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  1. Illuvium Dev Blog — Aug 2022A new dawn.IntroWhile we love to give everyone insights into the inner workings of what we’re creating, we always preference development work (and health, in my case) over the dev blog. So while we missed July, we have some significant updates to share, and I hope you prefer that to faster updates. I hope you have an enjoyable read. Illuvium: ArenaThere are two significant features that we are polishing for PB2; The server connection and the integration of the visual assets. Both are effectively complete and have been for a while. But because we have many more features, it takes longer to polish. Also, part of this work prepares us to launch Ascendant mode, which uses the same scaffolding. Note: Balance is not a focus on this release, so if some items are weaker than others, you’ll have to wait for a future patch. Also, please keep in mind balance needs to be done at the NFT level, and Ascendant is the mode we are balancing around, so there will ALWAYS be some OP units in Survival. While that isn’t ideal, it’s typical for games with multiple modes. Don’t worry, though. If you want to play Survival competitively, you’ll battle people with the same stuff. Fair is fair. HighlightsThe client-server logic is feature complete, and we are just clearing out as many bugs as we can.All 106 new units are in the game and working. We are still optimising them, but we won’t hold back our internal release date to optimise. PB2 will be a bit more hardware intensive, but we have started to fix that. Hopefully, in the first patch of PB2, we will get the game running better on weaker machines and Macs.The prototype of constant communication between server and client was a success, and Ascendant will use this for things like moving your Drone around the board so that your opponent sees it. Yes, throwing down emotes will be included, and we will start working on that soon. The emotes themselves are locked and loaded.Some Arena team members are finished with PB2 and are already working on the next steps.The Data team continue to work on building the AI that will run our balance, so they are looking towards Ascendant mode to continue its construction.There are some Unreal bugs that we are looking to solve. Using a custom engine is always a pain since you have to maintain it yourself, but we’ve submitted a fix for the issues to Unreal, and hopefully, Unreal will integrate them quickly.As this is a Dev blog, I won’t spend too much time reviewing the improvements for PB2 since I’ve already gone through them. I want to focus a bit on Ascendant and what Illuvium: Arena will look like when finished. The next phase of work is all around the game mode itself, the user interface, and the launcher. Once they are complete, Illuvium: Arena will be ready for Public Beta. We do not require integration of every unit for it to work, although I’m pretty sure we will get them all in, considering how much faster things will go from here. Public Beta still means a game that isn’t fully optimised and doesn’t have complete polish, but it will still be excellent. It means all the core features are there with no game-breaking bugs. Right now, we only have a small team working on the UI and user experience, so keep in mind that things will improve from a “quality of life” perspective over time. I’m excited by what Arena represents. It’s the first “Add On” game to the universe where you take your NFTs and play something self-contained. You’ll need to go to the IlluviDex to buy your Shards or play Overworld to capture them yourself, but once you have done that, you can play Arena as much or little as you like. That is the beauty of a fully interoperable Illuvium Universe. You seamlessly take assets from game to game, play what you feel like playing, and track global progress. Illuvium: Arena will be the world’s best deck-building auto battler. Not just in crypto, anywhere. That will draw in crowds, even those who don’t usually play auto battlers. Once we can show what we are capable of at scale, it will become apparent what the Illuvium Universe is. Most still don’t get it. They will. Illuvium: OverworldWe are fast approaching the second part of PB2, Overworld. Kieran has spoken extensively about this lately, so I won’t spend too much time talking about the quality of it and instead focus on the functions. HighlightsWe worked on locomotion tweaks, but the core is already there. After that, we will add some bells and whistles to enhance the feedback of the mechanics. Doing a perfectly timed jump should add visual boosts like different VFX, animations, etc.The capturing gameplay flow is nearly complete and has been a significant body of work. While we are happy with it, it is something that we don’t want to look underdone, so we will continue to work on it.Forging is on schedule. The UI looks great, even though that is a placeholder, as we have something more epic coming later.The two environments are ready, if not fully optimised, so you’ll be able to see Sanctum Mesa and The Crimson Waste in all their glory. Other environments are getting finished quickly but won’t be ready for PB2.Plant interaction physics is well underway, and while simple work, it is very labour intensive. That’s one of the reasons most studios don’t do it. By the time PB2 work finishes, only some of the plants will be interactive. Have fun discovering which.The backend work is well underway as well. It was not originally in the scope of PB2, and it might not make it, but even if it doesn’t, the user will still have a local version that functions identically. Since we aren’t talking about tangible assets yet, this is acceptable.The design of all the recipes is ongoing, so don’t expect it to be balanced. Each time you do a run, the game will score you based on what you take out of the region. Certain Illuvials, harvestables, and minables will be worth more than others, so try to get to the top. By doing so, you help us to determine how to balance the drop rates and recipes.There is one more thing that I hinted at about a while ago. It won’t be in PB2, but work has been done on it and relates to our transition to an open world with combat. I’m pleased with what that pathway looks like now.Illuvium: ZeroThis product has been near ready for a long time. We are just waiting on some polish. Highlights“Final” region art is being added, including new animations. (I say “final” in quotes because the animations and VFX will continue to evolve)The overhauled UIs continue to be polished.We will focus on the core experience instead of the tutorial system, allowing us to get the overall feel correct. From the feedback, we will then make the tutorial after we find out what pain points players might have.IlluviDEXIlluviDex v2 is dropping very soon. Because this is a v2 release, there won’t be much fanfare, but you’ll notice many new improvements and features. While that might not be important to some, it’s important to others and quite essential to us. Because not only does it give us the platform to put all future products, but it frees up a significant number of our resources to help boost the production of other projects. Soon we will have a few products in development, but with far more resources per product, increasing production speed. HighlightsHomepage Updates.Land Collection analytics, landing page, graph view, and metrics.Improved filtering and sorting.Improved plot tiles and trading pages.Improved region map filtering, navigation, and zoom.Improved trade pages.Added a search feature.Better security and monitoring.Added a transfer NFT feature.Many more features, bug fixes, and QOL improvements.IlluvitarsThere were two significant changes to Illuvitars when we asked the community a couple of months ago. The first was a move to an IMX-centric approach. This work has been relatively fast, and the backend team stepped up to deliver. The second part, the Album, will take a bit more time but will improve the product overall. HighlightsWe have worked with IMX to create a system similar to how they sell card packs in Gods Unchained.The reveal animation is complete and looks fantastic.All the design changes I spoke about are finished EXCEPT the points system. I got most done before I was sick, but points I missed out on. The team loves it internally, and it will make collecting these cards engaging. Yes, there are some random elements, but for anyone that loves the feeling of buying land and ‘sniping’ plots from people, you will love this too. It’s not the same, but a strategic element in what you buy stems from the fact that you will not be able to finish all the collections. Some will say “challenge accepted”, so let’s see if you can outsmart us.We are working through the final details of the extra benefits of Illuvitars, such as Private Beta Access, exclusive merchandise, and IRL events.Launch CinematicThere isn’t much to say about this. The work is underway, but I don’t think we will leak anything from this before it launches, so I can’t go into much detail. All the assets are either completed or in progress, and we are progressing to the next stage in terms of tone, pacing and so on. HighlightsThe mocap work is impressive, where <redacted> and then <redacted>.Auditions for the voice of <redacted> are looking promising. There isn’t too much dialogue, but this one is important.Of all the characters you don’t know, <redacted> is my favourite.We’ve tried to interweave some humour with action, so I hope you like the team’s work to upgrade the rig of <redacted>.I didn’t choose the featured Illuvials. Just remember that.General UpdatesStoryThe world-building, philosophy, and mythology of the world continue development.The biologies of the Illuvials are well underway. We are still testing different formats, but we think we have something that you will like. The purpose is to build a deeper connection between the player and their Illuvials.Working on the psychology and back story of certain characters due to bringing them more to life via the cinematic.Most focus is on the Cinematic, but we have also started to look at additional ways to weave the backstory into the game as seamlessly as possible.InfrastructureAnalytics are improving all the time.Improvements to the CI/CD pipeline using AWS native tools.New operational dashboards and reporting platform.Ongoing support and monitoring.SummaryWhile the work continues, I apologise for the lack of updates. We will do the following blog as quickly as possible and then return to our regular schedule. As for the schedule of the product releases, I’ll keep that updated here as well: IlluviDex v2 → PB2 (Arena) → Illuvium: Zero Alpha → PB2 (Overworld) → Illuvitars → Game Loader And somewhere dispersed in the other releases will be the Dao Dashboard, The Content Gallery, a new Website, and (maybe) Forge. Things will start to roll out quickly over the next few months, which will help unblock some pipelines and speed up production overall. I’m excited about everything that is launching between now and the end of the year. Strap in. Illuvium Dev Blog — Aug 2022 was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  2. This article details the technical aspects of Illuvium's recently concluded Land Sale, focusing on the backend technology and approach. Warning, it's a long one. I've tried to put enough detail in here so that other teams looking to run a similar NFT sale can take away valuable information and ensure the success of their sale. Apologies to the casual reader! OverviewIlluvium's first Land Sale, where we sold ~20,000 NFTs representing virtual plots of land in the Illuvium homeworld, was a great success. During the sale, which ran from June 2nd to June 6th of this year (2022), customers spent over USD 72 million of sILV2 and ETH purchasing plots of land, and the feedback was overwhelmingly positive. Gas costs per plot were typically in the $10–15 USD range, a far cry from the hundreds or thousands of dollars spent per NFT in other similar sales. And, as a cherry on top, very few customers lost gas due to failed transactions. It would be remiss not to note that bear-market conditions played a role in this outcome, as did the community-led decision to use a Dutch Auction with starting prices set at a level where Dutch Auction mechanics can function. That said, there is no doubt that the technology used in the Illuvium Land Sale was critical to its success. Our Approach to Technology and Technology PartnersSince our inception, Illuvium's philosophy has been to use best-of-breed solutions and always err on quality over speed. This applies to every aspect of our business, from our concept art to our cinematic trailers, from our IaC platform to our JavaScript code. Of our partners, Immutable was, of course, the most important. Their Immutable X (IMX) platform enabled gas-free minting and provided the APIs we use to drive our own marketplace experience. Immutable was also instrumental in helping us develop the mixed L1/L2 solution that was so important to our success. Behind the scenes, several other key technology partners played a critical role in our Land Sale, specifically: AWS — our primary cloud provider where that hosts all our backend infrastructure.Vercel — the Next.js service which hosted our Land Sale website.Alchemy — the blockchain infrastructure provider, used for all of our Layer 1 operations.In terms of our own development, one of our most vital architectural principles is that we prefer serverless designs and technologies and use them wherever we can. You can read more on the rationale behind this approach here: 25. Illuvium's Serverless Architecture Will Be "Best-Of-Breed," Says Lead Server Engineer John… The Land Sale architecture is no exception, and the only service we use that we don't consider a true serverless solution is Amazon OpenSearch. It is a fully managed service, our next best preference, but still exposes server-like concepts such as the type and number of nodes that make up the ElasticSearch cluster. Land Sale ArchitectureThe original plan for the Illuvium Land Sale was to operate purely on L1. We knew we wanted to use a Dutch Auction quite early, and that wasn't a capability available on IMX yet. However, after discussion with Immutable, we decided on a hybrid L1/L2 approach. The auction would operate on L1, but minting would occur on L2. The approach, at least conceptually, is quite simple: when the L1 purchase function completes, it emits an event to