What’s next for Loadout: Platform Upgrades & Resuming Game Launches

Loadout Subscribe Podcast 1h 9m 0 downloads Added 2026-10-20 #Trending

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Soul 项目方复盘 Goose 发射时狙击机器人泛滥的原因,并说明已升级的三项防狙击机制。 - Goose 因起始估值过低,吸引大量狙击机器人;项目方通过回购消化了部分抛压,但也暴露了机制漏洞。 - 首个问题:防狙击费用未纳入回购分配。现已改为毕业前的狙击费、前 60 秒反狙击费等都进入回购池;以 Goose 为例,这将带来约 2 万美元回购,在 10 万美元市值下支撑效果显著。 - 第二个问题:官网此前直接禁止前 60 秒买入,但临近结束时惩罚仅 1%–3%,用户仍无法买入,机器人却能链上直接交易。现改为允许买入但给出高额费用提示和多重警告,既惩罚狙击者又保护用户。 - 第三个问题:精选发射(如 Goose 30 秒吸金 1000 SOL)使狙击者无需分散资金,更易集中攻击;pump.fun 因项目众多反而迫使狙击者分散。 - 应对思路:增加发射数量、让狙击资金分散到多个精选项目,同时保留精选发射(团队和产品优质、需求真实)。 - 毕业门槛从 1000 SOL 降至约 150 SOL,虽仍高于 pump 等同业,但考虑到项目本身已有热度,属于合理水平。 建议:项目方应持续监控新机制上线后的狙击行为,并考虑对临近窗口末段的费率做更平滑的设计,避免用户被"误伤"。

