Gm all, I know it's been a little quiet on my/our end so here's a little update on what we've been working on over the past 3 weeks at
@onchainheroes:
- COMPLETED ✅- Build out custom site contracts to bridge Genesis Rings to
@AbstractChain using
@LayerZero_Core . This work is done, but not planned to go out yet (or at all, read further). We found during S1 that in order for the Genesis Rings to play a meaningful part in the game (not just airdrops), a bridge would be required at some point or another and we started tackling this piece of work early as we were originally planning on bridging shortly after S1. We'll likely hold off on this until a good reason arises for us to bridge due to the complexity and confusion bridging often brings. If/when we bridge, we'll let you guys know well in advance and it will be for a good reason.
- COMPLETED ✅ - UI Contracts for batch transferring of Genesis Heroes within the game. Our Genesis Hero contracts lack the ability to be "Batch transferred" and users often complained about transferring being broken on MagicEden, so we will be shipping this feature shortly that will facilitate this from within the game ourselves.
- WIP 🚧 - Gacha Zone - Users will be able to redeem their Gacha Tokens for Weapon NFTs very soon. The heroes in their current state are not strong enough to tackle the World Boss alone, so will require their powers to be augmented by weapons. These are NOT just cosmetic, and will be one of points for value accrual in the world boss S2. Users will mint weapons with randomized traits based on which gacha token they burn, and upgrade their weapons via the Weapon Remix machine opening shortly after the Gacha Zone. These weapons are not just cosmetic (though they look amazing), but will be used to directly modify a users yield, and will require maintenance to be in tip-top shape for all your hunting needs! More information on Weapons, their traits and how they will be used very soon. We'll likely have between 80-100 weapons ready to be collected day 1.
- WIP 🚧 - Most importantly, the World Boss has been deep in development and we are nearing being able to test it with our external group of testers and release to the public. For those that don't know, a nefarious world boss has appeared in the Onchain Heroes universe and the heroes will need to the heroes will need to band together to fight it.. We're currently awaiting more info from the commander before we proceed. We've designed multiple layers of incentives for players to cater for larger/smaller players who may have different win conditions. I've attached a teaser of what you can expect to see. The World Boss has been often touted as just an "offseason event" but in reality, it has more risks, more decisions, more rewards and more depth than S1 had. S1 is the simplest that Onchain Heroes will ever be. Rumors say that the chaos trainer may be making a comeback to help heroes out with defeating the World Boss. This world boss is projected to attack mid-late April 2025 and last between 3-6 weeks.
On Season 2 - Season 2 is our largest and most ambitious phase of the game yet. If S1 put OCH on the timelines, S2 will dominate it. We're adding more layers of gameplay, user decisions and progression paths while keeping the OCH DNA of idle gameplay, high risk/high reward choices and impactful user decisions. We're super excited to share this with you and development is already well underway. Timeline TBA (weeks not months)
On top of all this, we've been doing the regular number crunching, data analytics and studying of S1 to see what worked and what didn't. We've found some really interesting learnings (such as degens still favored chaos trainer even when it was highly -EV) that we'll be applying to the world boss and future seasons.
We've also been working on fixing bugs and refactoring the game clients and indexers to optimize them for the world boss event and S2.
Overall, we've been extremely hard at work, building what we think is a game that holders will truly love and enjoy playing even outside of the financial incentives.
We're staying true to what made onchain heroes fun: a fully onchain, idle RPG with low time requirement, taking what made us great, and fixing what didn't and are hard at work on delivering the next phase of the game which I know you'll all love.
Moving forward: expect downtimes to be shorter, and active seasons to be longer as we move towards a game state where no downtime is needed at all, and we can continuously just ship game content.
TL;DR Shipped some stuff, dev'd some stuff, game soon.