the blockchain indicating the purchase has been made. The event includes data about the purchase, such as Plot ID and Location. Our backend responds to these events by minting the corresponding token on L2 (IMX). We show this view in the figure below. The '20,000 ft' view of the Land Sale ArchitecturePlot Generation A critical facet of the Land Sale was that the full plot details were unknown before purchase. In Illuvium: Zero, the game attached to the Illuvium Land Plots, particular areas called Sites generate resources in the game. Some of these resources correspond to ERC-20 tokens called Fuel and hold value as the primary resources used in the Illuvium universe. A plot with more Sites is more valuable than a plot with fewer Sites. We wanted to ensure customers knew what they were buying but also to have some level of differentiation between each plot. This was important for both the economy and the game itself (the game is much less fun if everyone's plots are identical). To address this, we divided Land Plots into Tiers. Each Tier has a guaranteed number of Sites; higher-level Tiers have better production efficiency and more Sites than their lower-level counterparts. This information was released before the sale and confirmed in an Illuvium Improvement Proposal (IIP) voted on by our council: Note: for the sake of brevity, some details such as Landmarks (the special case of the Tier 5 plots), and the role of different Site types, have been left out of this discussion. Before purchasing, customers know the plot location, Region, and Tier (from which players can infer the number of Sites). The randomness comes into play in the make-up of the sites, specifically which Sites are generated and where are they positioned in the plot. For example, consider these two Tier 1 plots: (a) Tier 1 Plot located at Brightland Steppes (514,445)(b) Tier 1 Plot located at Brightland Steppes (473,454)Although both Plots are Tier 1 plots located in the same Region (Brightland Steppes), they have a very different make-up. The first plot (a) is rich in Carbon, as indicated by the three black diamonds on the map, whereas the second plot (b) has a mix of different resources. Detailed Architecture This generation of site data is essential to our discussion because it required us to generate metadata in our backend after tokens were sold. Such metadata included, for example, the plot images (see above) used in the IlluviDex and IMX marketplace. Taking into our account our architectural principles, the need to generate data post-sale and the core process of IMX minting our final design was as follows: Land Sale Architecture — Detailed ViewWe'll describe specific aspects of this design in detail below, but some general design principles are worth noting. The first is simply that this is a serverless solution, all the logic (excluding front-end logic) is in Lambda, and the core data store is in DynamoDB. The second noteworthy point is that we use SQS in front of almost all transactional Lambdas. We were able to design the system such that dependencies between functions were near zero, and a failure at one point did not mean that we needed to halt the process elsewhere. Rather than a set of steps that must be executed in order, our system uses a fan-out from the L1 Event Processor. To increase resiliency, all of these queues also have automatic retries in place, with the final landing place of a failing message being a dead letter queue (DLQ). Of course, such designs are not always possible, and mechanisms like AWS Step Functions have their place. Still, where available, this design pattern provides extraordinary resilience and control. We can throttle individual processing steps, retry failed queries in seconds with a DLQ redrive or even regenerate every image for every blockchain event without impacting other processing. The ContractAlthough this article focuses on the backend systems, no conversation about our approach is complete without describing some aspects of the sale contract. The Dutch Auction itself, based on the idea of selling tokens in batches which we call sequences, and a decaying price function that returns the price for a given tier, sequence and timestamp, is interesting but not relevant to the technical aspects of gas savings (as they read this, I'm sure our blockchain devs protest having tweaked and optimised the algorithm to wring from it every last shred of gas savings). Storing Pre-mint Data Eclipsing these optimisations was a line of exploration that started with a simple question about where to save the pre-mint plot data; where do we store the list of tokens, their locations, tiers, sequence IDs, and so on? Without such information, the sale can't function, but storing 20,000 complex records in the contract was prohibitively expensive. One idea was to store these in IPFS. Although this had some merit, it was still relatively complex and expensive (e.g. obviously, we couldn't read the entire 20,000 records on every contact interaction, so at the very least, an indexing scheme would be required). The idea we settled on was interesting. We chose not to store the data in the contract at all and instead store it in our backend and let the buyer pass it into the contract via our website! This might raise some eyebrows; if the buyer is passing in the data, how do we ensure they are passing in the correct data. The solution lies with Merkle trees. We construct a Merkle tree of the pre-mint land sale data, and the backend stores, along with the pre-mint data, the Merkle proof for each node (plot). The contract need only store the Merkle root and validate that the proof is valid and that the input data matches the proof. Although this technique is likely familiar to blockchain developers, for others looking to find out more, you can start at the Wikipedia entry: https://en.wikipedia.org/wiki/Merkle_tree. Storing Post-purchase Data After purchase, we also needed to generate and store the Site data (the positions and Site types used in the game and our sample plot images from above). We had concerns over the amount of data being stored (at higher tiers, there can be more than 20 data items), particularly for those buyers who wanted to take their tokens to L1. Our solution here was aligned with the pre-mint storage solution. We don't store this data! We are big fans of deterministic algorithms; they drive our Illuvium Arena game, and we used a similar approach in the contracts. Rather than store this data, we simply provide a view function that, given a seed value stored on-chain, can generate the Site data deterministically. The seed value is pseudo-random, derived from the block where the purchase event is confirmed, but in this context, there is no concern with manipulation. Not only is the value hard to manipulate in a meaningful way (the view function is chaotic, and you have limited control over the assigned block number due to the Dutch Auction format), but there is also little to no value in manipulating the seed. There is not enough information about the game to make definitive statements about one plot make-up (within a given Tier) being more valuable than another. We use the same view function in the backend to generate and store metadata and plot images for the IMX marketplace. Importantly, anyone can verify that this backend data is aligned with the blockchain data by running the view function from the contract. The IlluviDexAs mentioned above, the focus of this article is the backend systems. Yet no conversation about our approach is complete without describing some aspects of the IlluviDex, the web application that hosted the Land Sale. Illuvium strives to make beautiful products, and the IlluviDex is no exception. Let's first stop for a moment to admire this beauty: An overview of the Illuvium World as seen in the IlluvidexZooming in to a specific area of the map and viewing the details of a sold plotThe role of the Illuvidex is at once both simple and complex, easy to explain but hard to get right. Firstly it needed to allow users to find the lands they want to buy, which it does through a myriad of filter opens, a favourite system, and the beautifully rendered and searchable map. Secondly, it needs to integrate with the backend and the contract, tying the data together to make the purchasing process as straightforward as possible. Finally, it needs to be available continuously! Instrumental to this availability was our web hosting and Next.js provider Vercel. Throughout the Land Sale, they provided rock-solid delivery of our web content, regardless of traffic volumes and spikes. Polling L1The L1 polling solution is relatively straightforward. We frequently requested Alchemy's Ethereum API to look for new confirmed buy events on our contract. The Alchemy APIs made this particularly simple, allowing us to filter by contract and event hash. New events are published to SQS for subsequent processing. To keep things efficient, we maintained a pointer to the last successfully processed block in DynamoDB and only queried for events from the last processed block to the latest block (see below for some clarifications on this). Although the Alchemy API also provides options for pushing updates via webhooks or websockets, the polling approach made the most sense for us as only a relatively small number of events can occur within a given period (178 new land plots went on sale each hour, each sequence lasting only 2 hours). The polling approach also gave us a lot of flexibility; for example, if we wanted to re-process all transactions, we simply updated the lastProcessedBlock pointer to point to the past. Handling Re-orgs Because we minted outside of L1 (on IMX), we were quite concerned with the ramifications of chain re-organisation (re-orgs). A re-org could lead to a situation where we minted a token on L2, before the re-org, which then becomes invalid after the re-org (because another user ended up 'winning' the plot in the re-organised chain). To combat this, instead of using the Latest confirmed block, we waited for several block confirmations before considering a buy event finalised. Implementation-wise, we simply limited our Alchemy event queries to look only as far as the block number Latest - Threshold. Block PollingWe used a threshold value of 6although we did see two re-orgs that went beyond 6 block confirmations during the sale. These did not impact our transactions, but if you are looking to use an approach similar to ours, we would advise you to think carefully about this value and consider going with a higher number of confirmations, such as 10. Pending and pre-threshold Transactions One issue caused by this 6-block delay was that it meant that there were approximately 5 minutes (depending on network conditions) where a plot sale was "in progress" but not yet minted to L2. This meant browsers that hadn't refreshed could submit transactions for the same token, which would inevitably fail, losing the customer gas in the process. We introduced a Pending Transaction function (not shown in the architecture diagram) to combat this. When a customer attempted to buy on the website, we first checked the Pending Transaction function. In this function, we used the Alchemy APIs that let us query the mempool. If we found a confirmed or pending transaction (likely to succeed based on allocated gas), we would block the customer's purchase and show them a warning that a transaction was in progress. This, in turn, led to a potential risk that a well-prepared attacker could constantly keep land in a pending state by raising and cancelling transactions. To avoid this, we had a simple rule; allow a land plot to be pending only for a limited time (the pending time). After this period, the pending transaction function would not allow the land to be made pending until another grace period had passed. Pending Transaction LogicMinting to L2Once we had confirmed events, the minting process was simply a matter of creating and signing the appropriate IMX requests. Given we use C# on the backend, we opted to write our own IMX integration code, working directly with the APIs rather than using their convenient JS libraries. This meant additional work to ensure payloads and request signing was correct but was considered an approach most aligned with our architecture. After a token is minted, it is available for viewing on our own Illuvidex and the IMX marketplace immediately. IMX calls our metadata APIs to enrich the token with custom metadata, including the plot images. This metadata is generally populated 5–10 seconds after minting. ObservationsI will leave you with some observations. Firstly, our uptime across the Land Sale for all systems was 100%. There were no outages anywhere. Secondly, there were only a few hundred errors across tens of millions of invocations: Additionally, the system automatically resolved all but 5 of these errors by retrying requests. The 5 errors that remained were external requests that timed out multiple times. These were resolved simply by running a re-drive for the corresponding Deal Letter Queue. These simple 3-click re-drive operations were the only 2 manual actions taken during the entire sale. I think it's clear, from a technical perspective, that this was an overwhelming success. Allow me to express my thanks to all of our technology team, the wider Illuvium team, and the great partners that made this possible. Say No To Gas Wars: The Technology Behind the Illuvium Land Sale was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  3. Illuvium x Bulldogs Official Jerseys just dropped and are now available on our website. We are an official sponsor of the Canterbury-Bankstown Bulldogs. Our partnership with the Bulldogs is the first elite sporting partnership for Illuvium and one of the first in sport for a Triple-A Gaming studio that enables players to own their in-game assets. We’re excited to have teamed up to bring you an exclusive Illuvium x Bulldogs 2022 Official Jersey and Cosplay NFT. Designed exclusively by Illuvium to be worn by the Bulldogs in their Round 25 clash, the jersey features ILV obelisks and armour. 19 random purchasers of the Illuvium x Bulldogs 2022 jersey will receive a jersey signed and worn in-game by a Bulldogs player! Will you be one of the lucky ones who gets a signed jersey? Each Bulldogs x Illuvium Bundle Includes: Illuvium x Bulldogs 2022 JerseyIlluvium x Bulldogs Exclusive Cosplay NFTBulldogs 2023 Classic MembershipThis is a limited edition drop. Get Yours Today! Illuvium Team Illuvium x Bulldogs Official Jerseys just dropped and are now available on our website. was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  4. Illuvium x Bulldogs Official Jerseys just dropped and are now available on our website. We are an official sponsor of the Canterbury-Bankstown Bulldogs. Our partnership with the Bulldogs is the first elite sporting partnership for Illuvium and one of the first in sport for a Triple-A Gaming studio that enables players to own their in-game assets. We’re excited to have teamed up to bring you an exclusive Illuvium x Bulldogs 2022 Official Jersey and Cosplay NFT. Designed exclusively by Illuvium to be worn by the Bulldogs in their Round 25 clash, the jersey features ILV obelisks and armour. 19 random purchasers of the Illuvium x Bulldogs 2022 jersey will receive a jersey signed and worn in-game by a Bulldogs player! Will you be one of the lucky ones who gets a signed jersey? Each Bulldogs x Illuvium Bundle Includes: Illuvium x Bulldogs 2022 JerseyIlluvium x Bulldogs Exclusive Cosplay NFTBulldogs 2023 Classic MembershipThis is a limited edition drop. Get Yours Today! Illuvium Team View the full article