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behind us, which created a whole bunch of buybacks that basically allowed us to eat through those snipers. But it is a product of launching it such a low valuation. It means that, you know, it can have really good upside for a retail trader who just happens to be there early and get in first. But it also means an opportunity for the snipers. Where we went wrong, I shouldn't say wrong. I mean, where the system sort of failed and what we've upgraded now for after the goose launch was anti-sniper fees weren't included in the buyback allocations. So nothing gets bought back on the curve anyway. So it's still obviously needed to graduate. But when it graduates, we have a whole bunch of pooled money which starts buybacks. Now that obviously didn't happen because almost all of the, because we set the curve to require a thousand soul in it, which again definitely was too high or five percent too high because that's about how close we were to graduation. Obviously not. I'm being a little bit suspicious there. But yeah, those sniper fees, the anti-wines in that first 60-second window and all of the other pre-grade fees, we've now changed the system so they will go towards buybacks. Now in the case of goose, that would have been 20k of buybacks. Now when you've got a market cap of 100k, 20k does a lot to support the price. So that was definitely one thing. Another thing that we've changed is instead of disabling the 60-second buy window on our website, we are allowing people to buy, but there's obviously a huge amount of warnings. There's an approximate fee that you'll need to pay if you do decide to go ahead and buy. And where that gets interesting is not the intention of that feature was to stop people. Stop snipers, which it really did in the goose, well, it certainly penalized the snipers. They didn't make much money, but it's also meant to protect users to say, hey, we're doing this to stop snipers. Don't also go in and spend a thousand bucks and then end up getting $100 worth of tokens. So that was the intention. However, where it gets a little bit interesting and nuanced is when you get to the end of that curve, the 60 seconds of anti-snip, you are only losing 1%, 2%, 3%, in the last three seconds. But you still can't buy and the snipers can because they're using bots and they're just bi-directly off-chain on chain. So if you're willing to be a little bit risky and say, like, I'm willing to take a three or four or five percent hit, you still couldn't do that through our website, which doesn't really work. And obviously, you know, I think people can see we were trying to protect them, but with a whole bunch of warnings and do you really want to buy this and are you sure? We think we have that covered where people aren't going to hopefully aren't going to buy and then say, why did I just get, you know, taxed a huge amount? So that's another thing. And then the third one is having curated launches, obviously makes us a little bit more susceptible to snipers, not needing to spread their buys across multiple projects. If you look at pump.fun, because they have millions of tokens that are launching, a sniper has to say, like, okay, I'm going to take allocations of a tiny little bit of every single one of these tokens, or a type of token that fits their bots description or, you know, whatever it happens to be, but they can't just say, okay, I'm going to put it all into one, which is what you get when, you know, a thousand souls go into a single project in 30 seconds, like we did with Goose, but I think all three of those things which are going to help, you know, having more launches, making them have to spread it across more curated launches are still curated for a reason. They're really good teams that have a good product that have, you know, tens of thousands of wish lists, there's already demand there, right? Whereas the instant might just be a dude who made a game yesterday, right? So, there's still going to be a bunch of focus on these projects, the curated ones. And so, ensuring that we keep things, ensuring that we spread the buys across all of them, have those instant launches, have the, you know, the anti-stite fees going back into the buybacks once it graduates, but then also not having a 1000 soul target is going to help as well, right? Like that definitely was a little bit insane. Yeah, it reasons to do it, and we wanted the game to make money, but it certainly didn't help the trajectory of the game, and the traders who wanted it to be opened up to a liquidity pool. And so, all of that combined with us reducing it back down to, you know, a respectable level, we've spoken about is, like, around about 150 soul, which is obviously more than what, you know, pump and ponds and stock do, but it's different inventory, you know, as I said, this isn't just a random meme that's launching it, something that already has a whole bunch of traction. So, it's not going to put all these things put together, it's not going to fully stop snipers. Definitely not, even though I think the amount that they got burnt on the last launch is going to make them think again this time, we're trying to have this be as scalable as possible. So, all of those things considered, we should be in a much better place and have a much healthier launch for our next curated bond, and certainly instant ones, if we're having, you know, 10, 15, 20, 30, 40, 50 tokens a day launching, it's much, much harder to snipe them just inherently. Awesome. All right, really appreciate that. The next question that I had was, I see you've been posting a little bit about it, and if I'm not mistaken, the Epic CEO mentioned something about this as well, but your focus was originally on mainstream studios. So, what's your take? How does the new wave of AI-built games change the scale of the opportunity? And the number of games that could launch a loadout? Yeah, so this is pretty crazy. Like, as I've mentioned before, when we first started building this platform, or at least ideating this platform, it was all about mainstream. I had a lot of concerns about where crypto gaming was going to go. Obviously, we've been trying to get mainstream adoption for a long, long time at a Louvium, and it's really, really hard to break into that market. And so, the obvious step was, okay, we've done really, really well in terms of funding in crypto, and there's many different ways where games can get funding, they can do NFT sales, they can do LBPs, they can sell, you know, other in-game assets. Like, there's just a huge amount of things that they can do, whereas in mainstream, you're quite limited. And so, that was the obvious first step for me, and that was why I spent so much time, even me personally, on top of the BD team going after these games, trying to find them. But the thing that was always in the back of my mind was, affect pumped up fund, and any of these other meme launches, they effectively have an unlimited amount of inventory, right, which is a huge, huge advantage. When you're talking about revenue and the flywheels that kick in for their network tokens, so much of that revenue happens to not even graduated tokens, just absolute dog shit stuff, snipers, buy them, a couple of retail people buy them, just hundreds of thousands of them every single day. We didn't have that opportunity, right, and on top of that, we had to go and get these games, right? So, the ceiling was about 150,000 games that launch on Steam every year. You look at Kickstarter, they're about like 30,000 games applied to Kickstarter. So, that was about our addressable market, right, which is still massive. You still get the chance, you capture a large part of that. You're still talking hundreds and millions of dollars of potential revenue all going back into your network token, huge, huge opportunity. That is why I spent so much focus and so much time and money doing this. Now, what's happened in the last four to six weeks with the new models that are coming out from Anthropic and all of these other major, major AI companies is the ability to one shot a game with somewhere between like 500 to $1,000 in AI credits is now real, right? Like, you can get very, very close and we're seeing it with these viral mods. We're seeing it with games that typically would take a year plus to make people are coming out and making them in a week. And the craziest part about that is this is just starting to pick up momentum now. In a year's time, a week, it's going to go down to a day. And eventually, it'll go down to a single prompt, right? That's how good things will be. And so, it's going to completely change gaming. I'm like, without a doubt. It's not just the epic CEO coming out. It's not just Elon saying, like, yes, like you're 100% right? This is obviously where things are going. I truly, truly believe it. I've seen so many of these changes in this space. I've seen what happened with crypto and where we went wrong there. And I just, I believe it wholeheartedly that this is what's going to happen with a lot of games. And that effectively means that our inventory is also unlimited. There will be hundreds of thousands of these developers, just fans in general who just go fuck it. I've got a thousand bucks. I'm going to make my dream game. And eventually it'll be 500 bucks, 100 bucks, 50 bucks. And we'll just keep on going down, down, down, down, down. And we're going to start seeing some crazy games being made. But why that's relevant to load out. Of course, we still want the curated games. The fact that we've already generated 75K and runaway from one of our first game. Not saying there were issues with that, but that's a big top line measure. I like to say to our other games, which we've now started going back to, in a day 75K. Imagine if we can get it right. And then imagine what happens over the period all the way up until launch when they're earning more and more and more runaway as people trade these tokens. There's a huge opportunity still in that 150K bucket of mainstream games. But having unlimited inventory where people can build a game in a week. And let me explain. Let me try and put that in perspective. It is very, very hard to convince. Maybe not now, because we've got a stake in the ground of 75K raised in a day for a game. But these conversations pre-load out being a thing and having its own token and its own community was exceptionally hard to convince people. I personally had to do that. Those conversations over and over and over again with these AI developers. They don't have as much connection to what they built. Like they built it a week ago. It's super fast. It's going viral. They've got all these players. They're like, what the fuck do I do with this? It's much easier to say, you've got attention. It's exactly the same thing as me. Right? And so that has just blown my mind with the ceiling of this thing now. It's just crazy. I went over and I saw my brother today, Kane, the founder of synthetics. And we were talking about this about 18 months ago. I was throwing.

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