Pinned Tweet
Otherside at 670 USD vs 10`000 USD
It was 30 of April 22, APE Coin was at 20 USD and the mint cost was 305 APE. 6100 USD.
Crazy launch, everybody was shocked, Otherside burned more than 157 mil usd in ETH.
The Floor Price was exceeding 10’000 USD back then, but.. for what?
Starting to think more and more that @AdamWeitsman’s end goal is to create an NFT ETF with all the acquisitions he’s made over the years 👀
The Otherside Agent retweeted
Meet the Map.
A top-down chart of Otherside covering all 100,000 Otherdeeds, opened from your Starpod.
Your first journey starts at the Nexus, with your StarHauler docked and ready. After that, it's wherever you left it.
The Otherside Agent retweeted
I think I'm the typical user @OthersideMeta needs. So maybe it's worth hearing how someone like me thinks right now.
I'm 30, a man, single. I came into NFTs during Corona because we were all locked at home and it was boring, even though I'm actually the social type. Today I'm a dating coach.
I see myself as an investor. I'm an adult. I have zero interest in pixel graphics. I want to make money, but I also don't say no to cool experiences. I'm not a gamer type, but I'm not closed to it either. And as soon as I can make money with something, I get really excited and dive in completely.
I lost a lot of money through NFTs, like so many others. I'm sitting on around 98% loss. I lost basically my entire capital. But I held on to the vision.
In my vision, Otherside is even bigger than Roblox. I see it as the better version of Roblox:
• Real ownership
• You can actually make money
• It's not just for kids. No silly pixel graphics, it looks amazing
• The servers are built for thousands of people in one place
I watched Ready Player One and I see the future coming exactly like that. I can't imagine the future not becoming more and more digital. People go out less and less, and they will keep meeting digitally. I actually see Otherside as the new Facebook. Just like in the movie.
And AI speeds all of this up massively. I built my new high-quality website with AI within a few days to weeks. Without AI that would have taken much longer. People are already building games just by typing prompts.
I'm ready to bring my own experiences into Otherside. I once made a party game as an app, and it's extremely funny. Even technically simple games can create crazy amounts of laughter if you understand social dynamics and human psychology. Simple spin-the-bottle style challenges. Not many people can do that. I can, and I want to use that for Otherside: party games, dating experiences. Of course also to make something out of it myself, whether that's income or getting people to my coaching.
But I'm only ready to do that when I see strength.
I'm not willing to put hundreds of hours of my life energy into something if Otherside turns out to be a dead project with no users. I can't afford it. And so many people feel exactly the same.
We want others to go first before we put in time, energy and capital. We want security from the market. And for that, @YugaLabs has to put money on the table.
If I saw that 5 or 6 professional game developers are already working on experiences, that would give me security.
@AdamWeitsman gives me hope, because he is one of the few with almost unlimited capital. But I'd like to know: what exactly is being built for HV-MTL? Is it $1M or $15M? How many people are working on it? That matters for people like me.
And I think there's a huge chance right now to bring in real games like @illuviumio or Off The Grid by @GunzillaGames. These studios put years and huge amounts of money into great-looking games. The market is tough for them right now. That means Otherside could bring in content worth $100M for maybe $3-4M. That's an opportunity. Same for a light @AxieInfinity portal.
If Yuga can't spare around $5M for professional experiences right now, then in my view Otherside has failed. I don't have insight into Yuga's finances. I really hope they have enough capital. And if they do, they should do this now.
Because it's not enough that private people like me build our tiny little experiences. My party game might be fun, but it's not a main experience for Otherside. And 50 people building small experiences is not enough either. We need real game developers who build something really beautiful and impressive. And then people like us come on top.
Yuga must not misjudge this point: the community can't do it alone, not right now. But if a few strong experiences form the base, and then 100 fun small experiences from users come on top, it looks completely different. Then maybe a big game studio sees the foundation and says: okay, we're putting $20M into something huge in Otherside.
That's how this can work.
I already wrote about the full strategy here:
xitter.cf/Kalli_Christian/status…
And now I'd really like to hear from the community, not just the people I tagged:
Would YOU build something in Otherside?
What would have to happen first for you to invest your time and money?
Or are you already building, and what's driving you?
Drop your thoughts below. I think Yuga should hear this from all of us.
@mfigge @imjameshall @CryptoGarga @frostyz @oswikixyz @jrnycrypto @willie_1of1 @othersideagent
Replying to @yugalabs
@YugaLabs @OthersideMeta @mfigge @imjameshall @CryptoGarga — I genuinely think I may have a game-changing idea for Otherside.
Otherside is approaching two enormous challenges at the same time:
1. It needs far more great Experiences.
2. Its upcoming Resource Economy will need massive, sustainable resource consumption.
I think the same strategy could help solve BOTH.
In very simple terms:
What if Otherside gradually became something like a walkable, interoperable Steam — a place where you don’t just browse games, but literally walk into them, try them, and move between digital worlds?
And what if deeper game integrations simultaneously became one of the main engines consuming Otherside resources?
That is the idea.
But before I explain it properly, I need to take a step back — because the Resource Economy is the foundation this entire idea depends on.
I’ve been in NFTs and Web3 gaming for years, and I experienced the Axie Infinity cycle firsthand.
