In November 2024, a massive UFO measuring 100 meters in size and emitting a strange, dazzling light was sighted at Shunyi Airport in Beijing.
Clearly, the aliens were demanding a secret meeting with the government.
OMG 😮
These Nepal flood videos are absolutely horrifying‼️
The death toll has now risen to over 160 people.
Hundreds are still missing and feared dead.
Including hundreds of tourists.
At least 54 Americans are amongst the people who have been reported missing thus far.
한국인에게 가장 잘 먹히는 훅 4가지라는데 생각해보니 진짜 그런한국인에게 가장 잘 먹히는 훅 4가지라는데 생각해보니 진짜 그런한국인에게 가장 잘 먹히는 훅 4가지라는데 생각해보니 진짜 그런한국인에게 가장 잘 먹히는 훅 4가지라는데 생각해보니 진짜 그런한국인에게 가장 잘 먹히는 훅 4가지라는데 생각해보니 진짜 그런듯
#Earth2 quietly released #E2V1 0.5.8.2 around 18 hours ago. Please check out the article for full details including some important reminders for #Players gaining first access🌍✌️
https://t.co/UZ4CfOXPO4
For such a major live software deployment involving gameplay systems, multiplayer infrastructure, backend services, APIs & persistent world systems - things went extremely smooth!
Very proud of the team!
Thank you for everyone's patience & support during both the development phase & the subsequent releases!
We will continue to monitor #RT8 as we push forward toward the next Reality Thread!
#Earth2 #E2V1 #OpenWorld #gaming #DigitalEarth #Metaverse $ESS #PlayerDriven #EcoSim
#RealityThread8 is incoming on #Earth2! Another major #E2V1 Pre-Alpha release packed with new systems, mechanics plus lots of hidden details packed into the article🌍✌️
👉https://t.co/ClhNjD9DTO
The past 4 months inside #Earth2 have been the most productive period we have ever had in terms of actual product outcome & systems making their way live into #E2V1. System after system, feature after feature, foundations turning into actual playable functionality & you are helping us keep up the momentum so thank you for your support🙏
I understand some would prefer more frequent official articles or smaller update posts along the way, but the results really do speak for themselves. If you look at everything included in RT8, we could have easily split this mammoth article into published posts every couple of days or weekly articles over the past 2 months. However, constantly preparing media, technical reports from devs, posts & announcements takes valuable time away from development, testing & implementation, so our current focus is delivering these larger Reality Threads packed with meaningful, tangible progress every 2-3 months or less.
No hype.
No announcements for announcements.
Just real systems, real gameplay and real progress.
The pace of tangible development progress inside #E2V1 right now is the strongest it has ever been.
While there are a number of foundational features inside #RealityThread8, one thing to pay close attention to is the introduction of global multiplayer ball physics. On the surface you might see a beach ball.. but underneath it is a very important foundational system for #Earth2 long term.
This is not about a beach ball specifically, it is about synchronised global multiplayer physics operating inside a persistent 510,072,000km² world.
Many games spend years refining ball physics alone inside very small contained environments & still can't get it right, so the fact our team is already achieving acceptable multiplayer physics interactions inside something the size of #E2V1 at such an early stage is honestly a very exciting milestone for us internally.
During internal testing we had team members running #E2V1 from Europe, Asia, Australia & South America in a single session, with between roughly 150-300 ping & the experience was still surprisingly playable (considering the sheer scale of #E2V1 & complexity involved).
Keep in mind, lower ping will always provide the best experience when interacting with the beach ball, but this system opens the door to an enormous amount of future possibilities. Just because we're using a beach ball now does not mean it's always going to be a beach ball - the same foundation can be applied any type of ball or spherical object, with adjusted physics, or any size, which could be used for any number of experiences, mini-games, activities & more.
A lot of #E2V1 development is about this type of thing right now. Establishing long term foundational systems that will become part of the platform long term & continue stacking them on top of one another release after release & I am trying to build & release it a way that gives our #Players / testers something extra to do as these pivotal systems come online.
Here is a summary of feature releases inside #RT8, but be sure to read the article for full details as it contains a lot more information than what is summarised here:
🌱 Growing a Garden
🍳 Kitchens & Advanced Recipes
🏖️ Global Scale Multiplayer Beach Balls with full Environmental Physics
🧟 Hordes Scanner
📡 My Property Scanner
📜 In-World Quest Creation
🎒 Superior Backpack
💧 Water Bottle & Survival Improvements
⚛️ Gaia Pulse Reactor
⚡ Massive Performance & UI/UX Improvements
🎭 Character & Multiplayer Optimisation
Everything is coming together, step by step.