  5. Illuvium Dev Blog — June 2022IntroJune was one of those months that was quiet on the outside while frantic on the inside. I think sometimes the community gets used to more interaction (way more than they get anywhere else) and considers that normal. Then when we go into lockdown mode, they think nothing is happening. It’s understandable, but not the case. We’re still focused on many projects, so sometimes, it will feel like there isn’t much progress when it’s spread across many areas. We’ve committed to reducing the number of projects for this very reason. It allows us to focus better and gives the community a more steady output of information. Nowhere was this seen more than with the Forge. Though the community asked for a solution to the things that it solves, it came out of Left Field. There have been many conspiracies about it, but none are true. We were unsure we could get it done in time, and we didn’t want to say, “we will have this done before June, all your problems are solved”, and then have it turn up late. While there was a vocal minority against it, had we missed that deadline, there would have been a vocal majority. So when we managed to get it done faster than projected (hooray us), the community were surprised, and many rejected it. We’ll now wait to see what adjustments it requires before working on it. I’m still adamant that deploying it would have been better overall, but if it hurts community confidence, it isn’t worth it. Even at our least transparent, we still put out an IIP, had weeks of robust discussion, and then shelved it to ensure it met community expectations. We continue to strive to be better all the time, but this is an area where I think we are already best-in-class. Illuvium: ArenaPB2 has taken longer than we wanted. But the positive note is that the core engine is the hardest for us to build. It’s worth it because it front-loads so much of our effort. Too many new systems are being implemented to release these features as patches. They must be in larger chunks, which means longer times between betas. Rest assured this cadence increases over time. Eventually, we will reach our goal of not requiring ANY human code for a patch. The AI balancer will drive it. I often question if it was worth it doing it this way rather than the traditional functional approach that is faster but requires constant maintenance. Whenever I do, I return to our original idea of being the first genuinely decentralised gaming DAO. That doesn’t even factor in the gaming and structural benefits we gain from doing it our ways, such as much higher reliability, lower ongoing costs, the replay system, and many other features. You’ll see a genuinely CINEMATIC auto battler that’s entirely data-driven and deterministic. Sometimes the thing that gets you up in the morning is the sheer audacity of what the team is building. Take that away, and I don’t know where we would be. I know I’d be less interested. HighlightsThe Combat Engine will continuously improve, but we are close to version 1.0.Survival Mode Rules are all completed, including Checkpoints, Interest and Drone Health.NOTE: Drone Health will probably be a later patch. It’s working on the client but could be a casualty on the server.Instanced data, meaning we are soon ready to load real NFTs with data rather than using generic data.Augments. These aren’t your standard “gain ten health”. These are fully functional, complex interactions that happen to run via tiny bits of data. In Beta, they might not “wow” you all the time because there are bound to be some improvements, but one day they will be so frictionless that new players will take them for granted. But you’ll know how much effort went into them.Bonding. Such a simple mechanic, but with such complex ramifications. Pick an Illuvial, and bam. Your Ranger now has a Class and Affinity upgrade for the battle. This will ensure Composite Synergies are much more impactful. It’s the very definition of “easy to understand, hard to master”.A better Server / Client paradigm. Our backend team is small and impressive. In an average game company, they need to interact with a smaller subset of systems. At Illuvium, they touch everything. And they are getting it done robustly. In the last few days, you would have seen some downtime. I know this annoys people, but it’s necessary if we want to build as fast as possible. Don’t worry, though. They will be your favourite people you never knew existed.The Red Panda community Illuvial is halfway done, and all other Illuvials are close to completion, artistically. Super exciting. There are many different tasks in the Overworld for the art team, so being able to divert some extra resources to them will accelerate progress.Shard UI for all the new Tier 0 and Lynxs is complete. You’ve seen them in leaks, but they are so gorgeous in-game. If ever you want to make someone bullish on Illuvium, show them a Tier 0 and say, “this is the free content”. There is NOTHING in the blockchain space that goes even remotely close to the artistic quality of Tier 0s… and they are free. Think about it.All music and sounds are complete for PB2. The combat music syncs seamlessly between phases of play, and the Illuvials sound amazing. If you don’t have a good pair of headphones, get them.A cleaner connection between the Visualisation and the Simulation. I’ve mentioned this previously, but the Simulation that runs the Combat Engine is near instantaneous. The battle finishes, and THEN you get to see it, which has its challenges. And we’ve hired people to work on improving it. Some future updates include Attack Retargeting (if you can no longer punch your enemy in the face, punch their neighbour), fatigue (Illuvials should look beaten as they lose health), smoother movement paths, and better blending between animations. We’re already quite good, but the long-term goal is that every battle looks like a cinematic.Illuvium: OverworldThere are some delays here, too, due to resources allocated to Arena. The community widely praised the video we leaked, but internally we’ve been looking to improve it. We have already received feedback and have an idea for making the Overworld more dynamic. You’ll love it. (This new idea is something we plan for after Public Beta, but before we create v1.0 of the game) HighlightsHarvestable Plants — These have all been integrated and work well, but we’re still working to improve them.The capture flow (one of the most critical parts of the game) is the last thing we need to finalise before releasing the Overworld. Only some of the team work on this so that the rest will continue to ad features.Drone Pathfinding was reworked to be smoother and more efficient. Some might not see this as necessary, but when you know what we have planned for later, you’ll understand why M0z4rt had to put on his Pants of Agility.The dev team added deconstruction via the Zero Point Forge. A simple idea, but brilliant. It allows us to homogenise many systems while giving the player many options. When you upgrade your stuff from Stage 1 to Stage 3, it will feel the same as when you fuse Illuvials. I wish I had thought of it.Drone Attachments. You’ll want to get some sweet upgrades for your drone. So either work for it or splash some cash on the work someone else has already done. Oh, and new Attachments are coming that we hope will get some explosive feedback.Animation. The new movement system is a massive upgrade.We are reworking the Ranger movement.We are adding more animations to give the player more interest in the world.Research into mapping the Arena animations to the Overworld. (Edit: Done)Signature Moves for Illuvial capture.Concept. The team from the future. They kick off every project, and they are running out of work. Don’t worry; we’ve got plenty for them to do, but not on Arena or Overworld. That should tell you we’re close.Crystal Shores and Shardbluff Labyrinth are mostly done.Capture flow ideation complete.Modelling. Work continues on the 1000000 models and textures required to bring the game to life.Environment. We hope you enjoy the atmosphere. Some have said that Crimson Waste feels a bit lonely. It’s that way for a reason. We’re not saying what you’ve seen is complete because it definitely will gain some dynamism, but the FEEL of each region is meant to strike you. It isn’t complete if you don’t chill out in Halcyon Sea or stress out in Shardbluff.Halcyon Sea and Taiga Boreal blackouts are near complete.Brightland Steppes and Abyssal Basin are close to finishing the first pass of set dressing.Sanctum Mesa town block-out is complete. Set dressing next.Asset audit. Someone has to organise it!Illuvium: ZeroThe art overhaul is well underway and looking great. We’re in the final stretch to get this ready for you. HighlightsArt. We continue to work our way through each region, upgrading the quality. New hires have helped the speed, but sometimes it’s just a matter of things taking time to perfect.Mechanics. The man, Johnny, will take a peek and help the team with the final push. Anyone who remembers how well the land sale did can largely thank Johnny. Everything we do is a team effort, but sometimes having a great captain helps. And I’m confident that things will speed up.Game Design. Don’t sleep on how hard this game is to design. Other games don’t have a split free/paid option where people spend thousands to access the paid version. It does impact the balance. We want things to be rapid, but at the same time, if everyone can build an entire city instantly, then it will lose a bit of the magic. I’m thrilled with the mini-games of the mini-game, such as finding the right balance of structures, upgrades, and tweaks to efficiency.Ideation for Suits and Drone Blueprints went better than we could have dreamed. We’re on to a winner.IlluviDEXThe frontend team added some extra features in preparation for Illuvitars. Plus some quality of life upgrades. HighlightsTransfer to other wallets.Bug fixesIlluvitarsThe primary focus of the web team now lies here. We want to implement this sale as smoothly as possible, just like the land sale. We need to do more work on the reveal and show the community the value added by the Album and Collections feature. EDIT: Those low-level design changes I talk about below are complete, and you should see a new IIP shortly with the changes. They are just big enough that I think we should ask the community. HighlightsThe major infrastructure to run the sale is complete.The bonding workflow is well underway. We use this same bonding flow for most of the game, so getting this done kills two birds with one stone.Illuvitar reveals animation improvements are underway.A few low-level design changes that I can’t go into must be done before the sale starts. Most of the delay is here. Once it is confirmed and implemented, we should be ready to go.Album and Collections, with leaderboards. It won’t be available at launch, but when you see it, you’ll flip… pages! (I’m allowed one dad joke per month)Launch CinematicGlow Production started work. They have updated the storyboard, and some new story ideas have come out of those sessions. The cinematic is a long-term project, lined up more for the full release than the Open Beta. I don’t know how long it will take, but I know it will be the best. HighlightsCGI work started.The new storyboard is complete, and we will merge it with features from the old one.General UpdatesI’ve removed a few products from this update since nothing remarkable has been done, and most resources are on other projects. People often ask us: “Why did you do X when you need to do Y?!?”