HOLOEARTH

Latest

New Boss Monster: “Huge Toxic Slime”

New Boss Monster: “Huge Toxic Slime”

Greetings! This is the Holoearth Management Team. On September 30th a new boss monster, "Huge Toxic Slime," will be added to the Simulation Room. This boss is more dangerous than the first, so ample preparations will be necessary! Date & time: September 30th at 15:00 (JST) *Schedule is subject to change How to summon: A special item obtainable in the Simulation Room will be necessary to make the “Huge Toxic Slime” boss appear. Boss Reward Slime Hat A reward for those who have defeated a powerful slime. This fashion item can be worn even outside of the Simulation Room. How to obtain: After completing the "Eliminate the Huge Toxic Slime" quest that appears when summoning "Huge Toxic Slime" the "Slime Hat" item will be available to craft at a crafting bench. Wearing in Lobby areas: After crafting the "Slime Hat" in the Simulation Room the fashion item of the same name will appear in users' inventories in the Lobby areas. It will be available to equip via the "change outfit" shortcut menu. *Any "Slime Sofa," "Slime Trampoline," or "Slime Hat" items users craft are subject to data resets along with other items *However, the "Slime Hat" fashion item in the Lobby areas will remain and can still be worn even after Simulation Room data resets. Precautions: Players who have installed a large number of building materials and furniture in their Simulation Rooms may experience a slowdown in performance depending on PC specs. In addition, it appears some users are experiencing issues such as not being able to enter their own simulation room depending on certain conditions. Please understand that these issues are due to the fact that Holoearth is currently in beta development. In either of these cases, it may be possible to reset the play data in the simulation room. For users who have encountered such issues, please contact us using the Holoearth contact form in-app or on the homepage so that we can reset the play data in the simulation room if you deem it necessary. Contact form (homepage) *A data reset includes all data in the Simulation Room, such as all items gathered or crafted, building materials, furniture, and structures. *As stated in prior announcements, as Holoearth is currently in beta we cannot compensate for any play data loss in the event of an issue that makes it difficult to play.

Date

24.9.27

Author

  • Management Team

Category

Ver. 0.10 Update Notice

Ver. 0.10 Update Notice

This is the Holoearth Management Team. We performed an update to Holoearth on September 19th, 2024. Update Contents Simulation Room ■Test Boss Battle Implementation The "Huge Slime" test boss battle will now appear in the Simulation Room. How to Summon A special item obtainable in the Simulation Room will be necessary to make the "Huge Slime" boss appear. Boss Rewards Crafting materials for special furniture items will be received upon defeating the "Huge Slime." ・Slime Sofa ・Slime Trampoline Precautions: Players who have installed a large number of building materials and furniture in their Simulation Rooms may experience a slowdown in performance depending on PC specs. In addition, it appears some users are experiencing issues such as not being able to enter their own simulation room depending on certain conditions. Please understand that these issues are due to the fact that Holoearth is currently in beta development. In either of these cases, it may be possible to reset the play data in the simulation room. For users who have encountered such issues, please contact us using the Holoearth contact form in-app or on the homepage so that we can reset the play data in the simulation room if you deem it necessary. Contact form (homepage) *A data reset includes all data in the Simulation Room, such as all items gathered or crafted, building materials, furniture, and structures. *As stated in a prior announcement, as Holoearth is currently in beta we cannot compensate for any play data loss in the event of an issue that makes it difficult to play. Gestures 9 new avatar gestures will be added after maintenance. New gestures: ・Signature Pose ・Heart ・Thumbs Up ・Hush ・Sit (Cross-Legged) ・Elegant Pose ・Cute Pose ・Active Pose ・Relaxed Pose Chat Stickers ■ Addition of "Official Holoearth Character Stickers Vol. 2 & Vol. 3" "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will be added on September 30th. Date & time September 30th at 15:00 (JST) *Schedule is subject to change New Stickers: Vol. 2 ・Mithra - Greet ・Mithra - Boast ・Mithra - No Vol. 3 ・Official Character - Greet ・Official Character - Go ・Official Character - OK New Avatar Fashion Items ■First Lineup of "Official Holoearth Character Sticker" T-Shirts A lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 1" with white and black color variations will be available for purchase. Item list: ・Character Icon T - Music (Wh)(Blk) ・Character Icon T - Mine (Wh)(Blk) ・Character Icon T - Craft (Wh)(Blk) ・Character Icon T - Hungry (Wh)(Blk) ・Character Icon T - Angry (Wh)(Blk) ・Mithra Icon T - Happy (Wh)(Blk) ・Mithra Icon T - Inspect (Wh)(Blk) ・Mithra Icon T - Ponder (Wh)(Blk) ・Mithra Icon T - Sorry (Wh)(Blk) ・Mithra Icon T - Doze (Wh)(Blk) ■Second Lineup of "Official Holoearth Character Sticker" T-Shirts The second lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will be available for purchase on September 30th, with white and black color variations. Date & time: September 30th at 15:00 (JST) *Schedule is subject to change Item list: ・Character Icon T - Greet (Wh)(Blk) ・Character Icon T - OK (Wh)(Blk) ・Character Icon T - Go (Wh)(Blk) ・Mithra Icon T - Greet (Wh)(Blk) ・Mithra Icon T - No (Wh)(Blk) ・Mithra Icon T - Boast (Wh)(Blk) ■Slime Hoodie A hoodie designed after the slimes of the Simulation Room will be added on September 30th. Date & time: September 30th at 15:00 (JST) *Schedule is subject to change Item list: ・Slime Hoodie ■Shop Menu Update The ALTERMODE fashion shop menu will also receive an update. Users will be able to try on items before purchasing to better plan their ideal outfits, and will be able to wear items they are trying on within the fashion shop. (Please note, certain aspects of the UI will be available only in Japanese at this time.)