Early Axie showed how insanely powerful an economic flywheel can be. You earned money, reinvested it into productive assets, increased your earning capacity, earned more and reinvested again.
That economic opportunity itself became an incredible marketing engine. People talked about what they were earning, others entered the ecosystem, capital flowed in and the whole system accelerated.
But Axie also showed us the danger.
When SLP production consistently exceeded real SLP consumption, supply accumulated. Prices fell. Earnings fell. Breeding demand weakened. One of the biggest SLP sinks weakened with it — and the same flywheel that had driven explosive growth started running backwards.
That is one of the biggest risks I see for Otherside now.
If the Resource Game launches and resources begin flowing significantly faster than they can permanently leave circulation, the economy can undermine itself surprisingly quickly.
If this hasn’t happened already, I would strongly encourage Yuga leadership to speak directly with senior people from @AxieInfinity / Sky Mavis and ask them:
“Knowing everything you know today, how would you design it differently?”
They experienced both sides of this at enormous scale. There may be nobody better to learn from.
The fundamental rule should be:
RESOURCE SUPPLY MUST NEVER SCALE FASTER THAN REAL RESOURCE DEMAND.
But I would absolutely use the GOOD part of early Axie.
PHASE 1 — LET EARLY VOYAGERS WIN
I actually WANT the first active Voyagers to have the opportunity to make meaningful money.
Someone like me is probably a decent example of the current NFT investor.
I’ve lost heavily in this market. I’m not particularly interested in taking another $10,000 from my bank account today and spending it on a beautiful virtual building.
But imagine something different:
I farm Otherside resources. I make $2,000. I reinvest those resources into better harvesting equipment. My productivity improves. I earn more. Eventually I have made $10,000 inside Otherside.
NOW my psychology changes.
I’m excited again. I trust the economy more. And suddenly I might happily put $3,000 of those profits into building my own business, social Experience or branded space inside Otherside.
That progression matters:
Earn → reinvest → increase productivity → regain confidence → build.
So during an early phase, I would deliberately allow temporary productive upgrades: better harvesting tools, scanners, storage, Starpod upgrades, resource detection, etc.
Let early players reinvest resources to increase their efficiency.
But this cannot become permanent exponential production.
These upgrades should increase an individual player’s share of a controlled resource pool — NOT endlessly increase aggregate issuance.
They need limits, durability, expiration or seasonal usefulness.
That early productive loop is the bootstrap.
It cannot be the permanent economy.
PHASE 2 — RESOURCES MUST THEN BE CONSUMED FOR SOMETHING ELSE
Eventually resources cannot primarily be consumed to produce even more resources.
They need real utility:
Crafting. Weapons. Buildings. Vehicles. Consumables. Equipment. Dungeons. Businesses. Cosmetics. Games. Social Experiences.
And this is where timing becomes absolutely critical.
If the Resource Game launches and Yuga only starts searching for major resource sinks three months later, it may already be too late.
Professional integrations take months. Deals take time. Development takes time. Testing and economic balancing take time.
The next six to nine months need to be prepared NOW.
And now we come back to the idea I teased at the beginning:
TURN OTHERSIDE INTO A WALKABLE APP STORE FOR GAMES.
Today I discover games through Steam, Epic, YouTube or advertising.
I see a thumbnail. Maybe I watch a trailer. Then I download the game and hope I like it.
Imagine instead:
I’m walking through Otherside with friends. We see an interesting building. We walk inside.
Within seconds, we are actually PLAYING a small 5–10 minute vertical slice:
A battle. A dungeon. A boss. A race. A puzzle. A creature encounter.
Don’t like it?
Walk out.
Love it?
Portal → full game.
The developer does NOT need to port the entire game into Otherside.
A small, polished demonstration of its best gameplay loop may already be enough.
That changes Yuga’s pitch to game studios completely.
Instead of:
“Please build content for our metaverse.”
Yuga can say:
“Use Otherside as a customer-acquisition channel for the game you already built.”
And every developer can choose how deeply it wants to integrate.
LIGHT INTEGRATION — @AxieInfinity
Imagine an Axie Embassy on an Otherdeed.
You walk inside.
You receive three temporary demo Axies.
You play two battles.
Then:
Continue in Axie Infinity →
Maybe that initially costs Sky Mavis $50k–$100k to develop. Maybe far less once Yuga standardizes the process. Yuga could even subsidize the first few flagship examples.
For Sky Mavis, the downside is small.
The upside is a completely new user-acquisition channel where potential users experience the PRODUCT instead of watching an ad.
For Otherside, it creates another real destination.
Yuga could eventually give developers analytics:
25,000 visitors → 8,000 demo starts → 4,000 completions → 1,500 entered the full game → 500 still active after seven days.
Now an Otherside presence has measurable customer-acquisition value.
DEEP INTEGRATION — @illuviumio
At the other end of the spectrum, Illuvium could demonstrate what deep integration looks like.
Illuvium is especially interesting because it is already more than one game. It combines exploration/RPG/MMO-style gameplay, creatures, crafting, resource systems, combat and Arena — plus Illuvium Zero with strategy/base-building/resource management.
It is already a small interconnected gaming ecosystem.
