can.

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So to answer when will get done, that&nbsp;
really depends on the support we can get.&nbsp;&nbsp;

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It can get done without extra support for sure,

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we'll still use our own finances when we can,

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but of course it's much easier with the support&nbsp;
of our generous donors like our patrons on Patreon and Liberapay,

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something we're very thankful for.

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Saphire: As we said a year ago, game design takes a lot of time and effort,

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and it is only by the&nbsp;generosity of those on the team

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and supporters around the world that this project keeps going on!

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So we thank you for it,

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all of it!

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And if you feel like you want to contribute,

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we will be eternally&nbsp;grateful,

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no matter how large or small it is! ❤

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Aurora: With that being said we're hiring!

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We need&nbsp;
creature modelers,

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hard surface sci-fi modelers and designers
 for levels, objects, and spaceships,

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a sci-fi armor modeler,

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a HUD designer,

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two male voice actors,

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a pr manager capable of&nbsp;
creating quality video content,

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and a particle effects designer!

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Check the document below for the&nbsp;
requirements of each position and availability,

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and for how to apply!

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We'll be needing all of&nbsp;these positions in
 varying degrees for the next several months,

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so don't be scared to apply even&nbsp;a bit late!

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We also of course have our public Discord server,

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where you can come and relax and&nbsp;
get exclusive news on the game,

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and don't forget,

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for just one dollar

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you can get news at the end of&nbsp;
each week for all the happenings of the project!

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Thank you all so much for 
waiting to the end of&nbsp;this update.

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It's been a wild year, and we're looking 
and hoping towards a bright future!

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We thank all of our patrons and supporters,

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from platform

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to platform,

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for&nbsp;your generous love and support.

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And above all we thank God for&nbsp;
His blessings upon this project

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and the grace and mercy He lavishes on us every&nbsp;
day to keep on!

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You all have a good night!

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You're still here?

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Well good!

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We'll be hosting a&nbsp;live Q&amp;A on 4chan, Reddit, and Discord

00:11:12.460 --> 00:11:14.192
in voice and text!

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You can ask any questions you want,

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except for super spoilers.

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Hope to (see) you there!

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May the Lord bless all of you in His Glory!

