ROUND 9: Talk with Blockus & Fort Block Games. A Dedicated Indie Game Development Company!

ROUND 9: Talk with Blockus & Fort Block Games. A Dedicated Indie Game Development Company!
Blockus
ROUND 9: Talk with Blockus & Fort Block Games. A Dedicated Indie Game Development Company!

Aug 17 2025 | 00:45:32

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Episode August 17, 2025 00:45:32

Show Notes

Welcome to today’s episode!

This episode focuses on Fourth Block Games' new title Takeover—a game that blends strategy and shooting, set in a dystopian future Earth. It features 8 unique factions, a mid-match role-switching mechanic for variability, and balances diverse gameplay, deep tactics with accessibility. Integrating Web3, its NFTs let players own, trade and upgrade items usable in this game and future titles, aiming for true asset ownership and stronger community engagement.

 

Title: Gamers Unite with Blockus & Fort Block Games

Time: August 7th, 2025, 9 PM EDT  

Where: Twitter Spaces (@BlockusGG)

Host:

Gunny:Blockus Head of Gaming

Guests:

Tyler Foister: Fort Block Games Co-Founder & CEO  

Stu Westphal: Fort Block Games Co-Founder & CTO

Josh Baez: Fort Block Games Co-Founder & CCO

DR Brian Kennedy: Fort Block Games Co-Founder & COO  

 

We discussed:

  • The unique features of Tollan Universe
  • The vision behind the Fort Block Games
  • Recent developments and what’s next

 

Timestamps:

03:29 Taking Over Web3 Gaming with Innovative First-Person Shooter

06:22 Exploring Faction Dynamics and Takeover Mechanics in a Dystopian Shooter

13:26 Designing Factions and Setting for a Sci-Fi MMO: A Blend of Modern Warfare and Corporate Warfare

18:27 Exploring Shooter Gameplay Design: A Developer's Perspective

23:53 Building a Blockchain Gaming Team: From Personal Connections to Global Success

27:28 Crafting an Inclusive Web3 Game

32:13 Web3 Integration in Gaming: Ownership, Governance, and Cross-Game Economies

36:51 Alpha and Beta Testing Timeline for Upcoming Game

39:24 Tokenomics and Governance in the Gaming Ecosystem

 

Whether you’re a gamer, developer, or simply curious about Web3 gaming, this AMA is for you.

Follow us on LinkedIn (Blockus) and Twitter (@BlockusGG) for updates and reminders!

Let’s explore the future of gaming together.

 

Community Engagement:

Join Blockus growing community and become part of the action!

https://t.me/+TJLx6_YDsmgyOWI1

 

About Fort Block Games

Fort Block Games, a US based game developer company, is excited to present its flagship title, "TAKEOVER", a new dynamic way to experience team-elimination first-person shooters.

TAKEOVER is built on Unreal Engine, combining fast-paced gameplay with strategic teamwork. It also takes the power of blockchain, giving gamers more ownership, more ways to have a footprint in the world of the game, and have new gameplay experiences.

 

About Blockus 

Blockus is your all in one platform for Web3 gaming, enabling game studios to build fast, reduce costs and laser focus on gameplay. 

Blockus provides seamlessly integrated Wallet-as-a-service account + wallet management, first party NFT marketplace, and fiat + crypto payments. 