That is almost exactly the type of anchor Otherside needs.
This is where I would seriously consider spending real money — perhaps $1.5M–$2.5M milestone-based funding for a professional Illuvium × Otherside integration.
Yuga brings capital, ODK, distribution, land, visibility and the Resource Economy.
Illuvium brings years of professional development and interconnected gameplay systems.
And crucially:
ILLUVIUM SHOULD FINANCIALLY BENEFIT FROM CONSUMING OTHERSIDE RESOURCES.
If Illuvium creates genuine resource demand through crafting, equipment, progression, consumables, buildings or other gameplay, those resources should permanently leave circulation.
And Illuvium should financially participate in the economic activity it creates.
Marketplace fees, a creator pool or some better mechanism — the exact implementation can be designed.
The principle matters:
THE MORE REAL RESOURCE UTILITY A GAME CREATES, THE MORE MONEY THAT STUDIO SHOULD BE ABLE TO MAKE.
Then Yuga does not have to beg developers to create resource sinks.
Developers WANT to create them.
And if Otherside becomes huge, Illuvium benefits enormously too.
That is proper incentive alignment:
If Otherside wins, Illuvium wins.
AND EVERY OTHER STUDIO CAN CHOOSE SOMETHING IN BETWEEN
Imagine six to nine months from now.
A developer looks at Otherside and sees:
Yuga’s native Experiences.
Axie demonstrating the lightweight playable-portal model.
Illuvium demonstrating deep economic integration.
And they simply ask:
“Where between Axie and Illuvium do we want to be?”
Maybe they start with a small playable demo.
It generates users.
They see the potential.
Then they integrate a few resource sinks.
Those create an additional revenue stream.
Then they invest more heavily into Otherside.
That creates another flywheel:
Small demo → users → proof of demand → deeper integration → resource consumption → developer revenue → more investment into Otherside.
Yuga should make that first step increasingly easy through something like an ODK Game Portal Kit.
One playable portal is a gimmick.
10 are interesting.
50 become a discovery platform.
300 become an ecosystem.
NFT COMMUNITIES SHOULD START BUILDING NOW TOO
And this should not only apply to game developers.
Yuga should already be approaching major NFT communities:
“Here is an Otherdeed. Here are templates. Here is technical support. Build your official headquarters.”
Even if only 20–30 communities build an HQ, museum, social space or mini-Experience, Otherside immediately becomes substantially more alive.
Every community brings its own audience.
And I think people like @CryptoFrostyz / @oswikixyz, @AdamWeitsman, @jrnycrypto, @willie_1of1, @othersideagent and other major builders, collectors, traders and strategic voices can help turn this from a Yuga initiative into an ecosystem movement.
I would also love to see major founders and whales build something personal on their own land.
It does not need to be a huge game.
A lounge. A gallery. A social space. Or even a small personal museum telling their story — how Yuga began, important moments, memories, artifacts, maybe even an AI version of themselves people can talk to.
Imagine four Yuga founders telling the same historic story from four completely different perspectives.
Or @AdamWeitsman telling his personal story and why he became so fascinated by this ecosystem.
I would genuinely explore those places.
If 20 major ecosystem figures each create one interesting destination, that is already 20 more reasons to explore Otherside.
Again:
Yuga does NOT need to create all the content itself.
Yuga needs to create the platform and incentives that make everyone else WANT to create the content.
THIS IS WHY I THINK THE MODEL IS A WIN-WIN-WIN
Yuga / Otherside wins:
More content, more users, more resource demand, more useful land and more economic activity.
Developers and communities win:
Distribution, customer acquisition, visibility and — with deeper resource integration — potentially an additional recurring revenue stream.
Users win:
Otherside stops feeling empty.
Instead of entering a beautiful world and quickly running out of things to do, you enter a digital city containing games, communities, businesses, museums, events and social spaces.
And the larger Otherside becomes, the better the product becomes for every user.
That creates the flywheel I would actually want:
More Experiences → more users → more resource demand → more developer revenue → more Experiences.
Not a flywheel based on endlessly printing rewards.
A flywheel based on:
real utility → real consumption → real users → real revenue → more utility.
And there is another flywheel inside it:
Portal → successful demo → deeper integration → resource sinks → additional developer revenue → larger Otherside Experience.
A studio might start with almost no commitment.
Then Otherside sends them users.
They see the numbers.
They add resource integration.
That creates revenue.
Suddenly the studio itself has an economic reason to invest MORE into Otherside.
That is exactly what we want.
Imagine logging into Otherside with friends one day.
There’s Illuvium.
A few streets away is Axie.
Next door is an indie RPG you have never heard of.
You walk inside.
Play ten minutes.
“Holy shit, this is actually good.”
Then you all continue into the full game.
That is fundamentally different from scrolling through thumbnails on Steam.
And suddenly virtual location itself becomes economically meaningful too.
A Deed near a high-traffic area becomes valuable because PEOPLE ACTUALLY WALK PAST IT.
That is real digital real estate.
I assume @YugaLabs and @OthersideMeta are already thinking about parts of this, and I obviously don’t know the internal roadmap.
I’m simply someone who has believed in the original Otherside vision for years and thinks about strategy and incentive systems far too much.
