We went quiet. We were building. 🛠️
Primos Landz is now a full game: production buildings, a live player-run market, Blacksmith crafting, full PvP sieges, troops with a counter wheel, diplomacy & a daily Primolotto.
The comeback starts today. 👇
What if NFT owners could put a bounty on YOU?
In Primos, Land Owners will soon be able to post WANTED notices, set the minimum troops required, and reward successful players with tokens.
No NFT? No problem. Play free. Complete the challenge. Earn rewardards #Web3Gamingisdead?
Ever dreamed of a game where you don’t need NFTs to play… but you can still steal resources, sabotage NFT owners, and make their lives a living hell?
What if being an NFT owner didn’t mean you were safe? 😈
Would you play?
AxieZ didn’t make the Vibeathon finals. I was frustrated but several people reached out and encouraged me to keep going. Thank you to everyone who played, shared feedback, and supported the game. And thanks again, @Volt3Labs, your encouragement helped me keep building.
Seeing @LootFoxGG put AxieZ in S-tier after trying all 91 games gave me another huge boost.
I kept working, and the new version is now live.
4 skills for every normal Axie body part.
192 parts. 768 skills.
Each Axie has six parts, giving you 24 skills to develop your build. You’ll find familiar Axie abilities, buffs, debuffs, and a few twists along the way.
Connect your Ronin Wallet, choose one of your Axies, and its parts define your skill tree. You can also play with a random Axie.
This is what I had in mind when I started AxieZ, and I’m really happy to finally share it with you.
Give it a try ❤️
https://t.co/jMpjlhQ7NW
@AxieInfinity@Jihoz_Axie@Sarraf_Arg@Rojankhzxr
There were 3 chains taking a shot at onchain gaming.
One shut down. One pivoted to AI.
Just as game development speed and time to market has reduced by 10 x or more.
One is still here.
PRIMOS LANDZ - What I Achieved in August
August was one of the most important months for LANDZ. I focused on making the game easier to understand, more enjoyable to play, fairer for both new and experienced players, and much closer to the living strategy world I have always imagined.
I significantly expanded protection and combat. LANDZ Shields went live, giving players more control over when and how their lands can be attacked. Towers became an active defensive system available to everyone, with clearer results and better interaction with other parts of combat. I also introduced limits against repeated attacks, reduced excessive Raider pressure, and made it easier to understand exactly what is protecting each LANDZ.
The economy received major improvements. I made the in-game market more sustainable, with purchases helping fund future sales and safeguards preventing a small number of players from draining the system. I added bulk trading, improved Blacksmith exchanges and recipes, corrected Refinery production, and made upgrade screens clearly show which materials are missing. I also changed the Primo work cycle from 24 to 22 hours, giving players a more comfortable daily schedule.
A large part of August was dedicated to new players. I transformed Freecamp into a proper starter settlement with guided raids, combat expeditions, rewards, counter patrols, and a clear path toward the main LANDZ experience. Small LANDZ owners also received a simpler portfolio overview, material planning tools, and better guidance for their first upgrades.
I also launched a major early-game rebalance. Players with one to five LANDZ can now begin their journey even without owning a Primo. I made the first Conduit much more affordable, reduced the cost of common Workers and Warriors, and removed unnecessary restrictions around NFT units. New players can receive their first Workers and Warriors through LANDZ Initiation, while early Conduit builders were compensated through a carefully controlled reimbursement process.
I improved missions and army management as well. Barracks training can now finish while players are offline. I transformed Shaman missions into guided expeditions with a central place to manage them across multiple LANDZ. I made the Quest Board cleaner and easier to follow, and prevented duplicate mission reward claims. Players also received a private Activity page where they can review production, trading, claims, battles, missions, and recent Fire Dust activity.
The overall presentation of the game changed substantially. I introduced a new illustrated navigation dock, a clearer resource display, better mobile navigation, and restored direct access to the Map. I also redesigned Battle, Raider, Power Spot, transfer, and spy reports to make them more visual and easier to understand.
The biggest visual step was the new interactive 3D Terrarium view for individual LANDZ. I created optimized building models, improved the lighting, camera movement, selection effects, and building interactions while keeping the game usable on different devices. I supported this work with many rounds of visual testing and refinement so that each LANDZ felt dimensional and alive without losing the existing game controls.
Behind the scenes, I completed a large amount of reliability and safety work. I strengthened payments, combat results, market actions, live updates, mission rewards, wallet reconnection, and resource calculations. I corrected missing LANDZ information, eliminated duplicated displays, fixed pricing inconsistencies, and improved the systems protecting the game economy.
I also spent time measuring whether these changes were actually helping. I updated the player activity report, studied onboarding and spending patterns, and identified areas that still need more time before conclusions can be drawn. The early numbers showed stable activity and slightly more actions, but they also reminded me that attracting and activating more players remains one of the project’s biggest challenges.
