TechOps 🌎2️⃣ retweeted
What if Earth2 raiding were real? 🤖⚔️
I turned a 10-player droid raid into a live-action short, made entirely with AI.
This is what raiding feels like in my head every time.
🎬 Directed by CARL
🎵 Music by CARL
🤖 Powered by AI
@Earth2io @theshaneisaac
#Earth2 #E2fam #raiding #e2v1 #레이딩 #어스2
TechOps 🌎2️⃣ retweeted
Replying to @E2Jolipa
I respectfully disagree with the suggestion that E2V1 is no different from the fantasy maps found in thousands of other open-world games.. you seem to like repeating this phrase so I thought I'd try give you a little perspective here.
I’m not aware of another open world operating at the scale and geographical accuracy of E2V1, mapping real-world geography at this level of detail. Perhaps the closest comparison in terms of global scale is Microsoft Flight Simulator, but even then we are talking about a franchise that has been developed for more than four decades (44 years actually), backed by one of the largest technology companies in the world, with access to enormous resources and some of the best technical talent available. Even their latest release would have probably cost near $200M and that was built on core technology costing hundreds of millions over those 4 decades of time before its release.
Earth 2 has had nowhere near those resources. In fact, we have continued building through years where the project has frequently been prematurely labelled and misrepresented in ways that have undoubtedly impacted our ability to generate the kind of revenue and support normally available to projects attempting something of this scale. Despite that, we have continued to build and deliver.
And importantly, we haven’t just created the geographical foundation of E2V1.
Even in its current pre-alpha state, we have a persistent multiplayer world running across that global terrain, with server-authoritative systems, Characters, inventories, crafting, resource discovery, teleportation across the planet, property synchronisation, persistent building placement, cooking, clothing and equipment, quests, Player-created quests, gardening with persistent multi-state objects, harvesting, structure demolition, ESS-powered utility systems and much more.
Players can place structures on their actual properties, grow and harvest resources, craft items, create quests for other Players, teleport between locations around the world and interact with systems that persist beyond an individual session. This is all operating within a world mapped against the geography of the real Earth, and we are still in pre-alpha. That is without going into everything currently being worked on or what is coming next.
And there are countless smaller technical distinctions I could go into as well. Even with something like MSFS, there are differences in how locations are loaded and accessed, whereas in E2V1 a Player can teleport from one side of the planet to another essentially instantly and continue within the same persistent world. I could spend a long time going through examples like this, but that’s not really the point of my response. The point is that there are many things happening technically and behind the scenes that may not be immediately obvious to a Player running around on the surface, and reducing E2V1 to “a fantasy map like thousands of other open-world games” simply isn’t an accurate representation of what we have built.
Then there is the EcoSim underneath all of this, which has already been operating at scale for years. Millions of OUs are automatically mined by Cydroids every week across hundreds of thousands of real-world locations through a verified system. We have processed more than a billion Player-driven raids and billions of internal transactions across the EcoSim involving raids, resources, purchases, trades, Jewels, slotting, items in E2V1, crafting and numerous other systems.
All of these are interconnected pieces of a much larger platform we have been progressively building. So when the geographical scale, E2V1, persistent multiplayer systems, Player-owned properties, gameplay systems and the existing EcoSim are considered together, I really don’t think we are talking about the same ballpark as a typical open-world game or fantasy map you keep claiming that thousands of other games have.
As for the connection between Earth 2 and the real world, I can speak very directly about that because I am the person who originally described the vision of creating that bridge. I have not forgotten it, moved away from it or abandoned that vision in any way.
There is, however, a process to building it.
We needed to build the digital world first and get that world operational. If we had simply created an AR layer over the real world without first building the persistent digital world and the systems underneath it, Earth 2 would have been something fundamentally different from what we set out to create, and I’m fairly certain we would then be hearing that Earth 2 is “just an AR app” or one of many other possible accusations.
What we have built so far was considerably more difficult, but it was necessary groundwork. My original desire was for you to eventually be able to feel Earth 2 around you, wherever you are in the real world, and that remains very much part of my vision for Earth 2.
I understand that you want to see that connection now, and I understand the disappointment that it has taken longer than you expected. But wanting it sooner doesn’t change whether it is part of the plan. It was always part of the plan. There has simply been an enormous amount that needed to be built first to make that connection meaningful rather than superficial.
The bridge between the real world and Earth 2 becomes far more meaningful when there is actually a persistent digital world, economy, resources, properties, Players, gameplay and infrastructure on the other side of that bridge. That is what we have spent these years building.
There is still a lot of work ahead of us, and I’m not suggesting otherwise. But I haven’t forgotten the original vision. Quite the opposite. Much of what we have been building is what ultimately makes that vision possible in the first place.
We will continue building towards it, piece by piece, as we have been doing all along. I believe that as more of those pieces come together, the reasons behind the order in which we have built them, and where all of this is ultimately heading, will become increasingly clear.
TechOps 🌎2️⃣ retweeted
Something old & something new. Looking forward to getting Part 1 of #RT9 live🌏✌️
Irrespective of which part relates to the old or the new, #RT9 will introduce a variety of new things to do inside #E2V1.
Appreciate how patient everyone has been with this upcoming release. We have spent a lot of time building core foundations for #E2V1 over the past number of years, including past months deploying & testing systems since the #PreAlpha was released last year. After all the hard work it feels rewarding to now be building & playing some long planned designs that will now work in with & sit on top of those core foundations.
This Reality Thread is quite extensive & complex which is why it has taken a little longer than expected, but I understand it can be difficult to wait, so posting this clip as a little hint, because I know how much some in our community hate to speculate.
Playing very carefully because if you miss one ..