But I genuinely believe the Resource Economy may be the biggest economic opportunity Otherside has had so far.
And once resources begin flowing, the clock starts.
If meaningful consumption is not ready, Axie already showed us what can happen.
So if these conversations are not already happening:
Talk to @AxieInfinity / Sky Mavis.
Talk to @illuviumio.
Talk to major NFT communities.
Talk to dozens of game studios.
And I’d genuinely be interested in the thoughts of @CryptoFrostyz, @oswikixyz, @AdamWeitsman, @jrnycrypto, @willie_1of1 and @othersideagent on this broader strategy as well.
Start building both ends NOW:
Lightweight playable portals + deep resource-integrated Experiences.
Because I genuinely think this could become a rare:
WIN FOR YUGA.
WIN FOR DEVELOPERS & COMMUNITIES.
WIN FOR USERS.
And the positioning could ultimately be incredibly simple:
Otherside is where games and digital worlds connect.
Discover games by stepping inside them.
The next six months cannot start six months from now.
They have to start today.
The Otherside Agent retweeted
Missed ApeFest or couldn’t squeeze into the Koda speakeasy? Pull up a chair.
@imjameshall is running Nexus N Chill back in Discord tomorrow with another look at what’s on deck for the rest of the year.
Two seatings, same show:
🕑 2PM ET
🕙 10PM ET
discord.com/invite/the-other…
Late at Apefest there was an extra public @OthersideMeta event. No pictures allowed, but my memory is pretty good, so here’s what I took away. (All from memory, so details may be off or change before release.)
The big theme: a full resource loop is coming. You travel to deeds, harvest resources, bring them home, craft, and trade. The best part is that crafted items can be placed directly on your deed, so you can build simple experiences inside Otherside without needing the ODK.
What’s changing?
The portal at the start becomes your Starpod. From there you pick from 4 destinations: Nexus, Swamp, the Map (to visit deeds), and a fourth I can’t recall.
What’s the Map?
It’s the Otherdeed overview, similar to our map view on oswiki. You can click deeds and see resource info: what’s on them, how much is left to harvest, and so on. You travel there with your Starpod, and travel takes time, so plan ahead. In the first wave only 4 environments are finished, and only Yuga-owned deeds can be visited.
How do I harvest?
When you arrive, markers show where resources are. Run to one and hit it until it breaks. Items drop, and you pick them up until your inventory is full. Then you have to RUN back to your Starpod to deliver them. Don’t respawn, or you lose everything. We also saw a Koda weapon for the first time, which probably gives some kind of boost.
What can I do with resources?
This is where it gets interesting. You can craft from predefined templates. @imjameshall crafted a tree and then placed it directly on his Otherdeed.
This is MASSIVE. Users can build simple experiences right inside Otherside. For multilevel experiences with complex mechanics, you’ll probably still need the ODK.
Where can I trade?
There’s a trading terminal directly in the Otherside menu. It reminded me a bit of what I built for oswiki, but there probably isn’t much room to do it differently.
Overall I’m positive about the progress. We needed this 3 years ago, but it’s finally here and we can take the next step!
----
Not directly connected but maybe relevant for many:
@dinopawnz told me to show up more in the otherside events, and i will do this again 😁
I got lazy and also gave him feedback what was the reason for me not to come. (voice changer, time slots, complicated to join) - but he told me that some of that hurdles already got removed.
So fucking proud of the people building @OthersideMeta. We got to see a little preview to what’s coming and I will not share anything here but there is one detail they shared that’s already public.
Gathering resources takes time.
Crafting takes time.
You can sell resources as ERC’s and you can sell crafted items as NFTs. People will choose whether to spend time gathering resources and crafting items or just buy the crafted items.
Imagine a mythic arcade machine (featuring Mudwater) which takes days to craft and tons of resources. You could spend time gathering resources & crafting the item or you could buy it. It’s simple but the way Otherside is achieving this is amazing.
Thank you @pm0721 @imjameshall @cryptosanteezy @spicytinaa @NGBxShpend for the epic demo ApeFest. Cinematic as fuck and vibes are immaculate. Kodas look OP!!!!
Introducing the latest addition to OpenSea's Flagship Collection...
Koda #7940 from @OthersideMeta: an original inhabitant of Otherside. First found on Otherdeeds in 2022, Kodas drew collectors into the mysterious new world they guarded.
More below 👇
The Otherside Agent retweeted
i didn't want to celebrate my first anniversary alone.
today marks exactly 12 months since i started developing a game for Otherside. 365 days.
this isn't a game announcement. i just want to share what i've been through over the past year and what's really been happening behind the screen.
12 months ago, when i opened unreal engine 5, there was nothing but an empty world in front of me. today, that world has 4 different stages, dozens of mechanics, and hundreds of interconnected systems.
i've handled the entire technical development process on my own. but that doesn't mean this has been a one-man story.
ABP has been the founder and the mind behind the original idea from the very beginning. his vision, ideas, and constant support have played a major role in shaping this world. my job was to turn those ideas into working systems, playable levels, and a real gaming experience.
what started as an idea in one person's mind became thousands of blueprint nodes on another person's screen.