Date

24.9.19

Category

Ver. 0.10.0 Announcement: “Huge Slime” and New Gestures

Ver. 0.10.0 Announcement: “Huge Slime” and New Gestures

Contents "Huge Slime" Added to the Simulation Room How to Summon Boss Rewards 9 New Avatar Gestures "Official Holoearth Character Stickers" to be Added New Avatar Fashion Items First Lineup of "Official Holoearth Character Stickers" T-Shirts Second Lineup of "Official Holoearth Character Stickers" T-Shirts Slime Hoodie Shop Menu Update Official Holoearth Subreddit Greetings! This is the Holoearth Management Team. The ver. 0.10.0 update will be released September 19th, 2024. This version will include the following: ・The addition of a boss monster to the Simulation Room ・Nine new avatar gestures ・New avatar fashion items ・New chat stickers ("Official Holoearth Character Stickers Vol. 2 & Vol. 3") Please keep reading for more details. Maintenance Date & Time Thursday, September 19, 2024 from 12:00 – 18:00 (JST) *Schedule is subject to change "Huge Slime" Added to the Simulation Room The "Huge Slime" test boss battle will now appear in the Simulation Room. How to Summon A special item obtainable in the Simulation Room will be necessary to make the "Huge Slime" boss appear. Boss Rewards Users who defeat the "Huge Slime" will obtain materials for crafting special furniture and fashion items. Prepare for battle with friends and other users to take on this powerful boss monster. Slime Sofa A sofa so comfy you become like a slime. After placing the slime sofa item, users can interact with it to lie down and relax. How to obtain: The engram for crafting "Slime Sofa" can be exchanged for observation data at the ProtectCube. After using the engram it will be possible to craft the item at a crafting bench. Slime Trampoline A "slime trampoline" that launches people, items, and other things. If used just right players can make a large jump. How to obtain: After completing the quest that appears when summoning "Huge Slime," the trampoline will be available to craft at a crafting bench. https://holoearth.com/wp-content/uploads/2024/09/トランポリン3.mp4 Precautions: Players who have installed a large number of building materials and furniture in their Simulation Rooms may experience a slowdown in performance depending on PC specs. In addition, it appears some users are experiencing issues such as not being able to enter their own simulation room depending on certain conditions. Please understand that these issues are due to the fact that Holoearth is currently in beta development. In either of these cases, it may be possible to reset the play data in the simulation room. For users who have encountered such issues, please contact us using the Holoearth contact form in-app or on the homepage so that we can reset the play data in the simulation room if you deem it necessary. Contact form (homepage) *A data reset includes all data in the Simulation Room, such as all items gathered or crafted, building materials, furniture, and structures. *As stated in a prior announcement, as Holoearth is currently in beta we cannot compensate for any play data loss in the event of an issue that makes it difficult to play. 9 New Avatar Gestures After maintenance 9 new gestures including "Heart," "Thumbs Up," and "Sit (Cross-Legged)" will be available for purchase. Date & Time to be Added After maintenance on September 19th, 2024 "Official Holoearth Character Stickers Vol. 2 & Vol. 3" to be Added The Holoearth chat sticker set "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will also be available for purchase. Date & Time to be Added September 30th at 15:00 (JST) *Schedule is subject to change New Avatar Fashion Items T-shirts with designs depicting official Holoearth characters, as well as a hoodie designed after the slimes of the Simulation Room, will be added to the fashion shop ALTERMODE. First Lineup of "Official Holoearth Character Sticker" T-Shirts A lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 1" with white and black color variations will be available for purchase. Date & Time to be Added After maintenance on September 19th, 2024 Second Lineup of "Official Holoearth Character Sticker" T-Shirts The second lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will be available for purchase on September 30th, with white and black color variations. Date & Time to be Added September 30th at 15:00 (JST) *Schedule is subject to change Slime Hoodie A hoodie designed after the slimes of the Simulation Room will be added on September 30th. Date & Time to be Added September 30th at 15:00 (JST) *Schedule is subject to change Shop Menu Update The ALTERMODE fashion shop menu will also receive an update. Users will be able to try on items before purchasing to better plan their ideal outfits, and will be able to wear items they are trying on within the fashion shop. (Please note, certain aspects of the UI will be available only in Japanese at this time.) Official Holoearth Subreddit As of September 18th, Holoearth has launched its very own official subreddit for news and discussion related to all things Holoearth. Please follow to join the discussion: https://www.reddit.com/r/Holoearth_Official/