Finally, I explored the future of LANDZ combat. I studied twenty strategy games and designed an early concept built around front lines, support positions, reserves, and tactical cards. My goal is to give players more meaningful decisions without introducing complicated micromanagement or allowing NFT rarity to become a competitive advantage. This remains research rather than a released feature, but it gives me a much clearer direction for the next evolution of warfare.
Overall, August was about turning LANDZ into a more complete game: easier to enter, safer to play, clearer to navigate, more balanced economically, more strategic in combat, and much stronger visually. I shipped a great deal, learned from real player behavior, and established the foundation for the next stage of the project.
@Ronin_Network
PRIMOS LANDZ - What I Achieved in August
August was one of the most important months for LANDZ. I focused on making the game easier to understand, more enjoyable to play, fairer for both new and experienced players, and much closer to the living strategy world I have always imagined.
I significantly expanded protection and combat. LANDZ Shields went live, giving players more control over when and how their lands can be attacked. Towers became an active defensive system available to everyone, with clearer results and better interaction with other parts of combat. I also introduced limits against repeated attacks, reduced excessive Raider pressure, and made it easier to understand exactly what is protecting each LANDZ.
The economy received major improvements. I made the in-game market more sustainable, with purchases helping fund future sales and safeguards preventing a small number of players from draining the system. I added bulk trading, improved Blacksmith exchanges and recipes, corrected Refinery production, and made upgrade screens clearly show which materials are missing. I also changed the Primo work cycle from 24 to 22 hours, giving players a more comfortable daily schedule.
A large part of August was dedicated to new players. I transformed Freecamp into a proper starter settlement with guided raids, combat expeditions, rewards, counter patrols, and a clear path toward the main LANDZ experience. Small LANDZ owners also received a simpler portfolio overview, material planning tools, and better guidance for their first upgrades.
I also launched a major early-game rebalance. Players with one to five LANDZ can now begin their journey even without owning a Primo. I made the first Conduit much more affordable, reduced the cost of common Workers and Warriors, and removed unnecessary restrictions around NFT units. New players can receive their first Workers and Warriors through LANDZ Initiation, while early Conduit builders were compensated through a carefully controlled reimbursement process.
I improved missions and army management as well. Barracks training can now finish while players are offline. I transformed Shaman missions into guided expeditions with a central place to manage them across multiple LANDZ. I made the Quest Board cleaner and easier to follow, and prevented duplicate mission reward claims. Players also received a private Activity page where they can review production, trading, claims, battles, missions, and recent Fire Dust activity.
The overall presentation of the game changed substantially. I introduced a new illustrated navigation dock, a clearer resource display, better mobile navigation, and restored direct access to the Map. I also redesigned Battle, Raider, Power Spot, transfer, and spy reports to make them more visual and easier to understand.
The biggest visual step was the new interactive 3D Terrarium view for individual LANDZ. I created optimized building models, improved the lighting, camera movement, selection effects, and building interactions while keeping the game usable on different devices. I supported this work with many rounds of visual testing and refinement so that each LANDZ felt dimensional and alive without losing the existing game controls.
Behind the scenes, I completed a large amount of reliability and safety work. I strengthened payments, combat results, market actions, live updates, mission rewards, wallet reconnection, and resource calculations. I corrected missing LANDZ information, eliminated duplicated displays, fixed pricing inconsistencies, and improved the systems protecting the game economy.
I also spent time measuring whether these changes were actually helping. I updated the player activity report, studied onboarding and spending patterns, and identified areas that still need more time before conclusions can be drawn. The early numbers showed stable activity and slightly more actions, but they also reminded me that attracting and activating more players remains one of the project’s biggest challenges.
Finally, I explored the future of LANDZ combat. I studied twenty strategy games and designed an early concept built around front lines, support positions, reserves, and tactical cards. My goal is to give players more meaningful decisions without introducing complicated micromanagement or allowing NFT rarity to become a competitive advantage. This remains research rather than a released feature, but it gives me a much clearer direction for the next evolution of warfare.
Overall, August was about turning LANDZ into a more complete game: easier to enter, safer to play, clearer to navigate, more balanced economically, more strategic in combat, and much stronger visually. I shipped a great deal, learned from real player behavior, and established the foundation for the next stage of the project.
@Ronin_Network
Trying to decide what Indie games I should play tomorrow?
On my list so far is; @Fortryv, @CyberVerseGame, @PrimosWarriors.
Any other recommends (I have a total of 2 hours free)
The Mokis have arrived in Landz 🐾
First the Axies marched to war. Now the Mokis join them 🛡️
A 900 HP tank Neutral, no element, no weakness. Frontline it and let the rest cook behind it.
🥚 Hatch a Dimensional Egg · Barracks Lvl
Thx @Moku_HQ & @Ronin_Network
How it works 👉
While you were gone, Primos Landz got a war. 👑
🏰 Catapult sieges + troop battles
🏹 4 units, full counter wheel
💰 Live Fire Dust market
🤝 Alliances, tributes & peace deals
🎟️ Daily Primolotto
Same land. Whole new game.