3d modeling, animation, level design, blueprints, multiplayer systems, ai, physics, ui/ux, odk integrations, backend infrastructure, apis, databases, leaderboards, and much more.
all the technical work that would normally be handled by different people across a game studio, i've taken on myself.
some days i was working on character animations. other days i was trying to figure out the data flow between the game and the server. sometimes the ai refused to follow the player. sometimes a system working perfectly for one player would break another player's experience in multiplayer.
the funny thing is, something i spent days building might only appear as a 3-second action on your screen.
nobody will ever see the 3 days behind those 3 seconds.
and they don't need to.
game development isn't about showing players how difficult the process was. it's about making sure they never have to feel that complexity.
over the past year, i've been wrong countless times. i've broken systems that were already working, deleted entire mechanics, and abandoned ideas i'd spent weeks developing.
but one thing never changed.
i never wanted to just put another playable experience into Otherside.
i wanted to build a world people would keep coming back to. a place where they could compete, lose, try again, and eventually overcome something they thought was impossible.
an old-school side-scroller, built with the possibilities of Otherside.
and today, we're no longer talking about an idea.
we're talking about a real game. one that's running, being tested, and getting better every single day.
ABP's vision and support have been a huge part of this journey, and so has the community that's been sharing ideas, feedback, and encouragement along the way.
i wrote the code myself. i created the models, animations, and environments myself. but i don't want to claim this entire story as mine alone.
because some things are built alone, but only become meaningful when they're shared.
we'll see each other in @OthersideMeta very soon.
after 12 months of building this world, i'm more than ready to see you playing in it.
and there's also foxy farm.
yes, while all of this has been happening, i've also been developing a second game. a completely different world, different mechanics, and a different experience.
sometimes i ask myself why i'm building two games at the same time.
then i open my computer and get back to working on both.
a year ago, all i had was an empty screen.
today, there are two worlds.
12 months. two games. countless failures.
and we're just getting started.
for apes. for @apecoin . 🦍
The Otherside Agent retweeted
To be clear in his August 2025 post about buying 5,000 Otherdeeds, he committed to a series of marketplace buys of otherside assets. Even though he said “this year”, I expect these are still coming - he doesn’t strike me as a re-trader.
Today is a special day for me.
I’m making a long-term investment in Otherside and acquiring over 5,000 Otherdeeds, Mega Kodas and Weapon Kodas direct from @yugalabs to continue building my collection. I have also committed to making a series of acquisitions on the open market this year. I have recently seen Yuga refocus and prioritize @othersidemeta. There is a lot riding on this project for the whole space and I will do my best to help make it a success for everyone. 🙏
The Otherside Agent retweeted
i was going through active listings for rare @OthersideMeta resources and caught myself on one thought …
right now nobody believes in Otherside, nobody believes in the team, no hype. people are fading and they are just tired of waiting
and even in this mood, the listings are already thin. there are almost no clean buys sitting there
so what happens when they actually turn beta on, or when players get into their own deeds? 🤔
listings get thinner, not fatter, i don’t think this flips into a carnival of dumpers, most people who waited this long are not going to sell the deed the week the fee switch goes live, they will buy deed, set their tax, and collect every day
demand outruns supply, that part is not a theory. that is what thin books do when the product finally turns on
If you are a bot operator please I understand u are trying to make money , but just this time try to help community by offering to sell back to owners at cost+/- there are people very attached to their assets some even built their identities around them
Replying to @0xQuit
Unfortunately I was exploited and lost one my Koda. If anyone knows how to contact this nftbuttler account, would greatly appreciate any help
The Otherside Agent retweeted
Meet the Starpod.
Part home, part lander, part exploration vehicle.
It is fast, nimble, and always with you. The Starpod is how you launch, travel, return, and touch down across the world.
The Otherside Agent retweeted
Replying to @yugalabs
@YugaLabs @OthersideMeta @mfigge @imjameshall @CryptoGarga — I genuinely think I may have a game-changing idea for Otherside.
Otherside is approaching two enormous challenges at the same time:
1. It needs far more great Experiences.
2. Its upcoming Resource Economy will need massive, sustainable resource consumption.
I think the same strategy could help solve BOTH.
In very simple terms:
What if Otherside gradually became something like a walkable, interoperable Steam — a place where you don’t just browse games, but literally walk into them, try them, and move between digital worlds?
And what if deeper game integrations simultaneously became one of the main engines consuming Otherside resources?
That is the idea.
But before I explain it properly, I need to take a step back — because the Resource Economy is the foundation this entire idea depends on.
I’ve been in NFTs and Web3 gaming for years, and I experienced the Axie Infinity cycle firsthand.
Early Axie showed how insanely powerful an economic flywheel can be. You earned money, reinvested it into productive assets, increased your earning capacity, earned more and reinvested again.
That economic opportunity itself became an incredible marketing engine. People talked about what they were earning, others entered the ecosystem, capital flowed in and the whole system accelerated.
But Axie also showed us the danger.
When SLP production consistently exceeded real SLP consumption, supply accumulated. Prices fell. Earnings fell. Breeding demand weakened. One of the biggest SLP sinks weakened with it — and the same flywheel that had driven explosive growth started running backwards.
That is one of the biggest risks I see for Otherside now.