Coming #shoon
#Earth2 #PlayerDriven #E2V1 #Metaverse #OpenWorld #WorldswithinaWorld #Part1mightnotonlybeashop $ESS
TechOps 🌎2️⃣ retweeted
#RealityThread8 is incoming on #Earth2! Another major #E2V1 Pre-Alpha release packed with new systems, mechanics plus lots of hidden details packed into the article🌍✌️
👉earth2.io/news/reality-threa…
The past 4 months inside #Earth2 have been the most productive period we have ever had in terms of actual product outcome & systems making their way live into #E2V1. System after system, feature after feature, foundations turning into actual playable functionality & you are helping us keep up the momentum so thank you for your support🙏
I understand some would prefer more frequent official articles or smaller update posts along the way, but the results really do speak for themselves. If you look at everything included in RT8, we could have easily split this mammoth article into published posts every couple of days or weekly articles over the past 2 months. However, constantly preparing media, technical reports from devs, posts & announcements takes valuable time away from development, testing & implementation, so our current focus is delivering these larger Reality Threads packed with meaningful, tangible progress every 2-3 months or less.
No hype.
No announcements for announcements.
Just real systems, real gameplay and real progress.
The pace of tangible development progress inside #E2V1 right now is the strongest it has ever been.
While there are a number of foundational features inside #RealityThread8, one thing to pay close attention to is the introduction of global multiplayer ball physics. On the surface you might see a beach ball.. but underneath it is a very important foundational system for #Earth2 long term.
This is not about a beach ball specifically, it is about synchronised global multiplayer physics operating inside a persistent 510,072,000km² world.
Many games spend years refining ball physics alone inside very small contained environments & still can't get it right, so the fact our team is already achieving acceptable multiplayer physics interactions inside something the size of #E2V1 at such an early stage is honestly a very exciting milestone for us internally.
During internal testing we had team members running #E2V1 from Europe, Asia, Australia & South America in a single session, with between roughly 150-300 ping & the experience was still surprisingly playable (considering the sheer scale of #E2V1 & complexity involved).
Keep in mind, lower ping will always provide the best experience when interacting with the beach ball, but this system opens the door to an enormous amount of future possibilities. Just because we're using a beach ball now does not mean it's always going to be a beach ball - the same foundation can be applied any type of ball or spherical object, with adjusted physics, or any size, which could be used for any number of experiences, mini-games, activities & more.
A lot of #E2V1 development is about this type of thing right now. Establishing long term foundational systems that will become part of the platform long term & continue stacking them on top of one another release after release & I am trying to build & release it a way that gives our #Players / testers something extra to do as these pivotal systems come online.
Here is a summary of feature releases inside #RT8, but be sure to read the article for full details as it contains a lot more information than what is summarised here:
🌱 Growing a Garden
🍳 Kitchens & Advanced Recipes
🏖️ Global Scale Multiplayer Beach Balls with full Environmental Physics
🧟 Hordes Scanner
📡 My Property Scanner
📜 In-World Quest Creation
🎒 Superior Backpack
💧 Water Bottle & Survival Improvements
⚛️ Gaia Pulse Reactor
⚡ Massive Performance & UI/UX Improvements
🎭 Character & Multiplayer Optimisation
Everything is coming together, step by step.
As always, thank you to everyone continuing to support #Earth2 & #E2V1 as we keep building. The ongoing support, patience & belief from many members of the community genuinely allows us to continue pushing forward, expanding the team’s efforts & focusing on long term development properly.
This article is being posted a little in advance so Players can wrap their heads around some of the new features & updates, but RT8 is expected to be rolled out in the next 72 hours.
IMPORTANT: RT8 will be another large & complicated Reality Thread release with many interconnected systems going live simultaneously, so please allow the team some breathing room if unexpected issues appear after deployment. These are exactly the types of complex systems that require real world testing at scale & we will continue refining them as we move forward.
If any major issues arise our team has always fixed them quickly in the past, so just give them space please.
Honestly the past few months have been extremely intense, but I can't wait to see #Players enjoying the expanded utility on their properties, growing gardens, harvesting, cooking & not just for the sake of it like in many games, but for actual long term purpose inside #E2V1 leading into #Hordes, #Animals, the #EcoSim & much more!
It makes it all the more worth the while.
Also keen to see #Players kicking around some beach balls - I know we have had fun mucking around with it during QA tests with the team - just remember the lower the ping you have the better experience you'll get! Am planning to build a lot on top of this feature!
#Earth2 #E2V1 #Metaverse #PlayerDriven #OpenWorld #Gardening #virtualland #gaming #cooking #EcoSim #Foundations #RT8 $ESS in
TechOps 🌎2️⃣ retweeted
In just over 24hrs since #Earth2 Reality Thread 7 went live on #E2V1, our team has been monitoring, fixed a number of issues & has released a new build - 0.4.7.1🌎✌️
For full details on this update please check out:
earth2.io/news/e2v1-update-0…
1⃣ Quest completion system fixed for some of the Players who experienced issues completing the Quest when arriving at the Quest location.
2⃣ Discard item system optimised inside E2V1 & on BE - so improved performance when discarding items should reduce the lag time some were experiencing.
3⃣ E2V1 download issue via launcher for badge holders who got their first access in the RT7 release.
4⃣ Item and Recipe categories displaying correctly now.
5⃣ Auto Mentar Storage Chip equip for Mentar Storage Chip quests meaning Players will not have to equip themselves, system will automate it. A concept I want to play more with long term with the Quest system.
There are more details in the article but proud of the team for knuckling down & hustling to get all the above fixes out in just over 24 hours since the official #RT7 release!
We will continue to monitor & improve as we work toward the next major release on this massive 510,072,000 km2 digital planet - Earth 2!
#Earth2 #E2V1 #openworld #Metaverse $ESS #PlayerDriven #EcoSim #DigitalEarth #Quests #Progress




