website | Twitter | LinkedIn | Community

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Episode Transcript

[00:00:00] Speaker A: Foreign also what's interesting is that it's, it's an evolution. It's always evolving with the community, each faction. So all the interactions that the factions members will be able to do even outside of the game will help shape the identity of these factions. So these factions identities can evolve over time based on the faction based members. [00:00:31] Speaker B: So we wanted to make sure that the game could be played tactically. It could be played run and gun, it could be played defensively. We wanted to make sure whoever is playing the game they could play in a style whether you're a sniper, whether you're. You like SMGs, assault rifles. [00:00:50] Speaker C: So we also have this dynamic takeover, you know, mechanic that in mid match your roles are changing and it, there's a lot of unpredictability happening and really a lot of high stake moments going on and we feel like web3 is just ripe for this type of environment where these real life rewards are. You get to own stuff and then carry it across and participate in the lore not just you know, in your mind but like in your wallet too. [00:01:23] Speaker D: All kinds of fun things are being evolved into this ecosystem. I'm really excited to kind of start, start showing those NFT progression. It's something that we're finalizing in the background right now. [00:01:43] Speaker E: Welcome to the today's Twitter space. Today we have a very interesting theme. Last week we talked about the roguelike RPG game Fallen Universe. Today we have a shooter studio. It's called the fourth Block Game Studios. They're building a cool shooter. We've been discussing a lot about their game design and team. So happy to have you guys on board. We have today we have Tyler at the CEO of the team and the stew, the CTO, Josh CCO and Dr. Brian Kennedy, the CEO and the CO founder. So please let me know if you guys mic works and then we can start. [00:02:25] Speaker D: Hey Gunny, really appreciate you having us on today. Tyler Foyster, CEO of Fort Block Games here doing a mic check and very thankful to be on discussing Fort Block games and Blockus and everything that we're building to take over crypto gaming. [00:02:39] Speaker E: Nice, nice. The game name is a takeover, right? [00:02:42] Speaker D: Yeah. Correct. So we have a lot of fun play on promotion with Takeover and, and everything like that. So yeah, yeah, Takeover, first person shooter. We have a ton to talk about but I'll let the rest of the team introduce themselves. [00:02:57] Speaker E: Right, Right, Yes. Stu, please. Let's go. [00:03:00] Speaker C: Hey guys, I'm Stu. I'm the co founder and CTO of 4 Block Games. Just also wanted to mention. Oh good I see. Nifty goat. Josh is ready to go as a speaker now. I just want to make sure he was in. Mic check. It's working. [00:03:14] Speaker D: Glad to be here. [00:03:15] Speaker B: Hey guys, I'm Dr. Brian Kennedy, COO. Wanted to check in. Co founder of FDG. Wanted to check in with you guys, make sure my mic is working. Thanks for having us, Dunny. Really excited about chatting about the game. [00:03:29] Speaker D: Oh yeah, perfect. [00:03:30] Speaker A: And Josh, mike check. Mic check. This is Josh. Glad to be here, gunny. Good to hear your voice again, buddy. Can't wait to get into some of these matches with you. [00:03:40] Speaker E: Perfect. Amazing. Yes. So all mics are good. We're good to go again. The Fort Block Games is building a first person shooter on the Web three gaming space. And as the title implies, the Takeover, it is going real hard to take over the full shooter scene and the Web3 gaming scene. Tyler, what was the name behind the naming of the studio and the game? Because, you know, Fort Block Games also sounds very, you know, rock solid studio name. And then the game title Takeover is just, you know, it's a very brave statement to what you're going to do in the next two to three years. [00:04:17] Speaker D: Yeah, I really appreciate that kind of segue and transition, Gunny. So our namesakes are, you know, a. I'm very proud of them. They really kind of express who we are as builders, as founders and you know, what we're building to, to take over Web3 Gaming. You know, I'll keep on saying that until I can't say it anymore. We are, we are here for, for that. Very much so. But Fort Block Games, actually going back a year and a half, almost two years now, when we kind of launched the project, we were building titles specifically on Roblox and Fortnite to start. And so we were, you know, we kind of like went heavy into that kind of Fort Ish, you know, realm. And then we were building on Roblox. So the Block with the blockchain and Roblox kind of work together. It just seemed like a really powerful kind of message for us to send forward, a namesake for us. So we were really happy that it was available and we took a, we took a lot of time to kind of get creative and come up with that. But yeah, it really goes back to the origins of what we started out as a team building on Roblox, building on Fortnite, and we had so much fun building in those ecosystems. But you know, as you and everybody else who's listening, who's really into gamefi knows that you can't control your own destiny per se on those you're never going to be able to have, you know. So like I was saying, we leaned heavily into the Fort Blocks and Roblox or the, for the Fortnite and Roblox ecosystems to begin with, but very much needed to take control of our own destiny. So that's when we went heavy into the TAKEOVER building, started building on Unreal Engine 5 and Stu and True Industries was, you know, very clutch in, you know, coming in, helping us really level up in those kind of areas. So that's a little bit of background and a little bit of, you know, kind of what goes into our namesake for four block games and then Takeover being that first person shooter with our special mechanics that we've put so much time, money, effort and hype into. So a little bit about takeover. You start out as a captain or a soldier on your team. There's eight factions on planet Earth, quote