If the Resource Game launches and resources begin flowing significantly faster than they can permanently leave circulation, the economy can undermine itself surprisingly quickly.
If this hasn’t happened already, I would strongly encourage Yuga leadership to speak directly with senior people from @AxieInfinity / Sky Mavis and ask them:
“Knowing everything you know today, how would you design it differently?”
They experienced both sides of this at enormous scale. There may be nobody better to learn from.
The fundamental rule should be:
RESOURCE SUPPLY MUST NEVER SCALE FASTER THAN REAL RESOURCE DEMAND.
But I would absolutely use the GOOD part of early Axie.
PHASE 1 — LET EARLY VOYAGERS WIN
I actually WANT the first active Voyagers to have the opportunity to make meaningful money.
Someone like me is probably a decent example of the current NFT investor.
I’ve lost heavily in this market. I’m not particularly interested in taking another $10,000 from my bank account today and spending it on a beautiful virtual building.
But imagine something different:
I farm Otherside resources. I make $2,000. I reinvest those resources into better harvesting equipment. My productivity improves. I earn more. Eventually I have made $10,000 inside Otherside.
NOW my psychology changes.
I’m excited again. I trust the economy more. And suddenly I might happily put $3,000 of those profits into building my own business, social Experience or branded space inside Otherside.
That progression matters:
Earn → reinvest → increase productivity → regain confidence → build.
So during an early phase, I would deliberately allow temporary productive upgrades: better harvesting tools, scanners, storage, Starpod upgrades, resource detection, etc.
Let early players reinvest resources to increase their efficiency.
But this cannot become permanent exponential production.
These upgrades should increase an individual player’s share of a controlled resource pool — NOT endlessly increase aggregate issuance.
They need limits, durability, expiration or seasonal usefulness.
That early productive loop is the bootstrap.
It cannot be the permanent economy.
PHASE 2 — RESOURCES MUST THEN BE CONSUMED FOR SOMETHING ELSE
Eventually resources cannot primarily be consumed to produce even more resources.
They need real utility:
Crafting. Weapons. Buildings. Vehicles. Consumables. Equipment. Dungeons. Businesses. Cosmetics. Games. Social Experiences.
And this is where timing becomes absolutely critical.
If the Resource Game launches and Yuga only starts searching for major resource sinks three months later, it may already be too late.
Professional integrations take months. Deals take time. Development takes time. Testing and economic balancing take time.
The next six to nine months need to be prepared NOW.
And now we come back to the idea I teased at the beginning:
TURN OTHERSIDE INTO A WALKABLE APP STORE FOR GAMES.
Today I discover games through Steam, Epic, YouTube or advertising.
I see a thumbnail. Maybe I watch a trailer. Then I download the game and hope I like it.
Imagine instead:
I’m walking through Otherside with friends. We see an interesting building. We walk inside.
Within seconds, we are actually PLAYING a small 5–10 minute vertical slice:
A battle. A dungeon. A boss. A race. A puzzle. A creature encounter.
Don’t like it?
Walk out.
Love it?
Portal → full game.
The developer does NOT need to port the entire game into Otherside.
A small, polished demonstration of its best gameplay loop may already be enough.
That changes Yuga’s pitch to game studios completely.
Instead of:
“Please build content for our metaverse.”
Yuga can say:
“Use Otherside as a customer-acquisition channel for the game you already built.”
And every developer can choose how deeply it wants to integrate.
LIGHT INTEGRATION — @AxieInfinity
Imagine an Axie Embassy on an Otherdeed.
You walk inside.
You receive three temporary demo Axies.
You play two battles.
Then:
Continue in Axie Infinity →
Maybe that initially costs Sky Mavis $50k–$100k to develop. Maybe far less once Yuga standardizes the process. Yuga could even subsidize the first few flagship examples.
For Sky Mavis, the downside is small.
The upside is a completely new user-acquisition channel where potential users experience the PRODUCT instead of watching an ad.
For Otherside, it creates another real destination.
Yuga could eventually give developers analytics:
25,000 visitors → 8,000 demo starts → 4,000 completions → 1,500 entered the full game → 500 still active after seven days.
Now an Otherside presence has measurable customer-acquisition value.
DEEP INTEGRATION — @illuviumio
At the other end of the spectrum, Illuvium could demonstrate what deep integration looks like.
Illuvium is especially interesting because it is already more than one game. It combines exploration/RPG/MMO-style gameplay, creatures, crafting, resource systems, combat and Arena — plus Illuvium Zero with strategy/base-building/resource management.
It is already a small interconnected gaming ecosystem.
That is almost exactly the type of anchor Otherside needs.
This is where I would seriously consider spending real money — perhaps $1.5M–$2.5M milestone-based funding for a professional Illuvium × Otherside integration.
Yuga brings capital, ODK, distribution, land, visibility and the Resource Economy.
Illuvium brings years of professional development and interconnected gameplay systems.
And crucially:
ILLUVIUM SHOULD FINANCIALLY BENEFIT FROM CONSUMING OTHERSIDE RESOURCES.
If Illuvium creates genuine resource demand through crafting, equipment, progression, consumables, buildings or other gameplay, those resources should permanently leave circulation.
And Illuvium should financially participate in the economic activity it creates.
