chief tylenol officer @0xCitadel

Joined October 2018
102 Photos and videos
Pinned Tweet
🧵 Schrödinger's Sheep: How to claim 300x the amount of $WOOL when unstaking your sheep in @WolfDotGame turning 20,000 $WOOL into 6,000,000 $WOOL Technical deep dive below on how it works 👇
83
225
928
Fleet Commander retweeted
Stumbled upon @0xCitadel, an MMO created with Fable 5 (RIP), Opus 4.8, Codex 5.5, Opus 4.7, Codex 5.4, Opus 4.6, Codex 5.3, Opus 4.5, Codex 5.1, etc etc etc It's shockingly full featured - you can level up your ships, trade items, enter PvPvE sessions, travel across an overworld map, loot rare gear, build up your ship, and more. And you can interact with other live players all in the browser! Fun look at the future of vibecoding real games 👀
Stumbled upon World of Claudecraft, an open source MMO created with Fable 5 (RIP). It's shockingly full featured - you can accept quests, trade items, duel, earn rewards, and more. And you can interact with other live players! Fun look at the future of vibecoding real games 👀
3
3
38
5,392
Fleet Commander retweeted
Jun 12
I Have No Idea How @0xCitadel Works... Good thing their team is here to teach me! LIVE NOW! x.com/i/broadcasts/1oJMvvDvd…
34
4
65
2,527
Fleet Commander retweeted
New game I'm testing @0xCitadel First impressions matter and they had me at the login screen 😍
15
5
39
1,206
Fleet Commander retweeted
keep an eye on this 👀 spent last evening checking out the new @0xCitadel update, gameplay feels amazing, and i absolutely love that you can play it with friends now never thought i'd see a game of this type running that smooth in a browser 👏
27
4
51
2,347
Fleet Commander retweeted
60 seconds of pure gameplay in @0xCitadel • fly your own spaceship • mine resources • destroy enemy ships • loot everything you find • upgrade your spaceship and play with friends! definitely worth checking out 👇
keep an eye on this 👀 spent last evening checking out the new @0xCitadel update, gameplay feels amazing, and i absolutely love that you can play it with friends now never thought i'd see a game of this type running that smooth in a browser 👏
16
6
46
1,759
Fleet Commander retweeted
Hey, ruining your life playing video games in your 20s might make you lucky enough to ruin your life making video games in your 30s.
My gamble is that ruining your life in your 20s to be unemployed and play video games is still better than working 47 years to accrue a Roth IRA just to retire, have an existential crisis because your sense of self is tied to working, and be immediately diagnosed with cancer
12
3
32
2,957
Fleet Commander retweeted
TODAY ON GAMING DAILY LIVE⚡ Why Most Token-First Models Were Cooked @HedgeEconomist & @0xFleetCommand are joining Gaming Daily Live today to talk about building The Citadel, a fully on-chain sci-fi world built on equity, with permadeath combat, real loot stakes, and an economy designed to outlast the hype cycle. Watch live today at 5 PM EST!
5
3
22
1,270
Fleet Commander retweeted
gotta say @0xCitadel is a lot more fun than i thought i'm hooked
trying indie onchain games again pt. 2
15
3
45
3,397
???
Excuse me??
4
1
8
406
Fleet Commander retweeted
Alright this might actually be an issue for my work productivity. Found out the game runs crazy smooth on steam deck in chrome.