unquote in this dystopian future. So if you take over a captain, he comes to your team, to your squad, to your faction, and so does the rest of his team. So we really kind of leaned heavily into those mechanics of what makes our game so special. Special. And you know, this is just not even scratching the surface of what we're building, but kind of how we came into the namesake of takeover just. [00:06:57] Speaker E: Right. So the initial match based game design is very interesting when it comes to Takeover because so there's eight factions of players, you know, kind of like a western shooter, like just waiting for your time to take, take over the other faction and then inculcate those players into your team. That kind of game design was very intuitive. And Josh, would you want to explain more about the initial game design of how that faction dynamics work during the session? [00:07:26] Speaker A: Oh yeah, totally. So yeah, it plays into the whole world of takeover. You have, each faction represents either a corporate side or you have the human resistance factions. And so in our TAKEOVER game there's two different modes. TAKEOVER battles and TAKEOVER factions and Takeover battles. You're in a faction and you're hopping right in and you're, you're just running and gunning with your factions and all the interactions within that match is where you're going to see the takeovers happening. So the goal of the entire match to win the match is to take over all of the teams. So depending on which map size you're playing, if you're playing a eight team map or a four to six team map, that that'll depend on how fast the game Flow is, but essentially what you're, the basics is you will be taking over all of the factions in order to win the entire match. And so what's special about this is that if you want to go beyond that battle, you can now go after that match into your faction base and, and use your power ups and, and different currencies that you earned within the match within that battle. And you can do different upgrades and do different tasks within the faction. There's a lot of different ways that you can help your faction. Whether it's you want to hop in and, and do a team deathmatch style of game and take over the factions in there, or if you want to go into factions mode and help level up things there. So there's different things you can do. [00:09:06] Speaker E: And it's an interesting take that it's not only a shooter, but also has a lot of progressional models or team based content based on it. And Brian, I know you and Josh is too also with Tyler, have discussed a lot about the game design and how the two mods are going to coexist. Do you want to add in some more information about that? [00:09:26] Speaker B: Well, yeah, so we were coming out with this. We wanted to make sure that people who wanted to jump in and play the game were able to just jump in, get right into it and enjoy themselves. But we also wanted to make sure that we can have a community aspect where people work together to build up their, their factions and really represent what, what faction they're on. That way that you could lead to more interaction outside the game, more community action, different events and different reward systems that can only be accessed through one section of the game. So if you're playing factions and we have an event going on, in fact, the only way to get those certain items that you may want to use inside the battle mode is to be in the faction mode. So we wanted to make sure we brought everybody together in a way that if you're not a big first person shooter fan and you don't just want to run around a gun and shoot and do things like that, there was still a core element of the game that you could jump in and start playing and really contribute to everybody else that's in there enjoying themselves, shooting them up, using a strategy that we're adding into the game and just having fun. And that way we could also add in different elements outside of the game through our community where you can interact with the factions mode through our apps. So you don't necessarily have to even be in the game to have that Interaction or to contribute to your faction. But you can represent the game that way as well. [00:10:51] Speaker E: Yeah, it's very similar to the game design of a Grange zone warfare in that sense because in that game there are three different factions playing on a single open world level altogether. And that dynamics between the factions is pretty gonna, you know, get the players more engaged and immersed. And that is also the point where I want to ask you a question. How do you think the progressional levels are going to affect the everyday like basic session match of eight factions shooting over each other? Are they also going to be like, like our players are going to be able to upgrade their gears and rifles and then come into the game match as well? [00:11:31] Speaker C: Oh, absolutely. I mean we're talking about true ownership, you know, with the weapons, cosmetics that, you know, the faction upgrades and stuff. These are player owned, tradable, you know, and then also just a side item. They're usable across our future four block titles. But as far as the circle, back to your question, Gunny. Right now we're pouring a lot of effort into making this a really exciting experience for the community. When they're focused in on the factions mode and they're building with their team and they're upgrading things, but they're also still in the factions mode. They're still going and playing takeover rounds and different types of matchmaking. They're just, just more in the lore and going back at it and stuff and then and focused on these, these weekly events and monthly events. And so battle mode is, is amazing and so is the faction mode. But they, they all work together. It's just that we're, we also just allow people to do the battle mode if they don't really want to get into the, the factions mode. But the, the action where everyone's really going to want to be is they're going to want to be a part of the whole ecosystem here and, and that's what we're really doing with the factions mode. [00:12:39] Speaker E: Yes, to