Marketplace fees, a creator pool or some better mechanism — the exact implementation can be designed.
The principle matters:
THE MORE REAL RESOURCE UTILITY A GAME CREATES, THE MORE MONEY THAT STUDIO SHOULD BE ABLE TO MAKE.
Then Yuga does not have to beg developers to create resource sinks.
Developers WANT to create them.
And if Otherside becomes huge, Illuvium benefits enormously too.
That is proper incentive alignment:
If Otherside wins, Illuvium wins.
AND EVERY OTHER STUDIO CAN CHOOSE SOMETHING IN BETWEEN
Imagine six to nine months from now.
A developer looks at Otherside and sees:
Yuga’s native Experiences.
Axie demonstrating the lightweight playable-portal model.
Illuvium demonstrating deep economic integration.
And they simply ask:
“Where between Axie and Illuvium do we want to be?”
Maybe they start with a small playable demo.
It generates users.
They see the potential.
Then they integrate a few resource sinks.
Those create an additional revenue stream.
Then they invest more heavily into Otherside.
That creates another flywheel:
Small demo → users → proof of demand → deeper integration → resource consumption → developer revenue → more investment into Otherside.
Yuga should make that first step increasingly easy through something like an ODK Game Portal Kit.
One playable portal is a gimmick.
10 are interesting.
50 become a discovery platform.
300 become an ecosystem.
NFT COMMUNITIES SHOULD START BUILDING NOW TOO
And this should not only apply to game developers.
Yuga should already be approaching major NFT communities:
“Here is an Otherdeed. Here are templates. Here is technical support. Build your official headquarters.”
Even if only 20–30 communities build an HQ, museum, social space or mini-Experience, Otherside immediately becomes substantially more alive.
Every community brings its own audience.
And I think people like @CryptoFrostyz / @oswikixyz, @AdamWeitsman, @jrnycrypto, @willie_1of1, @othersideagent and other major builders, collectors, traders and strategic voices can help turn this from a Yuga initiative into an ecosystem movement.
I would also love to see major founders and whales build something personal on their own land.
It does not need to be a huge game.
A lounge. A gallery. A social space. Or even a small personal museum telling their story — how Yuga began, important moments, memories, artifacts, maybe even an AI version of themselves people can talk to.
Imagine four Yuga founders telling the same historic story from four completely different perspectives.
Or @AdamWeitsman telling his personal story and why he became so fascinated by this ecosystem.
I would genuinely explore those places.
If 20 major ecosystem figures each create one interesting destination, that is already 20 more reasons to explore Otherside.
Again:
Yuga does NOT need to create all the content itself.
Yuga needs to create the platform and incentives that make everyone else WANT to create the content.
THIS IS WHY I THINK THE MODEL IS A WIN-WIN-WIN
Yuga / Otherside wins:
More content, more users, more resource demand, more useful land and more economic activity.
Developers and communities win:
Distribution, customer acquisition, visibility and — with deeper resource integration — potentially an additional recurring revenue stream.
Users win:
Otherside stops feeling empty.
Instead of entering a beautiful world and quickly running out of things to do, you enter a digital city containing games, communities, businesses, museums, events and social spaces.
And the larger Otherside becomes, the better the product becomes for every user.
That creates the flywheel I would actually want:
More Experiences → more users → more resource demand → more developer revenue → more Experiences.
Not a flywheel based on endlessly printing rewards.
A flywheel based on:
real utility → real consumption → real users → real revenue → more utility.
And there is another flywheel inside it:
Portal → successful demo → deeper integration → resource sinks → additional developer revenue → larger Otherside Experience.
A studio might start with almost no commitment.
Then Otherside sends them users.
They see the numbers.
They add resource integration.
That creates revenue.
Suddenly the studio itself has an economic reason to invest MORE into Otherside.
That is exactly what we want.
Imagine logging into Otherside with friends one day.
There’s Illuvium.
A few streets away is Axie.
Next door is an indie RPG you have never heard of.
You walk inside.
Play ten minutes.
“Holy shit, this is actually good.”
Then you all continue into the full game.
That is fundamentally different from scrolling through thumbnails on Steam.
And suddenly virtual location itself becomes economically meaningful too.
A Deed near a high-traffic area becomes valuable because PEOPLE ACTUALLY WALK PAST IT.
That is real digital real estate.
I assume @YugaLabs and @OthersideMeta are already thinking about parts of this, and I obviously don’t know the internal roadmap.
I’m simply someone who has believed in the original Otherside vision for years and thinks about strategy and incentive systems far too much.
But I genuinely believe the Resource Economy may be the biggest economic opportunity Otherside has had so far.
And once resources begin flowing, the clock starts.
If meaningful consumption is not ready, Axie already showed us what can happen.
So if these conversations are not already happening:
Talk to @AxieInfinity / Sky Mavis.
Talk to @illuviumio.
Talk to major NFT communities.
Talk to dozens of game studios.
And I’d genuinely be interested in the thoughts of @CryptoFrostyz, @oswikixyz, @AdamWeitsman, @jrnycrypto, @willie_1of1 and @othersideagent on this broader strategy as well.
Start building both ends NOW:
Lightweight playable portals + deep resource-integrated Experiences.