12
1
29
1,058
Fleet Commander retweeted
I think one of my favorite parts of our game is the modular fitting grid system. You can think of it like if the diablo 2 inventory charm tetris extended into the actual equipment panel. Each ship has a unique grid shape with an assortment of hardpoints for balancing turrets, activated modules (think skills), and propulsion (cus speed gets wacky fast). Open grid space can be filled with anything else, which are generally "passive modules" similar to charms in that they are mainly stat modifier buffs, and cargo bays which extend the capacity of loot you can pick up in a session. For example in this Legion fit, I drop a turret to go up on missile launchers, run a bubble shield for situational tankiness, then round it out with a couple warhead directors to pump my missile strength. Running zero propulsion because I'm mostly trying to 100-0 anything in one missile volley. The little conduit 1x1 modules are amplifiers. They apply their stats to modules of the same type when slotted near an open port on the grid (the indentation on the sides of some of the modules), multiplying their effectiveness for good grid placement. In the image I have a couple utility conduits slotted into my cargo bay for some extra salvage luck (magic find) and bonus cargo slots. The whole grid strategy is completely unsolved, and I'm constantly surprised to see how people do their loadouts. It's a constant optimization game, and there's always some new way to reconfigure your grid to get a little extra juice out of it. This is just an example of a ship with almost no rare loot. It gets a lot more interesting when you start to find Regalia (our set items) which only get the bonuses when they are touching on the grid. We also have Artifacts (our uniques), and Harmonics (our runewords) which come with their own interesting interactions with the grid and change up the strategy of how you fit the rest of your build out. And all of this is just the beginning.
1
3
30
1,004
Fleet Commander retweeted
"Token-first web3 gaming looks cooked." Strong takeaway, but I'd say it was always cooked. In the way they were usually funded, they only existed on borrowed time from the start. Web3 games in the past mostly raised off of their in-game token, with investors expecting to realize gains at multiples. The investors never cared about equity in the company or revenue. This created a large debt overhang that needed to be realized through selling tokens after the game or token launched. The design was structured to crush the game economy, regardless of a lack of fundamentals. The problem: not only did every game have to be fun and have sound economic design, but it had to have essentially parabolic user growth to overcome this from the beginning. This is why our in-game token is not a part of our investment contracts. Investors primarily invested in our companies equity because they were interested in us long-term. This wasn't easy by any means, and maybe someday we'll talk about how many hundreds of meetings we had to do to find the right partners who respected our vision. We could have closed our round within a few weeks if we just were willing to give up 30% of the token supply. From this experience we quickly realized why so many games had terrible token design. An sure we could have launched tokens or assets early before our game was ready any time over almost 5 years like many others, raising funds off of the community. There were any number of hype waves that we could have taken advantage of. But we knew it wouldn't be the best way to launch the game we wanted or the sustainable economy we've carefully planned to create over the years. "The first era of web3 gaming tried to financialize fun before proving the fun existed." Would agree, but what people don't seem to discuss in this space is how difficult it is to get people to post about or try your game if there are no live assets, no tokens, no points program, and no promises of massive airdrops. Yeah its just a game, I think its fun but yeah I'm also biased as fuck. If you don't think its fun, come tell us why and we'll make it better. We've always wanted to do this the right way, the way that's the best for our players.
Gaming went from 62.5% of all web3 venture investment in 2022 to single digits by 2025. But Web3 gaming didn’t fail because crypto crashed. It didn't help, but that’s the lazy explanation. Multiple capital structures broke at the same time: 1. VC-funded studios. 2. Retail NFT mints plummeted 3. P2E guilds got crushed 4. Metaverse everything was valueless 5. Telegram tap-to-earn funnels. All of them relied on the same assumption: Rapid growth (demand) would arrive before durable gameplay demand. It didn’t. The numbers are brutal: of $12B-$15B that flowed into blockchain gaming between 2020 and early 2026, the report estimates ~$11B of that is gone. 93% of GameFi projects are classified as effectively dead. The average GameFi token is down ~95% from all-time highs. Quarterly VC funding to web3 game studios fell from $1.6B in Q1 2022 to ~$18M in Q2 2025. 