iterate I guess. The, the sense of belonging to a certain faction and then you know, having you and your player, you and your friends play together as on the same party would actually continue, would be conducive to the long term playability and engagement because you are not just, you know, joining in Call of Duty and then play a session or two and log out. It's not like that. You're actually not part of the ongoing warfare between the factions and you're at the right center of it. So I guess that design will not only, you know, give you that sense of belonging. But there's actual like stake in dynamics going on. Stu, would you want to narrate a little bit more about the end game of how that dynamics will work out? [00:13:23] Speaker C: Yeah, no, I'm really glad. I feel like you nailed that, Gunny. That is a key differentiator about what we're doing here. You pledge fealty to a faction, your faction is family and it's a big deal if you leave your faction. This is very different than what other games are doing and we think this is an excellent formula for some really unique experiences. So you're going to get in there, you're going to work hard for your. Your faction and there's going to be a lot of fun lore Easter eggs all throughout that Players are going to be delighted all the time. Surprised. But then we're really building it up to so that it's fun to go after the other factions not just within the Unreal game, but also outside of the Unreal game on socials and in the real world. We have a lot of really fun things planned. [00:14:18] Speaker E: Yes. And then that faction play is at the core of the video game called the Takeover. And I was really interested when we first met and then have a quick chat. And then I was also interested by the lore design of the factions. I believe it was total eight. Josh, could you like. And then it was also interesting that it was on the settings of the Modern Warfare settings. So Josh, could you like narrate us, take us more about how the factions were designed and why the Modern Warfare setting. [00:14:48] Speaker A: Oh yeah. Awesome. Yeah. So this is a. It's more of like a sci fi based story alternate reality kind of akin to ours. So that's where you can see a lot of the textures and designs might be some reminiscent to you know, our. Our modern day military and things like that, police forces and things like that. But there we do have a mixture in with the sci fi element. And so and that's where. That's where this lore gets really interesting in these factions and, and how you want to. Which allegiance you want to go with. Because in. In the world of takeover, companies are legally allowed to form armies, but only if they're robots and they can fight for commercial zones, like all out warfare as long as it's in a commercial zone. And so what's happening is in this world with all this fighting with all the corporate armies fighting for commercial land, the citizens, the humans are, are basically becoming an afterthought and they're getting all this damage done on them. Even though they don't want to be a part of the war. So they're kind of dragged into it because their whole world is big, is getting, becoming a disaster with all this warfare going on. And so that's where you have these different human factions, the resistant factions. You have one resistance faction called the People's United Front. They're more lawful a group of humans where they, they'll fight for, you know, the, the rights for the citizens to, to live in peace and not be affected by these corporate wars. But they, you know, they, they keep their tactics very civil. Whereas you have other factions, resistance factions called like Legion of Ghost. They're anarchy. They're like, you can't reason with these corporate factions. We just gotta, we gotta take them out any means necessary. So those, those are like the rebels. They're, they're not as well equipped in the high tech stuff as the People's United Front, but they find their ways. And then there's one other resistance faction that's actually an AI robot faction that's broken away from the corporate overlords. And they just want to have peace. They're more akin to the People United Front where they'll, they'll fight, you know, for peace, but they'll, you know, they won't get as gritty and dirty as the Legion of Ghosts. So you have all these different factions you can align with. And the corporate ones, they have all these different flares to them. Aquaphilia. But the first faction I ever created for this was the, was the chaos. And they're just, they're a fast food conglomerate that formed, you know, hundreds of years ago. And they engineered new meat that's a mixture of chicken and cows. And that's how they became so huge. And that's why they have a huge faction now. And so their whole goal is to spread their, their chaos restaurants all around the world and their, and their characters and, and, and mascots. And so that's where you have all this ongoing dynamic and struggle and tug of war going. And that's where like we have the, the actions in the game, the actions in the discord and community campaign stories that are experienced outside of the Unreal Engine game. Those are where you can have allegiance to these factions. And as Stu alluded to earlier, there's ways you can help your faction and, and battle against factions outside of the Unreal Engine game. And those produce new results, new videos of ongoing story that also ultimately affects the game maps on Unreal Engine games. So everything is connected in this awesome entertainment loop. [00:18:30] Speaker E: Well, I Got to be careful when I walk into Chick Fil A's from now on. But I guess that Fashion Dynamics is. It's not only, you know, more, not only just in a serious sense, but also it touches a lot of humors and sense of, you know, players have different edges when it comes to the lore and that it's very interesting that you guys are touching it. Touching those bases with the faction design. Yes. And then let's get to the combat or the feeling of the shooter itself. Brian, I've heard that you've been a long term fan and developer of shooter video games. How does the gameplay kind of