. Well, that’s because we have different teams with different skills. The Forge App required two people out of more than 200. And neither of them is good at building games or art. But they are excellent at building Web3 Apps. People forget just how large in scope our project is. If I could go back in time and narrow it, I might because barely anyone understands how much work goes into everything. But in the long run, it puts us in a position where no competitors are willing to follow. StoryTwo new writers. One for narrative and one for bios.Illuvium: Zero story updated, including Illuvial Facts.Cranking through the Illuvial Bios.Reworked some of the more prominent story points for Chapter 3. (Aaron wants a love story, will he get it? Tune in next month for more Tales of Illuvium)InfrastructureOur infrastructure continues to mature, which helps the entire dev team.Our systems’ robustness is far more extensive than others in the blockchain space and traditional game studios. We still have our issues, no doubt. And we will continue to tackle them, but I’m proud of the team and what they accomplish each month.SummaryWe are behind where we wanted to be, for sure. But an issue with pushing to go too fast is that we end up with a more brittle project that, ironically, takes longer to build. So the teams have spent a bit more time working through tech debt, documentation, communication, and general planning to ensure our estimates are accurate and the products are of the quality we expect. I can’t give specific dates, but I will provide a rough order of release: PB2 (Arena) → Illuvitars → PB2 (Overworld) → Illuvium: Zero Alpha → Game Loader (needs a name, I want “Singularity”. And somewhere dispersed in the other releases will be the Dao Dashboard, The Content Gallery, a new Website, and (maybe) Forge. And then, we can move on to the project’s entire purpose: Hearts Ablaze. Illuvium Dev Blog — June 2022 was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  6. This article details the technical aspects of Illuvium's recently concluded Land Sale, focusing on the backend technology and approach. Warning, it's a long one. I've tried to put enough detail in here so that other teams looking to run a similar NFT sale can take away valuable information and ensure the success of their sale. Apologies to the casual reader! OverviewIlluvium's first Land Sale, where we sold ~20,000 NFTs representing virtual plots of land in the Illuvium homeworld, was a great success. During the sale, which ran from June 2nd to June 6th of this year (2022), customers spent over USD 72 million of sILV2 and ETH purchasing plots of land, and the feedback was overwhelmingly positive. Gas costs per plot were typically in the $10–15 USD range, a far cry from the hundreds or thousands of dollars spent per NFT in other similar sales. And, as a cherry on top, very few customers lost gas due to failed transactions. It would be remiss not to note that bear-market conditions played a role in this outcome, as did the community-led decision to use a Dutch Auction with starting prices set at a level where Dutch Auction mechanics can function. That said, there is no doubt that the technology used in the Illuvium Land Sale was critical to its success. Our Approach to Technology and Technology PartnersSince our inception, Illuvium's philosophy has been to use best-of-breed solutions and always err on quality over speed. This applies to every aspect of our business, from our concept art to our cinematic trailers, from our IaC platform to our JavaScript code. Of our partners, Immutable was, of course, the most important. Their Immutable X (IMX) platform enabled gas-free minting and provided the APIs we use to drive our own marketplace experience. Immutable was also instrumental in helping us develop the mixed L1/L2 solution that was so important to our success. Behind the scenes, several other key technology partners played a critical role in our Land Sale, specifically: AWS — our primary cloud provider where that hosts all our backend infrastructure.Vercel — the Next.js service which hosted our Land Sale website.Alchemy — the blockchain infrastructure provider, used for all of our Layer 1 operations.In terms of our own development, one of our most vital architectural principles is that we prefer serverless designs and technologies and use them wherever we can. You can read more on the rationale behind this approach here: 25. Illuvium's Serverless Architecture Will Be "Best-Of-Breed," Says Lead Server Engineer John… The Land Sale architecture is no exception, and the only service we use that we don't consider a true serverless solution is Amazon OpenSearch. It is a fully managed service, our next best preference, but still exposes server-like concepts such as the type and number of nodes that make up the ElasticSearch cluster. Land Sale ArchitectureThe original plan for the Illuvium Land Sale was to operate purely on L1. We knew we wanted to use a Dutch Auction quite early, and that wasn't a capability available on IMX yet. However, after discussion with Immutable, we decided on a hybrid L1/L2 approach. The auction would operate on L1, but minting would occur on L2. The approach, at least conceptually, is quite simple: when the L1 purchase function completes, it emits an event to the blockchain indicating the purchase has been made. The event includes data about the purchase, such as Plot ID and Location. Our backend responds to these events by minting the corresponding token on L2 (IMX). We show this view in the figure below. The '20,000 ft' view of the Land Sale ArchitecturePlot Generation A critical facet of the Land Sale was that the full plot details were unknown before purchase. In Illuvium: Zero, the game attached to the Illuvium Land Plots, particular areas called Sites generate resources in the game. Some of these resources correspond to ERC-20 tokens called Fuel and hold value as the primary resources used in the Illuvium universe. A plot with more Sites is more valuable than a plot with fewer Sites. We wanted to ensure customers knew what they were buying but also to have some level of differentiation between each plot. This was important for both the economy and the game itself (the game is much less fun if everyone's plots are identical). To address this, we divided Land Plots into Tiers. Each Tier has a guaranteed number of Sites; higher-level Tiers have better production efficiency and more Sites than their lower-level counterparts. This information was released before the sale and confirmed in an Illuvium Improvement Proposal (IIP) voted on by our council: Note: for the sake of brevity, some details such as Landmarks (the special case of the Tier 5 plots), and the role of different Site types, have been left out of this discussion. Before purchasing, customers know the plot location, Region, and Tier (from which players can infer the number of Sites). The randomness comes into play in the make-up of the sites, specifically which Sites are generated and where are they positioned in the plot. For example, consider these two Tier 1 plots: (a) Tier 1 Plot located at Brightland Steppes (514,445)(b) Tier 1 Plot located at Brightland Steppes (473,454)Although both Plots are Tier 1 plots located in the same Region (Brightland Steppes), they have a very different make-up. The first plot (a) is rich in Carbon, as indicated by the three black diamonds on the map, whereas the second plot (b) has a mix of different resources. Detailed Architecture This generation of site data is essential to our discussion because it required us to generate metadata in our backend after tokens were sold. Such metadata included, for example, the plot images (see above) used in the IlluviDex and IMX marketplace. Taking into our account our architectural principles, the need to generate data post-sale and the core process of IMX minting our final design was as follows: Land Sale Architecture — Detailed ViewWe'll describe specific aspects of this design in detail below, but some general design principles are worth noting. The first is simply that this is a serverless solution, all the logic (excluding front-end logic) is in Lambda, and the core data store is in DynamoDB. The second noteworthy point is that we use SQS in front of almost all transactional Lambdas. We were able to design the system such that dependencies between functions were near zero, and a failure at one point did not mean that we needed to halt the process elsewhere. Rather than a set of steps that must be executed in order, our system uses a fan-out from the L1 Event Processor. To increase resiliency, all of these queues also have automatic retries in place, with the final landing place of a failing message being a dead letter queue (DLQ). Of course, such designs are not always possible, and mechanisms like AWS Step Functions have their place. Still, where available, this design pattern provides extraordinary resilience and control. We can throttle individual processing steps, retry failed queries in seconds with a DLQ redrive or even regenerate every image for every blockchain event without impacting other processing. The ContractAlthough this article focuses on the backend systems, no conversation about our approach is complete without describing some aspects of the sale contract. The Dutch Auction itself, based on the idea of selling tokens in batches which we call sequences, and a decaying price function that returns the price for a given tier, sequence and timestamp, is interesting but not relevant to the technical aspects of gas savings (as they read this, I'm sure our blockchain devs protest having tweaked and optimised the algorithm to wring from it every last shred of gas savings). Storing Pre-mint Data Eclipsing these optimisations was a line of exploration that started with a simple question about where to save the pre-mint plot data; where do we store the list of tokens, their locations, tiers, sequence IDs, and so on? Without such information, the sale can't function, but storing 20,000 complex records in the contract was prohibitively expensive. One idea was to store these in IPFS. Although this had some merit, it was still relatively complex and expensive (e.g. obviously, we couldn't read the entire 20,000 records on every contact interaction, so at the very least, an indexing scheme would be required). The idea we settled on was interesting. We chose not to store the data in the contract at all and instead store it in our backend and let the buyer pass it into the contract via our website! This might raise some eyebrows; if the buyer is passing in the data, how do we ensure they are passing in the correct data. The solution lies with Merkle trees. We construct a Merkle tree of the pre-mint land sale data, and the backend stores, along with the pre-mint data, the Merkle proof for each node (plot). The contract need only store the Merkle root and validate that the proof is valid and that the input data matches the proof. Although this technique is likely familiar to blockchain developers, for others looking to find out more, you can start at the Wikipedia entry: https://en.wikipedia.org/wiki/Merkle_tree. Storing Post-purchase Data After purchase, we also needed to generate and store the Site data (the positions and Site types used in the game and our sample plot images from above). We had concerns over the amount of data being stored (at higher tiers, there can be more than 20 data items), particularly for those buyers who wanted to take their tokens to L1. Our solution here was aligned with the pre-mint storage solution. We don't store this data! We are big fans of deterministic algorithms; they drive our Illuvium Arena game, and we used a similar approach in the contracts. Rather than store this data, we simply provide a view function that, given a seed value stored on-chain, can generate the Site data deterministically. The seed value is pseudo-random, derived from the block where the purchase event is confirmed, but in this context, there is no concern with manipulation. Not only is the value hard to manipulate in a meaningful way (the view function is chaotic, and you have limited control over the assigned block number due to the Dutch Auction format), but there is also little to no value in manipulating the seed. There is not enough information about the game to make definitive statements about one plot make-up (within a given Tier) being more valuable than another. We use the same view function in the backend to generate and store metadata and plot images for the IMX marketplace. Importantly, anyone can verify that this backend data is aligned with the blockchain data by running the view function from the contract. The IlluviDexAs mentioned above, the focus of this article is the backend systems. Yet no conversation about our approach is complete without describing some aspects of the IlluviDex, the web application that hosted the Land Sale. Illuvium strives to make beautiful products, and the IlluviDex is no exception. Let's first stop for a moment to admire this beauty: An overview of the Illuvium World as seen in the IlluvidexZooming in to a specific area of the map and viewing the details of a sold plotThe role of the Illuvidex is at once both simple and complex, easy to explain but hard to get right. Firstly it needed to allow users to find the lands they want to buy, which it does through a myriad of filter opens, a favourite system, and the beautifully rendered and searchable map. Secondly, it needs to integrate with the backend and the contract, tying the data together to make the purchasing process as straightforward as possible. Finally, it needs to be available continuously! Instrumental to this availability was our web hosting and Next.js provider Vercel. Throughout the Land Sale, they provided rock-solid delivery of our web content, regardless of traffic volumes and spikes. Polling L1The L1 polling solution is relatively straightforward. We frequently requested Alchemy's Ethereum API to look for new confirmed buy events on our contract. The Alchemy APIs made this particularly simple, allowing us to filter by contract and event hash. New events are published to SQS for subsequent processing. To keep things efficient, we maintained a pointer to the last successfully processed block in DynamoDB and only queried for events from the last processed block to the latest block (see below for some clarifications on this). Although the Alchemy API also provides options for pushing updates via webhooks or websockets, the polling approach made the most sense for us as only a relatively small number of events can occur within a given period (178 new land plots went on sale each hour, each sequence lasting only 2 hours). The polling approach also gave us a lot of flexibility; for example, if we wanted to re-process all transactions, we simply updated the lastProcessedBlock pointer to point to the past. Handling Re-orgs Because we minted outside of L1 (on IMX), we were quite concerned with the ramifications of chain re-organisation (re-orgs). A re-org could lead to a situation where we minted a token on L2, before the re-org, which then becomes invalid after the re-org (because another user ended up 'winning' the plot in the re-organised chain). To combat this, instead of using the Latest confirmed block, we waited for several block confirmations before considering a buy event finalised. Implementation-wise, we simply limited our Alchemy event queries to look only as far as the block number Latest - Threshold. Block PollingWe used a threshold value of 6although we did see two re-orgs that went beyond 6 block confirmations during the sale. These did not impact our transactions, but if you are looking to use an approach similar to ours, we would advise you to think carefully about this value and consider going with a higher number of confirmations, such as 10. Pending and pre-threshold Transactions One issue caused by this 6-block delay was that it meant that there were approximately 5 minutes (depending on network conditions) where a plot sale was "in progress" but not yet minted to L2. This meant browsers that hadn't refreshed could submit transactions for the same token, which would inevitably fail, losing the customer gas in the