300 gaming dApps went inactive in Q2 2025 alone. And the case studies tell the same story: @Pixelmon raised $70M from an NFT mint before shipping a public game (they were later bought out by good leadership and have made some interesting things). @hamster_kombat reportedly went climbed to 300M users (a massive amount of bots, surely, but still insane) to 12M in six months. @AxieInfinity went from 2.8M daily active users at peak to around 100K. Off the Grid is probably the most interesting test case. It had $100M raised, Call of Duty talent, Neill Blomkamp involved, major streamers, and 14M self-reported lifetime users... But the report says it still struggled to break ~15K concurrent players on Steam, and now they are being accused of not paying contractors, Node investors have gotten washed (me included) and the token hasn't been a success either. That matters because OTG is not a random Discord server with a JPEG project. It is one of the closest things web3 gaming has had to a serious mainstream swing. So the issue is not one bad game... it's an entire funding model that encouraged projects to (aggressively) monetize ownership before they earned attention. That said, I don’t think the takeaway is “blockchain can never work in games.” The better takeaway: Token-first web3 gaming looks cooked. Blockchain-as-invisible-infrastructure still has a shot, but it is much smaller and way less sexy than the 2021 pitch deck promised. Quality web3 titles are reportedly seeing 35%-45% monthly retention, close to web2 benchmarks of 40%-50%. @PlayCambria has processed $150M in PvP wagers with 4,500 concurrent players. @pixels_online has shown steadier engagement with a lower-overhead model. Web2.5 studios are moving toward stablecoins, invisible wallets, and blockchain as backend infrastructure instead of making the token the main character. That is probably the healthier path. Players do not want to be “onboarded into an ecosystem.” They want a good game. If ownership, trading, or payments make the game better, great. If those things are the game... you should probably just trade perps or prediction markets instead. The first era of web3 gaming tried to financialize fun before proving the fun existed. The next era, if it exists, has to reverse the order: Build games people want to play. Use blockchain only where it improves the experience. Stop treating token liquidity like product-market fit. Let me leave you with one more important piece of context. - Only ~20% of all published video games ever make any profit. - 70% of indie games never break even. - The top 10% of games generate around 90% of total industry revenue. Games are hard with or without blockchain.
10
6
46
6,104
Fleet Commander retweeted
How about a new browser based MMORPG? - A genuinely new experience in terms of gameplay - Mixes the best elements of MMOs, ARPGs, and Extraction games - Has PvP as a core element and the PvE of games like Diablo or PoE Where the gunship is your character
Most of the world's problems would be solved if we had another massive viral MMORPG
9
4
42
3,832
Fleet Commander retweeted
Apr 14
I am so, so glad Lattice are finally dead. These guys completely killed any chance of a real onchain gaming scene happening around Ethereum between 2022-2024. And I say that as possibly their biggest "customer"! We (@asph0d37) started building on their MUD engine in 2022 and have been using tech from their stack ever since, for the record. It's possible that we've put more effort and time into using their open source software than anyone, and our business has probably profited more from it. And yet here I am on Twitter dancing on their grave! I have never in my career met a team that combined Lattice's sheer arrogance with their lack of commercial experience. Insane potential was squandered over and over again on bad decisions and dishonesty. Everything around MUD could have been a huge, crypto-defining onchain gaming scene - should have been, in fact. Unfortunately, Lattice and their leadership were narcissistic, extractive, and manipulative. It quickly became apparent to anyone working with them that their CEO was a wannabe tech kingmaker.... who at the time was being backed with lots of Eth research grant money. This is an uncomfortable type of person to work with, actually. It was indicated very strongly to me at one point that this individual, "decided what ended up on Vitalik's desk" and that he had the power to make or break my career in the Eth space unless I did things his way. So, we said fuck that. And we walked away from the entire Ethereum scene to avoid dealing with it. We built our own infra, locked in and forked off an earlier version of their MUD stack, and soloed the entire process of launching @kamigotchiworld to avoid dependence on Lattice. These fuckers actually made me build on Cosmos. Now, a few years later.... we are the only team who actually shipped a game using MUD and found any kind of traction. In fact, we made one of the only revenue-generating onchain games with it! And we did this despite soloing the entire thing with no backing and no contact with the engine devs, on a chain we set up ourselves, with a community we built from zero. And the company that took 8 figures in grants and then tried to play Kingmaker with the entire onchain gaming scene and bully people into doing things their way.... has given up. As you can imagine, I am feeling fairly smug. All that said: The tech works. MUD is an incredible engine and a really important contribution to the @ethereum gaming space - it would not be possible to build true fully-on-chain-games without it. I appreciate the contributions of everyone who worked on it. In fact, in a couple weeks, we'll finally be taking MUD to the Ethereum L1 by releasing the @asph0d37 prologue on prod! Seeing the Mandate was enough to make me think that Ethereum was finally free of all the bad vibes again - but now I know Lattice is gone, I can return home and ship in peace. RIP.