translate into compared to outer standing like action shooters like Call of Duty or Overwatch? [00:19:13] Speaker B: Well, great question. So. And I'm really excited to talk about it as well. So one thing, when we were coming up with this concept, we were thinking how do we make sure that this game just doesn't feel like every other game? How do we make the team feel like they need to communicate and how do we make it where we can give people the flexibility to play however they want? So we wanted to make sure that the game could be played tactically. It could be played run and gun, it can be played defensively. We want to make sure whoever is playing the game, they could play in a style whether you're a sniper, whether you're. You like SMGs, assault rifles. We really want to give that balance of feel to the game. And so we were developing concepts and really looking into the takeover world. It was like, well, what can we do to make it where you have to communicate with your team? And that's where we wanted. That's where we came up with kind of this new concept of team based. The team based tactical shooter where you really, if you're not communicating with your captain and the rest of your team, you will lose. And that was the, that was like the. One of the things we felt was getting a lot of shooters have gotten away from. A lot of shooters are like, okay, we can run a gun and we could talk about things you want to do, but the game is not dependent on if we communicate or not. If you abandon your captain or if you run off. We wanted to make sure that if you, if you're on a team and you have a captain that isn't paying attention to what you guys want to do as a team, you can vote them out. We need a new captain. Next round. Get somebody else in there. We want, we want to build that camaraderie in games where it's actually you're not just on the mic being quiet, but you're actually talking. So there was a lot of things that we came up with to make this operate the way it, it plays. And we wanted to make a balance between that tactical speed, but also that Call of Duty speed. So you don't feel that the game is sluggish, that is, that it plays smoothly, but it's also if you're creeping around and really kind of standing your ground, you feel that you are standing your ground and you can still cover the space that you're garden. So we put a lot of thought into this and there's, there's so many more details we want to show, but I'll let, we'll get back into that here in a little bit. Foreign? [00:21:27] Speaker E: Yes. Yes, sir. So, yeah, I guess those were those kind of cohesive gameplay or like squad combat was what we were actually looking into when we played the video games, like the battlefield or squad. But I guess Takeover is actually throwing, you know, the challenge that we are, that Takeover is gonna fix and show what kind of that cohesive team fight is going to look like. And then I understand that the game is being developed under base of Unreal Engine 5 and 2. What are the mechanics that you are trying to enable for the players to fight as a team in the technical part, such as voip. And have you ever had like, what was the difficulties that you were going through when having that all put into Unreal Engine 5 video game? [00:22:19] Speaker C: That's a great question. I mean, there's been lots of challenges along the way. You know, every day brings its own challenges that we have to overcome. I was trying to think of something specific to your, your question there. As far as, I mean, when we jumped into the, the multiplayer design, you know, we, we were looking at different, you know, you, you spin up servers and you just have these matchmaking rounds, you know, but you don't need to keep any of that stuff. And then we have the persistent servers where, where everyone's jumping in to their faction base and there's a lot of challenges there, especially since the way we're. Our monetization model, bringing this game to the market to, you know, get as many people in as possible so that people can really have a good time. So there's, there's a lot of challenges there as far as how we're going to scale this infrastructure. And we're spending a lot of time, Laura and some other partners in the space to figure out like what is the best way to tackle this. But we have some really promising things going on. Did I. Am I answering your question? [00:23:15] Speaker B: Yes. [00:23:16] Speaker E: Perfect. Perfect. And then as you can see, like sue is the CTO charging through the daily development problems with Unreal Engine 5. And Josh is behind all the lures, including the Chick Fil A faction. And Brian is focusing on the actual combat chemistry and then how that cohesive team fight is going to act between when it comes to the eight faction competing all against each other in one battlefield picture. And then this is how the game Takeover will look like. And that's why we are so super bullish about how the game design will translate into the actual gameplay. And then this is a great team that's going forward with a great vision. And then now the question to Tyler is how did you put up the whole team together? How did you meet Stu, Josh, Brian? And then what was the initial start point? And then how did it really take off from that point? [00:24:07] Speaker D: Yeah, I really appreciate that, Ghani. So building this team together I think is honestly one of my greatest accomplishments in the entire time that we've been building. These guys that I have by my side are implemental in this project that I would not be able to do it without them. So I, you know, I appreciate them to the utmost extent and happy to tell you, kind of our beginning relationships. So Josh and I actually had a previous business together in a completely different industry, but we were always very creative artists. So I was heavily involved in the, in the blockchain realm previously. A lot of day trading, a lot of helping with different teams, you know, seeing what's really going on in the background, helping a little bit with marketing, freelance. So I, I had a really good idea of, of what was going on in the realm. I saw some projects doing really