Next $NEURAL livestream we will showcase quite a few new additions and explain our strategy for the Steam release of SPARQ.
This is one you really don't want to miss.
We will have it early next week, most likely Tuesday - I will announce it the next days.
Absolute TLDR recap:
Next week: SPARQ (Lite) is out to Steam Wishlist
Later this month: Steam Closed Beta (anyone can request access)
Soon after (depending on feedback): Steam Open Beta (complete experience)
All the hard work of the team in the past 2 years is about to be seen by the public very soon.
Will do our best to make sure the patience of the $NEURAL community will be rewarded ๐ซก
LFG
editing a scene in SPARQ is stupidly simple. drop any asset, say a lamp, dim it, then just tell the AI what to change. color, size, whatever. say it and it happens.
this is just one example. the AI assistant can do a lot more, and we're improving it constantly
The past months we avoided giving any clear launch dates for next waves etc simply because it was too hard to predict for us due to the nature and level of complexity of SPARQ.
In today's livestream we are going to announce the next steps, and it might be different than you think ๐
Tune in for the latest on SPARQ and $NEURAL ๐ค
we're going live tomorrow. thursday 4th june, 5pm UTC
$NEURAL & SPARQ dev update, plus we've got something for the community ๐
mark your calendars, you don't want to miss this one
Our team is the absolute fucking best on this planet and nothing will change my mind.
We had to prepare something major for today and it was on short notice. The whole team just grinded it out through the night and 24h later there are still some survivors cleaning up the last pieces to get it done in time.
People dont do this because I tell them and slap them if they don't lol
They are pushing the absolute limits to force this new era of game creation into existence by any means necessary.
Proud as fuck we managed to attract so many cracked, high conviction team members.
$NEURAL's future is coming ๐ซก
the whole purpose of SPARQ is to bring cutting edge tech and complex systems to the masses in a way they can actually use in a simple way
and there's a lot of AI behind it. we built our own machine learning algorithm for global illumination, but it's all designed for ease of use with a fully web based UI
and with real time multiplayer editing, you and your team can work in the same instance and see every change live
super advanced stuff that doesn't exist anywhere else
Each game is unique.
It never made sense to me that the creation experience is the same for any game you make.
The tools should be tailored to the game you want to make. The era of tool overload has to come to an end.
Clean UI/UX, an agent building the experience for you, thats the future. And it's almost here ๐ซก
๐งต > NEURAL x SPARQ livestream recap
we covered a lot on the latest stream: the live SPARQ build, the AI agent in action, the neural launchpad, the Trinity, and your tokenomics questions.
quick thread on what's worth knowing ๐
most AI game tools look great in a demo, but the games are terrible and there is nothing there to play. that is why we believe most of those projects will fail
we built @SPARQWORLDS to do the opposite. a full engine built to make real games people actually want to play. anime, roblox-style, 2d, on any platform
the bar is simple. the games have to be good, otherwise none of this matters