After five years, Lattice is winding down. Redstone shuts down May 15, 2026 (23:59 UTC). If you have funds on Redstone, withdraw before then — especially anything held in contracts like Uniswap pools. After shutdown we'll deploy an L1 withdrawal contract for EOA balances, but funds in contracts won't be recoverable that way. Bridges in reply. We started Lattice in 2021 to build Autonomous Worlds: virtual worlds with unchangeable onchain physics and deep player programmability on top. To make that possible, we built MUD, Redstone, Quarry, and Dozer. We never managed to turn it into a sustainable business. By early 2025 runway was getting shorter. Rather than wind down quietly, we spent the remainder on one final push: DUST (@dust_org), the autonomous world we'd always envisioned. Players built marketplaces, cities, transportation systems, even a newspaper. It validated our thesis about emergence, but it didn't reach the scale to sustain a business, and we didn't have conviction that raising VC was the right path. What happens next: - DUST has migrated to the DUST Chain (hosted by @conduitxyz, supported by the @Optimism Foundation). Same speed, same cost. Team members continue working on DUST and autonomous worlds through 0xPARC. - MUD is feature complete, OpenZeppelin-audited, fully open source. The migration tool that moves entire worlds between chains is available to any MUD project. - Quarry (Wiresaw, 7ms confirmations) and Dozer (high-performance MUD indexer) are now open source. - Redstone shuts down May 15. Withdraw your funds. Thank you to 0xPARC, the Ethereum Foundation, the Optimism Foundation, CCP Games, the Dark Forest team, and the early backers who believed in us. To everyone who built on MUD, used Redstone, or played zkDungeon, OPCraft, Sky Strife, or DUST. And to the team. Full credits in the post linked below. If you were part of this in any way, thank you. Ludens & Alvarius
31
16
287
52,897
Fleet Commander retweeted
the world is ready for a new MMO
the world is ready for a new MMO
3
2
27
1,530
Fleet Commander retweeted
Will be interesting when people discover: We're building a persistent manufacturing economy like EVE but with less spreadsheets We are a browser native build like Runescape, but with graphics more akin to a console or client install We have item and crafting systems inspired by D2 and PoE, but integrated well with the manufacturing loop We have PvPvE extraction gameplay like Tarkov or Arc Raiders, but with actual loot We're designing a world akin to Sword Art Online- Social hub layers, connected by more and more difficult maps inbetween, but going "down" into the world layers instead of up into the tower We developing creature combat somethin like Monster Hunter but with gunships and flight All that wrapped into a nice package of a reserve backed economy, competitive currency faucet, PvP only asset emissions, and the framework for what hopefully ends up as infinite progression.
Feb 24
Next meta might be a web3 game with a legit economy, where you can go from rags to riches and convert it to real life wealth somehow
5
7
48
3,479
bullish
Apparently Disney was completely blindsided by the Sora decision.
1
2
299
So proud to see F.03 make history as the first humanoid robot in the White House 🤖 🇺🇸
1
1
226
Fleet Commander retweeted
She killed her mentor to save the fleet. He survived the mines to build a life. Now both are pawns in a war they don’t understand. Genesis Eclipse drops today, featuring a special edition hardcover version and exclusive art by @markzhangart 🧵👇
4
3
22
4,243
this has good template potential
I spoke to Anthropic’s AI agent Claude about AI collecting massive amounts of personal data and how that information is being used to violate our privacy rights. What an AI agent says about the dangers of AI is shocking and should wake us up.
6
406