well. I saw some projects doing, you know, that could have used some improvement. So you know, upon coming up with all of these ideas, talking with Josh, like I said, we're creatives by nature and business professionals, entrepreneurs. So you know, upon talking and I, you know, again, we first decided to launch on the Roblox and Fortnite ecosystems, which were a little bit, you know, less dev heavy. So. But yeah, long story short, Josh, Brian and I had started making some games on Roblox and Fortnite in the beginning. Built all built an awesome community. And then, you know, very, very quickly after that we, you know, realized that we needed to level up as a team. I was connected with some other gaming projects. [00:25:45] Speaker E: Perfect. [00:25:45] Speaker D: I was connected with some other gaming projects in the blockchain realm. Some other professionals that Stu is actually working with. And we all traveled to gdc. Josh, Brian, Stu, myself and our other ecosystem partners at the time. We met there and then, you know, kind of told Stu what we were doing and he had, he had an idea. He was already kind of. He was already informed on what we were building. So it was a very nice meeting and we kicked it off. He loved the idea of Takeover and Fort Block games in general. And then, yeah, we just, you know, from there we all. This is, this is where we came to. So, yeah, through a, through a series of, you know, kind of personal relationships, networks and then, you know, just the universe putting us in the right place and, you know, putting all of us together. So it was a. A bit of a coincidence, a bit of, you know, kind of doing it ourselves and making it happen. But I couldn't be happier with the results, Gunny. [00:26:50] Speaker E: Well, sounds a lot of alcohol. But then you put a perfect team all together in one place and it's just, you know, that's the beginning of everything. Just, you know, people like minded gathering as a team and then moving forward and then. Well, want to hear about a little bit of Brian's side of the story? Like, how was that GDC gathering had an impact on you? Like, you know, making your mind to join the team and then push the game forward. [00:27:19] Speaker B: Well, so when we went to gdc, I can't remember the game that we've seen, but it was big. It was taking over everything. They had screens everywhere and it was. [00:27:27] Speaker D: To me, it was shrapnel. At the time. [00:27:30] Speaker B: Yeah, I felt it was kind of generic. I mean, it was a, it was a web3 game, so people were obviously earning money, but it's. I was like, wait, this is what people are gushing over. It's like, all right, we need to get together. We could definitely build something like this. We've been playing games our entire life. We've been in first person shooters our entire life. How can we come together and build something that is going to be amazing? We all went out and we met up and we all had a conversation. We start shooting ideas off of each other and next thing you know, we're leaving gdc. Like, oh, we're making this. As soon as we get back, let's go back, let's jump on the computers, let's get started. And we. It's just take. It's just taken off from there. We. We really have came up with new concepts and added new things, balanced out some of the gameplay elements that we initially had. And now there's this, there's, there's layers to this game. I think when people get their hands on it, they're going to find out that it's different, it's fun, is it's really basic. It's not, it's. We're not taking away from the core shooter. That was one thing we wanted to make sure when we were talking and building this. We wanted to make sure that we could bring in the average gameplay shooter who, the first person shooter who may not have a ton of experience, may not be the most skilled, maybe just want to run a gun, but they could still enjoy the game without having to be the most in depth first person shooter player. But then we also wanted to make it where if you are that hardcore player, you're going to be able to still have fun even with people who aren't that, aren't that skilled as you. So that having that concept and a vision and all of us being on the same page with it, it just brought us together and really just kicked us into year and I mean we're, we're two years in and it's like, and it feels like we're really just getting started because we're, we're getting to that point where we're starting to be able to play. We're starting to be able to really get these modes together and just really push forward. So it's been a great experience and I'm, I'm happy that we all met up and came together on a vision that we can really explore. [00:29:31] Speaker D: Yeah. [00:29:32] Speaker E: And then I, and then you have iterated multiple times that this is not just a video game for, you know, casual players, but it's also going in full charge for the hardcore players players. And Josh, that said, how do you actually design the, the factions to the population to be evenly distributed between the factions? Is there any interesting mechanics that you're making sure that, that no single faction is overly populated whereas the other factions are, you know, underpopulated? Like is there any systematical approach or like the lore behind it to have the people, you know, join in the distributed manner? [00:30:09] Speaker A: For sure, yeah, there'll be incentives, different types of events that will call in new members. There'll also be opportunities. If we do need to do some leveling, we can create incentives for people to leave factions. I know it's going to be very difficult to leave factions, but if we do come to the point where we want to try to migrate some players to a specific faction, we'll come, will have incentives for them to go there and no penalties for that then also what's interesting is that it's. It's an evolution. It's always evolving with the community, each faction. So all the interactions that the factions members will be able to do even outside of the game will help shape the identity of these factions. So these factions identities can evolve over time based on the faction base members. So there's