process. We introduced a Pending Transaction function (not shown in the architecture diagram) to combat this. When a customer attempted to buy on the website, we first checked the Pending Transaction function. In this function, we used the Alchemy APIs that let us query the mempool. If we found a confirmed or pending transaction (likely to succeed based on allocated gas), we would block the customer's purchase and show them a warning that a transaction was in progress. This, in turn, led to a potential risk that a well-prepared attacker could constantly keep land in a pending state by raising and cancelling transactions. To avoid this, we had a simple rule; allow a land plot to be pending only for a limited time (the pending time). After this period, the pending transaction function would not allow the land to be made pending until another grace period had passed. Pending Transaction LogicMinting to L2Once we had confirmed events, the minting process was simply a matter of creating and signing the appropriate IMX requests. Given we use C# on the backend, we opted to write our own IMX integration code, working directly with the APIs rather than using their convenient JS libraries. This meant additional work to ensure payloads and request signing was correct but was considered an approach most aligned with our architecture. After a token is minted, it is available for viewing on our own Illuvidex and the IMX marketplace immediately. IMX calls our metadata APIs to enrich the token with custom metadata, including the plot images. This metadata is generally populated 5–10 seconds after minting. ObservationsI will leave you with some observations. Firstly, our uptime across the Land Sale for all systems was 100%. There were no outages anywhere. Secondly, there were only a few hundred errors across tens of millions of invocations: Additionally, the system automatically resolved all but 5 of these errors by retrying requests. The 5 errors that remained were external requests that timed out multiple times. These were resolved simply by running a re-drive for the corresponding Deal Letter Queue. These simple 3-click re-drive operations were the only 2 manual actions taken during the entire sale. I think it's clear, from a technical perspective, that this was an overwhelming success. Allow me to express my thanks to all of our technology team, the wider Illuvium team, and the great partners that made this possible. View the full article
  7. As we are continuing to enhance our diverse security plan to further protect against malicious actors and exploits, we have teamed up with Immunefi to implement our new bug bounty program. That means we will now deliver rewards (max bounty up to $150,000) for finding bugs in our website, applications and smart contracts. While we already have skilled in-house team members that focus on our security, code review and development, our partnership with Immunefi will add an additional layer to our security. Teaming Up With Immunefi for our Bug Bounty ProgramsIlluvium is now paying rewards for white hats who find bugs in our smart contracts and/or vulnerabilities in our protocols. Rewards are distributed according to the impact of the vulnerability. Vulnerability classifications are based on the Immunefi Vulnerability Severity Classification System V2.1, however they are customised to better fit our assets in scope and our threat landscape. For details, please refer to “Impacts in Scope” section here. The following impacts to smart contracts, website and apps are included in the Illuvium bug bounty scope: Loss of funds (including yield, including freezing, theft)Frozen/malfunctioning contract stateUnavailability of web and/or blockchain assetsAuthentication and authorization issues that could result in loss of user fundsReputational damageAs we continue to grow our ecosystem, we will continue to add more bounties to the list. Security is one of our top priorities at Illuvium. We are confident that our partnership with Immunefi will be beneficial as we add yet another layer to our existing security practices. Our aim is to collaborate with the community and white hats to review our existing elements of our protocol and moving forward as we launch new products and features for our community of gamers and investors. In summary, this partnership not only serves to enhance our security and strengthen our brand, but also to build confidence with people who are entering the web3 space. For detailed information on Illuvium’s Bug Bounty Program with Immunefi, please visit: https://immunefi.com/bounty/illuvium/ About Immunefi Immunefi is the premier bug bounty platform for smart contracts and DeFi projects, where security researchers review code, disclose vulnerabilities, get paid, and make crypto safer. Immunefi removes security risk through bug bounties and comprehensive security services. Launched on December 9, 2020, Immunefi focused on blockchain and smart contract security. We provide bug bounty hosting, consultation, bug triaging, and program management services to blockchain and smart contract projects. Bug bounty programs are open invitations to security researchers to discover and disclose potentially vulnerabilities in projects’ smart contracts and applications, thereby protecting projects and their users. For their good work, security researchers receive a reward based on the severity of the vulnerability, as determined by the project affected. Why have a bug bounty program at all? In 2020 alone, hacks and scams cost the DeFi community over $238m, and bug bounties can prevent those hacks from happening. Bug bounty programs surface vulnerabilities so they can be fixed before they get exploited in malicious hacks that destroy projects and ruin reputations. Twitter | Discord | Medium | YouTube | Telegram About Illuvium Illuvium is an open-world exploration, monster collector, and auto battler game built on the Ethereum Blockchain, releasing on PC and Mac in 2022. Play-to-earn in an AAA sci-fi adventure and conquer the wilderness to help your crash-landed Ranger flourish Race across crystal labyrinths, toxic deserts, and windswept mountain summits. A quest to uncover the cause of the cataclysm that shattered Illuvium. Hunt and capture Illuvials, powerful creatures who rule the Land. Train and fuse your Illuvials into powerful evolutions. Build your ultimate Illuvial team to take into battles and tournaments in PvE and PvP Arenas. As you discover the capabilities of the Illuvials you collect, use your creativity to build unique synergies to outsmart your opponents. Hit a winning streak as you best other hunters to become the strongest Ranger on this planet. Illuvium’s collectible NFT games feature interoperable assets across the Illuvium universe. The decentralized NFT collection offers players user-maintained custody never before possible in mainstream gaming. Website: Illuvium Twitter: @Illuviumio Discord: Join the Illuvium Discord Server! Medium: Illuvium Telegram: Illuvium Official Chat YouTube: Illuvium Illuvium x Immunefi Bug Bounty was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  8. As we are continuing to enhance our diverse security plan to further protect against malicious actors and exploits, we have teamed up with Immunefi to implement our new bug bounty program. That means we will now deliver rewards (max bounty up to $150,000) for finding bugs in our website, applications and smart contracts. While we already have skilled in-house team members that focus on our security, code review and development, our partnership with Immunefi will add an additional layer to our security. Teaming Up With Immunefi for our Bug Bounty ProgramsIlluvium is now paying rewards for white hats who find bugs in our smart contracts and/or vulnerabilities in our protocols. Rewards are distributed according to the impact of the vulnerability. Vulnerability classifications are based on the Immunefi Vulnerability Severity Classification System V2.1, however they are customised to better fit our assets in scope and our threat landscape. For details, please refer to “Impacts in Scope” section here. The following impacts to smart contracts, website and apps are included in the Illuvium bug bounty scope: Loss of funds (including yield, including freezing, theft)Frozen/malfunctioning contract stateUnavailability of web and/or blockchain assetsAuthentication and authorization issues that could result in loss of user fundsReputational damageAs we continue to grow our ecosystem, we will continue to add more bounties to the list. Security is one of our top priorities at Illuvium. We are confident that our partnership with Immunefi will be beneficial as we add yet another layer to our existing security practices. Our aim is to collaborate with the community and white hats to review our existing elements of our protocol and moving forward as we launch new products and features for our community of gamers and investors. In summary, this partnership not only serves to enhance our security and strengthen our brand, but also to build confidence with people who are entering the web3 space. For detailed information on Illuvium’s Bug Bounty Program with Immunefi, please visit: https://immunefi.com/bounty/illuvium/ About Immunefi Immunefi is the premier bug bounty platform for smart contracts and DeFi projects, where security researchers review code, disclose vulnerabilities, get paid, and make crypto safer. Immunefi removes security risk through bug bounties and comprehensive security services. Launched on December 9, 2020, Immunefi focused on blockchain and smart contract security. We provide bug bounty hosting, consultation, bug triaging, and program management services to blockchain and smart contract projects. Bug bounty programs are open invitations to security researchers to discover and disclose potentially vulnerabilities in projects’ smart contracts and applications, thereby protecting projects and their users. For their good work, security researchers receive a reward based on the severity of the vulnerability, as determined by the project affected. Why have a bug bounty program at all? In 2020 alone, hacks and scams cost the DeFi community over $238m, and bug bounties can prevent those hacks from happening. Bug bounty programs surface vulnerabilities so they can be fixed before they get exploited in malicious hacks that destroy projects and ruin reputations. Twitter | Discord | Medium | YouTube | Telegram About Illuvium Illuvium is an open-world exploration, monster collector, and auto battler game built on the Ethereum Blockchain, releasing on PC and Mac in 2022. Play-to-earn in an AAA sci-fi adventure and conquer the wilderness to help your crash-landed Ranger flourish Race across crystal labyrinths, toxic deserts, and windswept mountain summits. A quest to uncover the cause of the cataclysm that shattered Illuvium. Hunt and capture Illuvials, powerful creatures who rule the Land. Train and fuse your Illuvials into powerful evolutions. Build your ultimate Illuvial team to take into battles and tournaments in PvE and PvP Arenas. As you discover the capabilities of the Illuvials you collect, use your creativity to build unique synergies to outsmart your opponents. Hit a winning streak as you best other hunters to become the strongest Ranger on this planet. Illuvium’s collectible NFT games feature interoperable assets across the Illuvium universe. The decentralized NFT collection offers players user-maintained custody never before possible in mainstream gaming. Website: Illuvium Twitter: @Illuviumio Discord: Join the Illuvium Discord Server! Medium: Illuvium Telegram: Illuvium Official Chat YouTube: Illuvium Illuvium x Immunefi Bug Bounty was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  9. Illuvium Dev Blog — May 2022Top Tier ArtworkIntroApologies for the delays. May, or more specifically the start of June, was incredibly busy with the first Land Sale and other activities that I will touch on later. We’re incredibly proud of our progress in June and completed our most significant volume of work. It was also a very challenging month for us, and I discuss that here: Break-Neck Pace. We continue to push toward being the first AAA NFT game, and we’re confident we will get there. You’ll notice we haven’t announced any new products for the last few months. Those who keep up to date with the project know this is deliberate. We want the teams to focus on fewer things at a time and make them shine. We will deliver everything we’ve announced before working on anything new. Once we are in a more manageable state, we will collaborate with the community to determine what to deliver next. Upgrade to Unreal Engine 5We finished the upgrade to Unreal Engine 5. We finalised this in June, but since the work has been ongoing for months, we can include it in the May Dev Blog. We debated for over a year if we should release it on Unreal Engine 4 or 5. When we started the project, UE5 didn’t exist, and after we began, they released the Alpha, putting us in limbo. Our choice, as always, came down to our desire to deliver on the promise of making the best game possible. Note: The art style of Illuvium is vastly different to what you will see out of most UE5 games, which go for the easy option of using default Megascans assets. Since we started in UE4, we decided to use a semi-stylised approach which we believe will keep the game looking iconic for years to come. Nothing you play will look like Illuvium, and you’ll instantly recognise any Illuvium game. It is truly one-of-a-kind. While Nanite and Lumen will be a boost to the project, our main reasons for upgrading were mostly around other core systems: Temporal Super ResolutionWorld Partition and One File Per ActorIK Rig and RetargeterMotion WarpingPose WarpingFull Body Auto IKand many other improvements for animation, sound, and VFX. Illuvium: ArenaMore complexities with the game engine were found, which set us back. Sometimes that is the case with cutting-edge game development. Our commitment to being an entirely data-driven, deterministic Autobattler has always been due to our desire to give back to the community. Storage of every game ever, high-quality replays, low upkeep costs, and (most importantly) the ability to generate new combat units quickly are the main benefits of this system. The downside is that nobody has done what we are doing before, and some challenges are more complicated than others, making them difficult to estimate. HighlightsPrivate Beta 2 should be ready