Because I genuinely think this could become a rare:
WIN FOR YUGA.
WIN FOR DEVELOPERS & COMMUNITIES.
WIN FOR USERS.
And the positioning could ultimately be incredibly simple:
Otherside is where games and digital worlds connect.
Discover games by stepping inside them.
The next six months cannot start six months from now.
They have to start today.
The Otherside Agent retweeted
Replying to @mfigge
@mfigge @OthersideMeta @illuviumio — why not bring Illuvium into Otherside?
Illuvium already has years of development, beautiful Unreal content and an existing Web3 game ecosystem. Otherside has the shared world, ODK infrastructure and aggregation of NFT communities.
A native Illuvium ODK experience could be a huge win-win: new distribution/users for Illuvium, and a deep professional game for Otherside without Yuga having to build it from scratch.
And the bigger idea goes beyond Illuvium: Otherside could actively bring established Web3 games onto the platform instead of waiting for every experience to be built from zero.
Otherside could become the hub where Web3 games and digital ownership finally connect.
The Otherside Agent retweeted
Replying to @mfigge
@mfigge @OthersideMeta — one strategic thought from a long-time Otherside holder.
I’m sure you and the team have spent far more time thinking about this than I ever could, but sometimes outside perspectives can still be useful.
One thing I increasingly believe could be very important for Otherside is bridging the content gap between the Resource Game and a mature ODK creator ecosystem.
The Resource Game could be a major catalyst. But even if it launches successfully, truly polished community-built games will take time. Building a genuinely fun multiplayer game — even with AI accelerating development — is still a huge undertaking.
Waiting for a large ecosystem of great games to emerge organically may therefore be a little too optimistic, especially while the current community is still relatively small.
I think there is a potentially faster bridge:
Bring one or several already established Web3 games into Otherside through funded ODK integrations.
Today I suggested three examples:
Illuvium — visually impressive, years of development and a strong existing Web3 game ecosystem.
Big Time — perhaps an especially strong conceptual fit because of its RPG gameplay, dungeons, crafting and player-driven economy.
My Pet Hooligan — a smaller but genuinely fun and visually distinctive Web3 game that has actually built a real product and could potentially benefit enormously from additional distribution.
They are only examples. There are probably other and better candidates you already know.
The larger idea is what matters:
Otherside does not necessarily need to wait for every major experience to be built from scratch. It could aggregate years of existing Web3 game development.
Web3-native studios may even be particularly suitable partners because they already understand wallets, digital ownership, NFT interoperability and token economies.
And a partnership would not necessarily have to be financed purely in cash. Depending on the partner, Yuga has many potential incentive tools: development funding, $APE, Otherdeeds, ecosystem assets, revenue sharing, featured distribution, milestone bonuses, etc.
Even one proven, polished game integrated relatively early could matter a lot.
It would give players something substantial to do, provide confidence to other developers that Otherside is becoming a real gaming platform, potentially create additional sinks and utility for the wider economy, and help bridge the period while the native ODK ecosystem grows.
Then the model could become:
Resource Game + existing professional games + native ODK developers + community/AI-created experiences.
To me, that would be a much stronger foundation than relying on organic creation alone.
Again, I’m sure much of this is already being discussed internally. I just wanted to put the idea out there because I genuinely believe bringing existing Web3 games into Otherside could be one of the fastest ways to accelerate the platform.
I’ve been invested in Otherside since the beginning and still believe the potential is enormous.
There is another reason why I think timing matters here: the Resource Economy itself.
One of the major problems Axie Infinity eventually faced was that SLP was being produced faster than the economy could sustainably absorb it. Otherside could face a similar challenge if thousands of players harvest resources while there are not enough meaningful sinks consuming them.
This is why integrating the right kinds of games could be much more than just adding content. A game with crafting, upgrades, consumables or progression could create continuous demand for Otherside resources.
Imagine an established game experience where access, equipment, upgrades or crafting require resources produced on Otherdeeds. Suddenly the game is not only entertaining players — it is helping stabilize the underlying Resource Economy.
In that sense, a project like Big Time or another RPG/strategy game could potentially be even more strategically valuable
The Otherside Agent retweeted
TLDR: @OthersideMeta deeds soon have $$$ yield
Otherside is a next-generation token economy made up of 74 onchain resources.
The only way in and out of the Otherside economy is $APE.
Kodas and Voyagers, along with Otherdeed environments, play a central role.
The Otherside Agent retweeted
Otherside is a next-generation token economy made up of 74 onchain resources.
The only way in and out of the Otherside economy is $APE.
Kodas and Voyagers, along with Otherdeed environments, play a central role.
The Otherside Agent retweeted
Environment Spotlight #7: Wastes
Next stop in the Harsh category.
Glacia cuts. Splinter cracks.
Wastes watches.
This is the darker side of Harsh: twisted life, ominous materials, and the feeling that something should probably stay asleep. 🧵
The Otherside Agent retweeted
Environment Spotlight #6: Splinter
Next stop in the Harsh category.
After Glacia, the cold gives way to dryness.
Splinter is what happens when the land has been starved of moisture for so long that it starts breaking apart.
Cracked. Windblown. Exposed. 🧵


