going to be different ways that new members can have their foot stamp, their own hands, their effect and how this this their factions form. So different ways to entice new users to join and then incentives for to have other faction members on a heavily populated one to to jump ship and join another one foreign. [00:31:37] Speaker E: There's heavy faction dynamics and giving you that identity sense of when it comes to that faction based combat plays. And then there's also a lot of progressional game designs that's added up to the game like such as leveling your gear, skill, weapon most importantly. And then a lot of Web3 shooters nowadays have some sort of progressional models or similar game designs to yours. And sue, what was the edge that you were pushing on the web3 and to enable this game designs of progressions and faction based dynamics. [00:32:14] Speaker C: So there's a lot of things that Web3 is bringing in to this. We touched on it just briefly earlier about true ownership and also persistent faction meta so that your identities carrying with you between matches and seasons and games and giving you this like long term purpose to your play, you know. And then so we also have this dynamic takeover, you know, mechanic that in mid match your roles are changing and it there's a lot of unpredictability happening and really a lot of high stake moments going on. And we feel like web3 is just ripe for this type of environment where these real life rewards are. You get to own stuff and then carry it across and participate in the lore not just you know, in your mind but like in your wallet too and do stuff and there's going to be trading and all kinds of great Web three mechanics. And one of the really important things for us was to design systems that really well together holistically and. And it didn't feel like a bolt on, like an afterthought. And so we've approached this project takeover with Web3 at the forefront in our minds. But we all came from a traditional gaming background so that's the first thing in our hearts. And as Web3 has come along and we've come to understand it and learn and get deep into the community it was like okay, now that we understand both of these things. Let's put these together and create this really unique experience that is something we haven't seen yet. [00:33:56] Speaker E: That is a very interesting take on the Web3 adoption part. And it's quite interesting is because that Web3 elements also enable players to make decentralized match decisions when they go through the gameplay. So are there going to be like voting Mechanics on the Web 3 part where each faction members get to decide how the faction will be run or have a wage of war against this faction, that faction? [00:34:23] Speaker C: Yeah, absolutely. So besides in game currency and unlocks we have talked quite a bit about governance and voting. So where our token holders can influence roadmap priorities and event formats and maybe even some economic balancing. But there'll be earning opportunities from the competitive play and content creation. There's a lot packed into this, you know. And then we also have that cross game economy, you know, where our FBG utility is going to extend across all of our fbg, all of our four block titles, you know, so you would have your progress, all the stuff you're owning and you'll be able to progress and take that with you into other titles. [00:35:06] Speaker E: Yes. And then I guess a lot of web3 shooters are right now getting is under development or getting ready to show that you know who's going to be the winner of this Web three shooter space. And I believe Takeover is one heavy contender too for that good matchup. And Tyler, where do you see that Takeover and for Blocks games mission in the next six to 12 months to enable that? [00:35:31] Speaker D: Well, first off, thank you Josh, Brian, Gunny, Stu for answering all those questions. You guys have been fantastic so far. Let me dive back into a little bit about our kind of our tokenom and like our, our in game item ownership just a, just a tiny bit. So the very core around that is, you know, think of like Call of Duty, Fortnite, Roblox, anything like that. Where you're just going and purchasing items that owned in game by those ecosystems. Right. By Roblox, by Fortnite. You never have true ownership of those items. To be able to trade, to be able to sell, to be able to rent, to be able to hold on to forever if you want. If those titles, you know, end up going away, those ecosystems go away, those games go away, you lose all of those assets forever. So we really are trying to put the ownership back into the players hands while keeping it as web2savvy, I guess as possible. You know, we don't want players to have to come in, create a wallet, you know, do any of these things. We want everything to be seamless in the back end, which is a huge reason why we are so excited about our block is partnership because what you guys are building is just absolutely next level and you guys have been completely, completely implemental in our growth, especially recently. So thank you so much. And yeah, I just kind of wanted to touch a little bit back on those item ownership topics. But moving forward the next, I would say one to two months, Q3 to Q4 at the latest. We are looking for a kind of cool closed invite only alpha. So that's where we're going to be inviting a lot of our ecosystem partners like Lockus, like Sonium and you know, a few more ecosystem partners that we haven't been able to completely let out yet. But besides that, we have streamers on deck that we plan on getting in there and just, you know, starting to get initial feedback from the game, from the game loop, from the item ownerships, everything like that. So like I said, Probably Q3 to Q4 for that potentially sooner depending on, depending on things. And we're looking for a closed beta sometime around Christmas time, maybe Q1 again depending on development. But that's kind of our projected timeline right now on getting players and being able to do some, some takeover action. [00:37:50] Speaker E: That's amazing. And then depending on economics, I guess a lot of players will actually