soon, barring any unforeseen challenges.Finalisation of over 100 new combat units.Code refactorisation in preparation for connecting to the blockchain.Clever ways to automate bug detection.Cleanup and finalisation of many core features such as:HyperactiveEmpowersMarksTauntCheckpointsAugmentsDecal lightsBattle board procedural shadersIlluvium: OverworldOur first beta for Overworld (PB2) is nearly ready, but there are some UI elements that we have decided to upgrade to make the experience epic. So while this will delay it a bit longer, we believe everyone will be much happier with the outcome. These are critical moments in your experience, and they should be great out of the box. As such, we are releasing raw gameplay footage of a typical journey so that you can see the rest for yourself. As soon as those few upgrades conclude, PB2 will be ready. NOTE: We may decide to release PB2 in two parts, with Arena coming first. HighlightsCrimson Waste is done, except for some interaction bugs.The design team reworked many UI elements.Sanctum Mesa is closing in on being complete.Shardbluff Labyrinth and Crystal Shores are the only regions not blocked out, but we completed the ideation of both.Abyssal Basin and Brightland Steppes are closing in on the level of finish of Crimson Waste.The plant physics system works for many plants.VFX and SFX work is well underway for most assets and regions.Illuvial Capture UI flow complete.Illuvial Random Stats UI complete.Illuvium: ZeroA considerable art upgrade in Illuvium: Zero is underway. The game is ready for testing (bugs and all), but we want you to see it in its glory. While we upgrade the art, the dev and game design team are busy polishing. We hope to give you a similar experience to Arena. (i.e. a game with a solid amount of polish that looks great) HighlightsPublic Alpha Game Features Implemented and Tested.Graphics Overhaul In Progress.Implemented a system to allow unique assets per region while minimising end-user load.UIs overhaul is in progress.Economy Data Values implemented / Round 1 Testing In Progress.SFX, Music, VFX, Animations Implemented and Tested.E2E Game Client testing is in progress, including testing on multiple devices.WebGL Web Environment, E2E Testing & polish in progress.IlluviDEXVersion 1 of the IlluviDEX is complete, which allowed us to execute the Land Sale. We are waiting on a few features from IMX before we can unlock all its functionality and will build out all the lore elements over time. Because the IlluviDEX now includes what was formerly called the Illuviary, there is still work to do before it is in its final state, but we know you’ll love it. HighlightsBid/Offer FunctionalityUpdated the UI to include “Owned By” & “Minted By.”Illuvium Regions Map — Updated to include “Current owner.”Land SaleI’m so proud of the team that worked on the Land Sale. One of the things we want to change about the NFT space is its reputation as buggy, unsecured, and filled with scams and useless projects. While the Land Sale wasn’t technically perfect (and we wish to thank all the users who submitted reports), it was very clearly the best-executed NFT sale event on the blockchain. The level of complexity required was very high, and this caused delays, but it allowed us to do two things: Show everyone a glimpse of the immersion we strive for. Many commented that land felt tangible, and the interactive map gave people a sense of purpose and direction. Illuvium is a universe we expect people to live in for decades. The initial scope of the game was modest (a collectible game with a PVP fighting element), but the project’s overall vision was not.Keep things secure and stable. When you create an event like this, many malicious actors constantly attempt to bring you down. The number of DDOS attacks we have dealt with is insane. For the majority of lazy projects out there, it’s not a problem. A single web page with a “buy” button is easy to keep online. If it crashes? The bots buy everything at the contract level anyway. Who cares about the little guy?For us, that is unacceptable. We could have gone the lazy route too, but that does not help the average consumer and doesn’t bring traditional gamers any closer. The entire experience hinges on everything working flawlessly for the duration. HighlightsTranche 1 successfully sold out!IlluvitarsOur next sale event is currently deep in development. The audits are concluding as we speak, and testing is underway. We learned a lot with the development of the Land Sale, so we are confident going into Illuvitars. They are different sales types, but we think you will love the ability to customise your Illuvitar and can’t wait to see people trading on the IlluviDEX, hoping to find just the right combination of accessories. HighlightsAudits submitted and finalised — review underway.The backend team is furiously working on completing the Bonding flow, which is essentially identical to Fusion. (the main mechanic of crafting in Illuvium: Overworld).The UX is complete, and UI is not far behind. The final step is testing, which is also underway.Launch CinematicWe have partnered with Glow Production to create the Launch Cinematic. They bring a wealth of experience, and we’re confident of producing the best trailer the blockchain has ever seen. We’ve decided to produce this more steadily. So don’t expect it for some time. It might not even be ready for the Open Beta launch, which is ok. HighlightsThe motion comic continues because it helps us with the creative vision for the full-motion video. We may even release it as a stand-alone product.Asset handoff to Glow, who have already begun.Game LauncherMost teams were all hands on deck for the Land Sale, so we didn’t get as much work done here as we would like. The next stage is to make it functional, which does not make it production-ready but allows us to test the feature set. The game launcher is a large project, so don’t expect this soon. For now, we will release all betas as downloadable executables. While the Game Launcher is an integral part of the long-term vision, at this stage, it is a “nice-to-have”, not a “must-have”. Sorry about the big downloads! HighlightsUX work finished.UI underway.General UpdatesStoryA new writer will join the team soon.Many more Illuvial bios completed.Cinematic and Motion Comic story complete.In-game dialogue for the Rangers and Drones continues.Chapter Z, aka Illuvium Zero tutorial, is complete.A renewed look at the overall story and the best methods to share it.InfrastructureOur infrastructure continues to mature, which helps the entire dev team.The robustness of our systems is now much higher than much larger projects. (not just in the blockchain space, but game studios and other tech startups)SummaryEven though the market is well down, we are still confident in our abilities. We have the path in front of us and need to walk it. The Land Sale showed what we are capable of compared to the rest of DeFi, and our game betas show how much further we are ahead than any other NFT game. People are impatient for everything all at once and set-in-stone deadlines; unfortunately, we cannot give that. Nor have we ever promised it. We have said, and continue to say, that our aggressive deadlines allow us to push harder than anyone else, but that quality will always be our goal. We feel this is the only way to pull NFT gaming out of the current slump. Hundreds of other terrible games have done nothing to grow the space. We’re going to make ours great, and we’re going to release it as soon as we can and keep you up to date as we always have. Illuvium Dev Blog — May 2022 was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  10. 59. Regions — Shardbluff LabyrinthShardbluff Labyrinth is a region characterised by the eponymous shard-like mountains rising from the ground as if the ocean had compressed the entire Eastern continent. Long, impassable rock sections jut from the ground. Travelling via the North Sea would be faster, but for Leviathan patrolling the coast. The region is colourless, the sky dark grey. A constant low-hanging mist slicks the angular stone surfaces. Shallow puddles lay scattered everywhere, despite no rain. Many flying Illuvials populate this region, some incredibly powerful. Overview Map of Shardbluff Labyrinth.Nuls Point (Obelisk Area)The journey through Shardbluff begins at Nuls Point. The Obelisk stands out more in this dark, blackened environment. The cracked, rocky ground surrounding the Obelisk draws the eye. Cracks so large they have become natural, concentric moats for the pearlescent spire. The atmosphere is thick, the air salty. A disorienting rumble fills the air from all directions. Waves crash along the black cliffs, funnelling through narrow channels, culminating in misty explosions hundreds of meters into the air. Sunset provides the only colour, painting the vapour burnt orange. Nuls Point is home to the largest living organism in Illuvium. It has adapted to absorb the scant nutrients in the Shardbluff environment and thrive. Often mistaken for multiple distinct creatures, it is singular and connected. Microscopic fibres bind it throughout every path, sometimes tunnelling through pure rock. Unable to walk, Tentifung engulfs the lowlands via ever-reaching tendrils that clutch the stone, hastening the region’s decay. Tentifung thrives in this dark, thick atmosphere. When an Aurora lights the sky, it withdraws into the darkness, straining pillars and shards. Occasionally new pathways form, and previously unavailable climbs or descents appear. If the organism were to disappear completely, the entire region might collapse without its tendrils for support. The result is that pathways form and collapse with every Aurora, making the area a living maze. More importantly, access is unpredictable. To the north lies an epic climb to The Panoramic. Sometimes this pathway is blocked, and instead, an underground tunnel opens, leading to Spilfelt in the east. The northern path to “The Panoramic” features a detour to Heittur. Northwest is Hullfelt, and west is The Delta. The eastern edge of Nuls Point drops away to Lera, an area of broken shards and collapsed pillars. Only through this area can one access the island of Zamia. The PanoramicThe steep climb up to The Panoramic.The highest peak of Illuvium is not a mountain but a shard of rock protruding from the ground. The steep climb from Nuls Point leads here. On the way are several unreliable intersections, some leading to dead ends, others to the areas of Heittur and Hullfelt. When a Shift closes a pathway, the only option is to use the Tentifung Ears, deep cuts into the stone caused by the organism’s recession, to bypass the blockage. The reward for reaching the peak is a breathtaking 360° view of the entire continent, including the sea, the region, and the massive eye of the storm hanging over Crimson Waste. The summit is unnaturally smooth, highlighted by a luminescent blue stripe against the black rock that signals an intersection with the Obelisk barrier. Not only stone is vapourised. Anything that reaches too high suffers the same fate. Looking towards the sea, one glimpses dark shapes in the water. HeitturThe Moongate, comprising several black stone pillars engulfed by Tentifung, slide to the sides when the moonlight strikes, granting entry. Closed Moongate entrance to Heittur.Open Moongate entrance to Heittur.An acrid stench from several vents and magma pools littering the ground fills the air. A steep path leads higher up the mountain, with massive stone pillars guiding the way, strange round holes carved into their sides. Usually, these orange fungi cover the holes, but light reveals small passages and cave entrance behind. Dangers come from everywhere. Lava streams snake from above, and unstable pillars crumble underfoot, causing unscheduled journeys back to Nuls Point. The sulfuric air worsens during the winding journey toward the plateau, culminating in an area filled with dense white smoke. An overview shot from above across the Heittur region.Underground lava tubes connect the entire Heittur area, with pools occasionally bubbling to the surface, surrounded by stone pillars. The magma vents sputter, spewing ash and thick smoke. Several fossilised Dethrows are visible, attached to the posts and walls. Waves of heat announce the other destructive force in Shardbluff Labyrinth. An exposed magma chamber slowly eats its surroundings, the source of all pools. The heat sterilises the ground, but the Tentifung cannot gain purchased here. Right above the magma vents in Heittur.Various fossilised Dethrows entangled around pillars holding onto the walls around the Magma pools.HullfeltWest of Heittur is Hullfelt, marked by large pillars grouped atop small hills covered in Bloodmoss. Named for its deep orange hue flecked with translucent cells containing a deep vermillion ooze, Bloodmoss secretes its toxic innards under the slightest pressure. The red sludge conceals tiny crystals which violently sublimate when contacted by air. Foot travel is ill-advised. Hollow, the entrance is at the top, allowing access to explore the crusted inner walls. The largest group is the Jamala Pillars, towering over the others. An altogether different biome to the rest of Shardbluff, these hollow pillars range in colours, some boiling hot on the inside, releasing smoke like a giant chimney. Between the Jamala Pillars, a calm sanctuary.The DeltaThe Delta.The Delta.On a lower level, South of Hullfelt and West of the Obelisk lies The Delta. The area is covered in dense fog when flooded, which frequently happens when Leviathan venture near the shore. Few standing shards remain, most having collapsed, broken by the onslaught of endless waves higher than the coastal cliffs. Waves slam over the sea walls and flood The Delta. Small caves and hidden areas beneath the rubble emerge when the water recedes. After the water receded between the broken pillars and Dethrows in The Delta.Clammouths remain sealed for extended periods afterwards, digesting trapped meals washed in flood. While open, they are dangerous, able to engulf anything that fits. The hinges are so strong they are impossible to open without illuminating the purple ‘tongue’ with a burst of bright light that acts as a release. Gigantic Clammouth’s trapping everything inside.LeraLera lies to the East of the Obelisk, down a winding path. The unstable cliffs provide no refuge from the sea. Always slippery with algae and orange mosses, a wrong step can plunge one into the deep, dark ocean below. On the path to Zamia — before another massive wave hits the shore.The brave, or foolhardy, may choose to climb lower, where you can jump towards Zamia. Climbing this far down makes one vulnerable to the powerful waves crashing into the cliffs. But with the right timing, it is possible. ZamiaSideview on the island of Zamia.This small island off the coast is only reachable from The Lera. Those brave enough to travel here must navigate the steep rocks. Beyond is a downwards sloping valley ending in rockpools filled with hundreds of floating eggs. It is yet unknown what exactly they are. A pulse of energy flows through the eggs, making musical, whale-like noises as the light pulse through them. The valley on Zamia.On the sides of the valley, several small caves provide shelter and a chance to find something that the sea has left behind before the whole island of Zamia disappears entirely with the incoming tide. On the north side of the island, at the outer edge of the region, is a vantage point called Oblation, protected by the Obelisk dome. Leviathan often risk intersection with the barrier to devour Illuvials perched on the cliff face whole. SpilfeltTo the east of the Obelisk, we find a small corridor leading up to Spilfelt, an area full of Mubble’s and Ventshrooms. These giant mushroom-like structures grow in large numbers. Mubble’s tend to grow inside pillars, meaning the mushroom stem is primarily rock. The top of the post splits open to form a gigantic mushroom-like structure. Mubblefield in Spilfelt.The ground in Spilfelt is different from the other areas. Thick, black mud covers the floor, likely caused by the highly sulfuric soil. In Spilfelt, the ground cracks, and large chasms form maze-like structures deep underground. The Ventshrooms release dense gas that falls, creating a mist blanket that obscures these chasms, making running very difficult. Spilfelt.Inside the Chasms of Spilfelt.Caution is necessary, as any shelf can crumble underneath. In most areas, the shards tower above. 