As always, thank you to everyone continuing to support #Earth2 & #E2V1 as we keep building. The ongoing support, patience & belief from many members of the community genuinely allows us to continue pushing forward, expanding the team’s efforts & focusing on long term development properly.
This article is being posted a little in advance so Players can wrap their heads around some of the new features & updates, but RT8 is expected to be rolled out in the next 72 hours.
IMPORTANT: RT8 will be another large & complicated Reality Thread release with many interconnected systems going live simultaneously, so please allow the team some breathing room if unexpected issues appear after deployment. These are exactly the types of complex systems that require real world testing at scale & we will continue refining them as we move forward.
If any major issues arise our team has always fixed them quickly in the past, so just give them space please.
Honestly the past few months have been extremely intense, but I can't wait to see #Players enjoying the expanded utility on their properties, growing gardens, harvesting, cooking & not just for the sake of it like in many games, but for actual long term purpose inside #E2V1 leading into #Hordes, #Animals, the #EcoSim & much more!
It makes it all the more worth the while.
Also keen to see #Players kicking around some beach balls - I know we have had fun mucking around with it during QA tests with the team - just remember the lower the ping you have the better experience you'll get! Am planning to build a lot on top of this feature!
#Earth2 #E2V1 #Metaverse #PlayerDriven #OpenWorld #Gardening #virtualland #gaming #cooking #EcoSim #Foundations #RT8 $ESS in
This Chinese guy created 13 agents in Claude Code for Shopify stores and single-handedly serves 200 dropshippers a month, taking $800 from each.
He sits at one desk in front of a wall-mounted LG monitor split into a 3x2 grid of 6 Claude windows, another identical grid runs on a vertical display next to it, plus 1 window on the MacBook within arm's reach, totaling 13 agents simultaneously building Shopify stores, each busy with its own part.
No team, no managers, no support, just him, the monitor, and the API counter ticking in the header of every window.
He is not on a subscription but on an API rate billed by tokens, and he figures 13 parallel agents pay for themselves from the very first client, because every finished store goes for $800, and all 13 windows together consume less than $80 a day.
In the first window he set that system prompt which immediately closes the "assistant or employee" debate:
"you are my new founder-engineer"
So the model knows at what level it was hired: not to hint, not to advise, not to supplement, but to own the result, because for this Chinese guy Claude is no longer a helper in an IDE, it is a partner in his small factory, billed by tokens and never leaving for lunch.
And the other 12 agents he spread across the layers of the store, so each one sits in its own context and does not interfere with the neighbor:
"build a catalog of 80 products and rewrite the descriptions"
"lay out the homepage for the niche of the client"
"set up the cart, payment, and shipping by country"
"generate 30 email chains for warming up"
"design 50 banners and a logo for the brand"
"set up analytics and A/B tests on the homepage"
In a regular agency each task like this would take one designer or developer a full 2 days, because they would first collect the brief, then wait for revisions, then get on a call, whereas this Chinese guy has all 13 agents working in parallel in their windows, and while one writes descriptions, the second is already laying out the homepage, and the third is designing banners.
In the end on the wall it looks like a factory: 13 identical Claude robots writing into one project, and the Chinese guy himself in the chair in front of them decides only 2 questions, which client to hand the finished store to and who to take next, and beyond that he does nothing.
And economically it is still cheaper than keeping a team of 5: one operator like this closes 6 to 7 finished stores per day at $800 each, while a traditional design agency charges $3,500 for the same store and builds it over a full 2 weeks, whereas this guy spends less than $80 a day across all 13 windows.
Wires hanging out, the monitor bolted to a stand, no office and no employees, just 1 desk, 13 robots, and a queue of dropshippers who send new orders every morning.
In my opinion, this is the most efficient solo Shopify factory I have seen this year, and it is already running right now, while traditional agencies are still debating whether AI will take jobs from designers.
WTFFFFFFFFFFF BRO
😳😳😳 QUE COISA É ESSA?
"Essa coisa pousou ali e começou a emitir luz, era do tamanho de um ônibus, comprimido, antes que alguém diga que é alta tensão, ali não existe fios é mata fechada."