retain to their assets that they hold dear. Like for example, I can't wait to have my. Is there a rifle called like AR15 in there? [00:38:07] Speaker D: F off 007? [00:38:09] Speaker E: All right, so. [00:38:12] Speaker D: No, we're still coming up with some, some super fun creative names. But yeah, there's going to be all kinds of different weapons, weapon classes. You're going to be able to level those up. Like I said, you're going to be able to rent them. You're going to be able to have NFT NFT collection items. Right. So season items, you know, gun collections, everything like that. When you finish those collections, you might be airdropped a rare nft. So all kinds of fun things are being evolved into this ecosystem. I'm really excited to kind of start showing those NFT progression. It's something that we're finalizing in the background right now and are really excited to start revealing those. It's a huge part of our ecosystem and can't, can't wait to start showing everybody. [00:38:56] Speaker E: Right. I'll make sure I set up the most expensive rifle ever and then kill a lot of players with it so that NFT has a lot of kill count on the metadata. [00:39:07] Speaker B: Amen. [00:39:08] Speaker E: Maybe it can be a legacy rifle, but yes. 43 minutes passed by really fast so we have to wrap it up a little here. Tyler, is there any other remarks that you want to share with the whole audience before we go back to our good night's sleep? [00:39:25] Speaker D: Yeah, I'll just hop. I'll just talk a little bit about our tokenomics a tiny bit more. So right now we have our FPG token on Ethereum. We may or may not be bridging that to sodium depending on if we're going to be doing any in game actions like skill based wagering, but we really want to stick with the SEC regulations, US regulations since we're a US incorporated company. So those things are still being toyed with right now. But there will be every time our tokens bought or anytime an in game item is bought, whether that's a battle pass, an NFT, whatever that may be, 5% of that purchase power is going to go back to our token. Half of that's going to be burnt, half of the other half will be used for community governance and that's again where you'll be able to vote on different things in the ecosystem, whether that's getting us listed on exchange, whether that's, you know, buying a new game that may be struggling or successful in the GameFire rep2 realm and incorporating that into the Fort Block games ecosystem. So there's a lot of really cool aspects that are going to go along with our tokenomics model that aren't necessarily going to be impacted directly by gameplay. And you know, that's a really good thing because going for example of off the grid, you know, they drop their token and some things didn't go necessarily that great for them. Shrapnel, kind of same thing. So we're really looking at what's going on in the ecosystem and projecting ourselves and putting ourselves in those in the right paths to be a little cut. [00:40:55] Speaker E: There on the mic side. [00:40:57] Speaker D: No problem. Yeah, I just said that we're really, we're really putting ourselves to be in the best projection path as possible by, by seeing what's going on, you know, as success and as failure in the ecosystems and you know, aligning ourselves with what, with what works the best. [00:41:13] Speaker E: Awesome. So yes. Brian, you want to chip in before. [00:41:16] Speaker B: We, before we do get out of here, dude. Want to give a couple more details about some of the specialty items, things that are going on in this game. I know we talked a little bit about the team tactical, but there's a lot more to it. One Thing when we talk about, we want it to be team based. Unlike other games where each person can control their kill streaks, the captain or a team controls their kill streaks in this game. So we really immerse the people with being able to talk about what they want to happen for the team. Now, those kill streaks could either be beneficial to the team offensively, beneficial to the team defensively. So that was one really big thing that we wanted to focus on and make sure that the team was really involved. But not only that, we talked about one aspect of the takeover. But in this game, one, if you, if you're on a team that's been taken over, you can get your team back. So there's way. There's a lot of different elements in this game and a lot of surprises that we got coming. Our kill streaks are unique. There's going to be a lot of cool stuff. So I'm, I'm really pumped about this and I can't wait to get a lot of you guys to check it out, see what's happening. But we do think that we do have a strong position with this game, especially in the web3 space. [00:42:30] Speaker E: Yeah, especially that team fight mechanics sounds so unique and then it's going to be very team oriented. So a lot of hardcore players like me are just definitely wanting to check out that how that team fight translate into, you know, a lot of shooters. Just if you are good at, you're good at shooting, then that's pretty much it. But then when it comes to teamfight, it's a different story. So I really look forward to that. Again, time is running out so we're gonna wrap it up here. But thank you again for coming. Tyler's to Josh and Brian for today. I really bullish for the takeover to take over the Web3 gaming market and then if there are any other questions, always leave us the tweet on the the thread. We're happy to. And Tyler's also happy to answer for all the questions you have. Thank you for everyone for coming in tonight. And then have a good night or have a good day depending on your time zone. [00:43:22] Speaker D: Thank you so much for having us. Gunny and Blancus, as always, you're an amazing ecosystem partner for us, one of our strongest allies. Thank you guys so much. Thank you everybody for listening. Thank you, Gunny, Stu, Josh and Dr. Brian Kennedy. Have a great night, everybody. [00:43:36] Speaker C: Yeah, thanks guys. [00:43:37] Speaker B: See you. [00:43:38] Speaker E: Thank. [00:43:44] Speaker D: You. [00:45:27] Speaker B: It.

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