59. Regions — Shardbluff Labyrinth was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  11. 59. Regions — Shardbluff LabyrinthShardbluff Labyrinth is a region characterised by the eponymous shard-like mountains rising from the ground as if the ocean had compressed the entire Eastern continent. Long, impassable rock sections jut from the ground. Travelling via the North Sea would be faster, but for Leviathan patrolling the coast. The region is colourless, the sky dark grey. A constant low-hanging mist slicks the angular stone surfaces. Shallow puddles lay scattered everywhere, despite no rain. Many flying Illuvials populate this region, some incredibly powerful. Overview Map of Shardbluff Labyrinth.Nuls Point (Obelisk Area)The journey through Shardbluff begins at Nuls Point. The Obelisk stands out more in this dark, blackened environment. The cracked, rocky ground surrounding the Obelisk draws the eye. Cracks so large they have become natural, concentric moats for the pearlescent spire. The atmosphere is thick, the air salty. A disorienting rumble fills the air from all directions. Waves crash along the black cliffs, funnelling through narrow channels, culminating in misty explosions hundreds of meters into the air. Sunset provides the only colour, painting the vapour burnt orange. Nuls Point is home to the largest living organism in Illuvium. It has adapted to absorb the scant nutrients in the Shardbluff environment and thrive. Often mistaken for multiple distinct creatures, it is singular and connected. Microscopic fibres bind it throughout every path, sometimes tunnelling through pure rock. Unable to walk, Tentifung engulfs the lowlands via ever-reaching tendrils that clutch the stone, hastening the region’s decay. Tentifung thrives in this dark, thick atmosphere. When an Aurora lights the sky, it withdraws into the darkness, straining pillars and shards. Occasionally new pathways form, and previously unavailable climbs or descents appear. If the organism were to disappear completely, the entire region might collapse without its tendrils for support. The result is that pathways form and collapse with every Aurora, making the area a living maze. More importantly, access is unpredictable. To the north lies an epic climb to The Panoramic. Sometimes this pathway is blocked, and instead, an underground tunnel opens, leading to Spilfelt in the east. The northern path to “The Panoramic” features a detour to Heittur. Northwest is Hullfelt, and west is The Delta. The eastern edge of Nuls Point drops away to Lera, an area of broken shards and collapsed pillars. Only through this area can one access the island of Zamia. The PanoramicThe steep climb up to The Panoramic.The highest peak of Illuvium is not a mountain but a shard of rock protruding from the ground. The steep climb from Nuls Point leads here. On the way are several unreliable intersections, some leading to dead ends, others to the areas of Heittur and Hullfelt. When a Shift closes a pathway, the only option is to use the Tentifung Ears, deep cuts into the stone caused by the organism’s recession, to bypass the blockage. The reward for reaching the peak is a breathtaking 360° view of the entire continent, including the sea, the region, and the massive eye of the storm hanging over Crimson Waste. The summit is unnaturally smooth, highlighted by a luminescent blue stripe against the black rock that signals an intersection with the Obelisk barrier. Not only stone is vapourised. Anything that reaches too high suffers the same fate. Looking towards the sea, one glimpses dark shapes in the water. HeitturThe Moongate, comprising several black stone pillars engulfed by Tentifung, slide to the sides when the moonlight strikes, granting entry. Closed Moongate entrance to Heittur.Open Moongate entrance to Heittur.An acrid stench from several vents and magma pools littering the ground fills the air. A steep path leads higher up the mountain, with massive stone pillars guiding the way, strange round holes carved into their sides. Usually, these orange fungi cover the holes, but light reveals small passages and cave entrance behind. Dangers come from everywhere. Lava streams snake from above, and unstable pillars crumble underfoot, causing unscheduled journeys back to Nuls Point. The sulfuric air worsens during the winding journey toward the plateau, culminating in an area filled with dense white smoke. An overview shot from above across the Heittur region.Underground lava tubes connect the entire Heittur area, with pools occasionally bubbling to the surface, surrounded by stone pillars. The magma vents sputter, spewing ash and thick smoke. Several fossilised Dethrows are visible, attached to the posts and walls. Waves of heat announce the other destructive force in Shardbluff Labyrinth. An exposed magma chamber slowly eats its surroundings, the source of all pools. The heat sterilises the ground, but the Tentifung cannot gain purchased here. Right above the magma vents in Heittur.Various fossilised Dethrows entangled around pillars holding onto the walls around the Magma pools.HullfeltWest of Heittur is Hullfelt, marked by large pillars grouped atop small hills covered in Bloodmoss. Named for its deep orange hue flecked with translucent cells containing a deep vermillion ooze, Bloodmoss secretes its toxic innards under the slightest pressure. The red sludge conceals tiny crystals which violently sublimate when contacted by air. Foot travel is ill-advised. Hollow, the entrance is at the top, allowing access to explore the crusted inner walls. The largest group is the Jamala Pillars, towering over the others. An altogether different biome to the rest of Shardbluff, these hollow pillars range in colours, some boiling hot on the inside, releasing smoke like a giant chimney. Between the Jamala Pillars, a calm sanctuary.The DeltaThe Delta.The Delta.On a lower level, South of Hullfelt and West of the Obelisk lies The Delta. The area is covered in dense fog when flooded, which frequently happens when Leviathan venture near the shore. Few standing shards remain, most having collapsed, broken by the onslaught of endless waves higher than the coastal cliffs. Waves slam over the sea walls and flood The Delta. Small caves and hidden areas beneath the rubble emerge when the water recedes. After the water receded between the broken pillars and Dethrows in The Delta.Clammouths remain sealed for extended periods afterwards, digesting trapped meals washed in flood. While open, they are dangerous, able to engulf anything that fits. The hinges are so strong they are impossible to open without illuminating the purple ‘tongue’ with a burst of bright light that acts as a release. Gigantic Clammouth’s trapping everything inside.LeraLera lies to the East of the Obelisk, down a winding path. The unstable cliffs provide no refuge from the sea. Always slippery with algae and orange mosses, a wrong step can plunge one into the deep, dark ocean below. On the path to Zamia — before another massive wave hits the shore.The brave, or foolhardy, may choose to climb lower, where you can jump towards Zamia. Climbing this far down makes one vulnerable to the powerful waves crashing into the cliffs. But with the right timing, it is possible. ZamiaSideview on the island of Zamia.This small island off the coast is only reachable from The Lera. Those brave enough to travel here must navigate the steep rocks. Beyond is a downwards sloping valley ending in rockpools filled with hundreds of floating eggs. It is yet unknown what exactly they are. A pulse of energy flows through the eggs, making musical, whale-like noises as the light pulse through them. The valley on Zamia.On the sides of the valley, several small caves provide shelter and a chance to find something that the sea has left behind before the whole island of Zamia disappears entirely with the incoming tide. On the north side of the island, at the outer edge of the region, is a vantage point called Oblation, protected by the Obelisk dome. Leviathan often risk intersection with the barrier to devour Illuvials perched on the cliff face whole. SpilfeltTo the east of the Obelisk, we find a small corridor leading up to Spilfelt, an area full of Mubble’s and Ventshrooms. These giant mushroom-like structures grow in large numbers. Mubble’s tend to grow inside pillars, meaning the mushroom stem is primarily rock. The top of the post splits open to form a gigantic mushroom-like structure. Mubblefield in Spilfelt.The ground in Spilfelt is different from the other areas. Thick, black mud covers the floor, likely caused by the highly sulfuric soil. In Spilfelt, the ground cracks, and large chasms form maze-like structures deep underground. The Ventshrooms release dense gas that falls, creating a mist blanket that obscures these chasms, making running very difficult. Spilfelt.Inside the Chasms of Spilfelt.Caution is necessary, as any shelf can crumble underneath. In most areas, the shards tower above. View the full article
  12. 58. Illuvium Universe Land Sale Starts 2 June on Gas-Free Protocol, Immutable X1 June 2022, Sydney: Illuvium is excited to announce our integration with Immutable X — the leading Layer 2 (L2) Ethereum scaling solution for NFTs, for our highly anticipated Land Sale that will take place on 2 June 2022. By partnering with Immutable X as its exclusive protocol of choice, Illuvium delivers the next generation of blockchain gaming. A AAA gaming experience with true digital ownership, near-instant and carbon-neutral transactions and all completely gas-free on L2. Illuvium is an open-world exploration, monster collector, and auto battler game, releasing on PC and Mac in 2022. Players will explore the open world to hunt and capture Illuvials — powerful creatures who rule the land. These Illuvials can be trained and fused to create the ultimate team in PvE and PvP battle modes. By building on the Ethereum blockchain, Illuvium brings its players a level of true ownership and interoperability for their digital assets, never before possible in mainstream gaming. Users can create a virtual industrial complex in Illuvium: Zero — the desktop and mobile companion game to Illuvium. Land in Illuvium allows owners to extract fuel, a critical resource required for gameplay in Illuvium Universe games. There are five Land tiers with 20,000 plots available in the first sale, minted with zero gas fees on Immutable X. Players can sell fuel and other items on the IlluviDex marketplace, rewarding them for their effort time and investment. Powered by StarkWare’s cutting-edge zk-rollup technology and Immutable’s deep knowledge of blockchain gaming, Immutable X will enable massive scalability for Illuvium. Players can discover and trade in-game assets near-instantaneously, totally gas-free, and 100% carbon neutral while having their assets secured by the native security of the Ethereum blockchain. By partnering with Immutable X, Illuvium can bring true ownership and a seamless experience to its players in the long term, bringing a AAA gaming experience to blockchain and mainstream gamers alike. The Illuvium Land Sale will start on 2 June 2022 at 13:00 UTC. For more information, visit the Illuvium and Immutable X via the links below. About IlluviumIlluvium is an open-world exploration, monster collector, and auto battler game built on the Ethereum Blockchain, releasing on PC and Mac in 2022. Play-to-earn in an AAA sci-fi adventure and conquer the wilderness to help your crash-landed Ranger flourish Race across crystal labyrinths, toxic deserts, and windswept mountain summits. A quest to uncover the cause of the cataclysm that shattered Illuvium. Hunt and capture Illuvials, powerful creatures who rule the Land. Train and fuse your Illuvials into powerful evolutions. Build your ultimate Illuvial team to take into battles and tournaments in PvE and PvP Arenas. As you discover the capabilities of the Illuvials you collect, use your creativity to build unique synergies to outsmart your opponents. Hit a winning streak as you best other hunters to become the strongest Ranger on this planet. Illuvium’s collectible NFT games feature interoperable assets across the Illuvium universe. The decentralized NFT collection offers players user-maintained custody never before possible in mainstream gaming. Website: https://www.illuvium.io/ Twitter: https://twitter.com/illuviumio Discord: https://discord.com/invite/illuvium About Immutable XImmutable X is the leading Layer 2 scaling solution for NFTs to enable gas-free minting and trading while not compromising the security of the most used blockchain globally for NFTs, Ethereum. The solution, powered by StarkWare’s innovative technology, offers instant trade confirmation, massive scalability (up to 9,000 transactions per second), and a fantastic developer and user experience. Immutable X has announced integrations with established marketplaces such as OpenSea and Mintable and is powering some of the most significant NFT plays across consumer apps (TikTok), DeFi (SuperFarm), and gaming (GameStop, Highrise, ESL Gaming, Ember Sword, Planet Quest, Gods Unchained, Guild of Guardians, GreenPark Sports, Illuvium, MyCryptoHeroes+). To learn more about Immutable, visit: https://www.immutable.com Twitter: https://twitter.com/Immutable Discord: https://discord.com/invite/immutablex Illuvium Universe Land Sale Starts 2 June on Gas-Free Protocol, Immutable X was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  13. 58. Illuvium Universe Land Sale Starts 2 June on Gas-Free Protocol, Immutable X1 June 2022, Sydney: Illuvium is excited to announce our integration with Immutable X — the leading Layer 2 (L2) Ethereum scaling solution for NFTs, for our highly anticipated Land Sale that will take place on 2 June 2022. By partnering with Immutable X as its exclusive protocol of choice, Illuvium delivers the next generation of blockchain gaming. A AAA gaming experience with true digital ownership, near-instant and carbon-neutral transactions and all completely gas-free on L2. Illuvium is an open-world exploration, monster collector, and auto battler game, releasing on PC and Mac in 2022. Players will explore the open world to hunt and capture Illuvials — powerful creatures who rule the land. These Illuvials can be trained and fused to create the ultimate team in PvE and PvP battle modes. By building on the Ethereum blockchain, Illuvium brings its players a level of true ownership and interoperability for their digital assets, never before possible in mainstream gaming. Users can create a virtual industrial complex in Illuvium: Zero — the desktop and mobile companion game to Illuvium. Land in Illuvium allows owners to extract fuel, a critical resource required for gameplay in Illuvium Universe games. There are five Land tiers with 20,000 plots available in the first sale, minted with zero gas fees on Immutable X. Players can sell fuel and other items on the IlluviDex marketplace, rewarding them for their effort time and investment. Powered by StarkWare’s cutting-edge zk-rollup technology and Immutable’s deep knowledge of blockchain gaming, Immutable X will enable massive scalability for Illuvium. Players can discover and trade in-game assets near-instantaneously, totally gas-free, and 100% carbon neutral while having their assets secured by the native security of the Ethereum blockchain. By partnering with Immutable X, Illuvium can bring true ownership and a seamless experience to its players in the long term, bringing a AAA gaming experience to blockchain and mainstream gamers alike. The Illuvium Land Sale will start on 2 June 2022 at 13:00 UTC. For more information, visit the Illuvium and Immutable X via the links below. About IlluviumIlluvium is an open-world exploration, monster collector, and auto battler game built on the Ethereum Blockchain, releasing on PC and Mac in 2022. Play-to-earn in an AAA sci-fi adventure and conquer the wilderness to help your crash-landed Ranger flourish Race across crystal labyrinths, toxic deserts, and windswept mountain summits. A quest to uncover the cause of the cataclysm that shattered Illuvium. Hunt and capture Illuvials, powerful creatures who rule the Land. Train and fuse your Illuvials into powerful evolutions. Build your ultimate Illuvial team to take into battles and tournaments in PvE and PvP Arenas. As you discover the capabilities of the Illuvials you collect, use your creativity to build unique synergies to outsmart your opponents. Hit a winning streak as you best other hunters to become the strongest Ranger on this planet. Illuvium’s collectible NFT games feature interoperable assets across the Illuvium universe. The decentralized NFT collection offers players user-maintained custody never before possible in mainstream gaming. Website: https://www.illuvium.io/ Twitter: https://twitter.com/illuviumio Discord: https://discord.com/invite/illuvium About Immutable XImmutable X is the leading Layer 2 scaling solution for NFTs to enable gas-free minting and trading while not compromising the security of the most used blockchain globally for NFTs, Ethereum. The solution, powered by StarkWare’s innovative technology, offers instant trade confirmation, massive scalability (up to 9,000 transactions per second), and a fantastic developer and user experience. Immutable X has announced integrations with established marketplaces such as OpenSea and Mintable and is powering some of the most significant NFT plays across consumer apps (TikTok), DeFi (SuperFarm), and gaming (GameStop, Highrise, ESL Gaming, Ember Sword, Planet Quest, Gods Unchained, Guild of Guardians, GreenPark Sports, Illuvium, MyCryptoHeroes+). To learn more about Immutable, visit: https://www.immutable.com Twitter: https://twitter.com/Immutable Discord: https://discord.com/invite/immutablex Illuvium Universe Land Sale Starts 2 June on Gas-Free Protocol, Immutable X was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  14. 56. Regions — Brightland SteppesBrightland Steppes is situated to the east of the continent, centred by a vast grassland expanse populated by large vines that have found their way across the region. These vines have raised rock formations in the surrounding areas, forming an array of floating structures surrounding the central valley as the rocks eroded. MapBrightland ValleyBrightland Valley is a lush green valley surrounding the Obelisk. Ponds and boulders are scattered around this area, predominantly an extensive grassland. However, the grass in various parts of Brightland Valley grows much higher in some parts, sometimes higher than the player. The most prominent of these is Razorstem, which has grass so high it obscures vision. The wind dominates the valley and pushes giant clouds that roll across the landscape, creating a surreal effect. Plants sway in the breeze, and tiny flowers release seeds swept around by the wind. The giant roots that dominate the surrounding areas of Brightland Steppes have not yet breached this part of the region. Still, they are visible from the perimeter, twisted around large rock formations. Brightland Valley is one of the lowest elevation points in the region. Water streams make their way down to this area. Climbing the roots and rock-like formations to the surrounding areas is a challenge. Lorem IpsumView from the exit of Ripcage Cavern — entering Lorem IpsumEntrance from Brightland Valley — to Lorem Ipsum — Through Ripcage CavernTo the east of Brightland Valley is access to Lorem Ipsum. From one direction, a steep climb; from the other, a deep descent. The underground passage to Lorem Ipsum is Ripcage Cavern, a pathway formed from a giant ribcage. Pillars of rock, overgrown with grass, moss, and roots, fill Lorem Ipsum. The roots have squeezed and formed the rocks to their own will creating a maze of floating formations that characterise this area. Natural waterways wind down the steep slopes and cliffs, creating beautiful but violent waterfalls cascading from the sky. Climbing the pillars gives a better view of the area. However, waterfalls and roots block some pathways, and if not careful, one might make their way down a path that drops into the sky. Underneath the overhanging formations in Lorem Ipsum, glowing mushrooms known as Small Stars light the walls. These dot the tentacle roots and simulate the night sky in the darkness. Below the ‘roof’ of Lorem Ipsum are darker areas that allow you to travel underneath the rock formations.Travelling through Ripcage Cavern.The entrance to Ripcage Cavern from Brightland Valley.Underground passage — Ripcage CavernThe Two TowersNorth of Brightland Valley is access to the Two Towers. A large, naturally formed stairway created by roots that have lifted the rocks out of the ground. These steps are predominantly made from root and moss instead of anything solid, making it tricky to ascend as they wobble and move from the slightest weight shift. Surrounding these steps are what appear to be the beginning of two new root structures which could very well one day usurp the Two Towers. The Two Towers get their name from two root structures that have grown and twisted into the sky. Partially covered with clouds, strong winds ravage these massive structures, slowly swaying them. This dance is unnerving and brings into question the structural integrity of the towers and the region as a whole. The view from Brightland Steppes leading to the Two Towers.Falrose PlateauFalrose Plateau is the coldest area of Brightland Steppes and one of the windiest. A haunting whistle can be heard as the wind ravages between the pillars and enormous clouds roll across the land. Pollen and condensation sweep across this area as strong wind blows from the west. When the clouds dissipate, mist fills the region. Small puddles and bright flowers fill the area. The winds sometimes blow them away, but they quickly reform unnaturally fast. One rarely sees any roots other than what’s there to hold up rock formations in this area. Due to the cold winds, ice forms atop the grass, only to melt as the sun rises. Barons ThroneBarons Throne is a unique area within Brightland Steppes as it is only accessible through further exploration via the Falrose Plateau or The Mausoleum. This area has the highest amount of biodiversity in the region due to the protective barrier provided by Falrose Plateau, giving it cover from the destructive winds. A thick wet fog surrounds this area, making it ideal for plants and fungi, specifically the majestic Parachute Shrooms. Pointy roots jut from the ground, suspending a hexagonal prism of rock above, giving Barons Throne its name. Parachute Shrooms populate the land, illuminating the thick fog.‘Barons Throne’ gives the region its name.Many things appeared to have died in this area — creating nutrient-rich soil for the biodiversity to thrive.The MausoleumAccessible from Brightland Valley is the Mausoleum; its name derived from the countless fossilised leviathan bones and mysterious sculptures in the landscape. Water flows between the structures creating an aquatic echo that resonates throughout the area. Few parts are accessible, as everywhere demands a treacherous climb. Even the plateaus and rocks are sloped, making safe landing challenging at the best of times. An amazing sight in the Mausoleum is the giant bubble roots which produce countless reflective bubbles that float throughout. Many small colourful flowers cover the slopes and rocks, giving this difficult to traverse place a sense of wonder. Many things appeared to have died in this area — creating nutrient-rich soil for the biodiversity to thrive.The Battle board in the MausoleumMausoleum sketchesExilonEntrance into Exilon.Access to The Mausoleum and Exilon.Exilon — also called the Forest of Brightland — is ironically an area with few trees. However, the structures created by the roots mimic a living forest between which small waterfalls flow. Some parts are so dense that light struggles illuminate these areas. The area is so densely packed that it can prove challenging to navigate. Towards the forest roof is a collection of giant teeth and bone sticking from the top of the trees, with clouds moving over them. The tops of these trees are tilted and hard to stand on due to their sloped nature. The roof of the forest56. Regions — Brightland Steppes was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  15. https://medium.com/media/4b57bb37780dd0e77905464b3506a037/hrefIlluvium LandIlluvium Land is an NFT playable in Illuvium: Zero, our mobile and desktop companion game. Generate the Fuel required to capture, travel, and battle inside Illuvium: Overworld. Landowners earn by playing a fun game that rewards them for their time. How to Earn with Illuvium LandFuel is a currency used in all games in the Illuvium Universe. Players extract Fuel from Tier 1–5 Land by playing Illuvium: Zero; to collect their share of the earnings, players then sell this Fuel for ETH. The more Fuel you produce, the more you can earn! Approximately 5% of all revenue generated from in-game purchases goes to Landowners. Scan your Land for Illuvial Biodata and research rare Blueprints* (NFTs). Players use Blueprints to craft skins for armour and items. Players sell blueprints to other players on the IlluviDEX for ETH. IlluviDex to other players for ETH. How to Buy Illuvium LandYou can browse, favourite, and purchase Land on the IlluviDex, the official Illuvium Marketplace. Step-By-Step Guide1. Create a MetaMask (MM) account wallet on Ethereum if you don’t have one already. Have a MM already? Skip to step 2. 2. Load your MetaMask wallet on Ethereum (Layer 1) with enough ETH or sILV2 to cover the cost of your Land purchase(s) plus the Ethereum gas fee for each transaction. 3. Visit the IlluviDex, the official Illuvium marketplace. Connect > Get Started (*Note if using a hardware wallet — you may need to select “use a different wallet.” These steps are shown below in the next section). 4. Connect with MetaMask by selecting your correct account. Next. 5. Connect. 6. Sign to give access to Immutable X (confirm your account is correct). 7. Sign Signature Request on MetaMask. 8. Set Up Immutable X Key. 9. Sign the MetaMask Signature Request. 10. IMX Setup complete. Close. 11. Select your correct account and Connect with MetaMask to the IlluviDex. Next. 12. Connect. 13. That’s it! You’re now connected! In the upper right hand of the IlluviDex that it now shows your connected IMX wallet. Once you have connected your wallet, you’re ready to browse and favourite Land on the IlluviDex! The sale goes for three days to give you plenty of time to research and decide which option is best for you but remember, each plot is only available for two hours. IlluviDEX is live; check it out here! You can explore our Medium Article for the most detailed version of how the Land Sale works. P.S. In case you missed it, we are running a Land Giveaway for Five Tier 1 plots of Land here 57. How to buy Land: IlluviDEX now Live! was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article