Date

24.9.18

Author

  • Management Team

Category

Official Holoearth Subreddit Announced

Official Holoearth Subreddit Announced

Well met, pathfinders! From today we are starting an official subreddit for Holoearth! Here we plan to post all news, information, and other things related to Holoearth and its development, so please find the page below and consider giving a follow! Holoearth_Official (reddit.com)  

Date

24.9.18

Author

  • Management Team

Category

Holoearth Going Forward (September 2024)

Holoearth Going Forward (September 2024)

Contents  Recap Since the Previous Letter  Looking Forward "Alternative City" Area  Avatar Customization Sandbox Game (Simulation Room) My Space New Area & Minigame Recap Since the Previous Letter Hello everyone, this is Holoearth Producer Oooka. Four months have passed since the last producer letter at the end of April, and over the summer we released three updates - ver. 0.7.0, ver. 0.8.0, and ver. 0.9.0 - in which Holoearth has changed quite a bit. In this producer letter I would like to recap what has been achieved since the previous letter, and then discuss the plans for September until around the end of the year. Ver. 0.7.0 From ver. 0.7.0 we added the fashion shop as well as the salon and clinic for players to fully customize their avatars to their liking. We have thoroughly enjoyed seeing everyone express their creativity and fashion sense with their outfits, and we will continue to update and deepen the avatar options for everyone to continue further customizing their own unique style. Please look forward to it! Ver. 0.8.0 Sandbox Game (Simulation Room) With ver. 0.8.0 came an expansion of the Simulation Room, with a greater variety of gameplay including combat mechanics. While the game was made more difficult, we have been happy to watch the ingenuity with which players have approached building and spending time in the newly expanded area. Based on user feedback, we are continuing to add more features in future updates for a greater scope of gameplay. Ver. 0.9.0 Transportation Most recently we released the ver. 0.9.0 update, which included the first implementation of transportation items for greater ease of moving around the city area. The transportation items have been more popular than expected, and it is great to see players treat them not only as a means of getting around, but as a riding experience in it of itself. We hope to keep this in mind as we consider adding a greater variety of transportation options. The construction of the city area and its buildings is also coming along more and more, and as of ver. 0.9.0 some new buildings were completed and are being prepared to house new stores and tenants. We continue to add more finer details and elements to the scenery of the city itself and make it feel more lively, including vehicles and billboards.  My Space A new area, “My Space,” was also added with the ver. 0.9.0 update. This area is similar to the Simulation Room but without combat mechanics. Currently the area is very similar to the Simulation Room, however, in future updates we plan to add more unique gameplay elements to this area to further differentiate it. Looking Forward And now for Holoearth’s future outlook for the rest of the year. "Alternative City" Area Ver. 0.10.0 - Ver. 0.11.0 Two major additions to the fashion shop are planned: ・A feature for trying on items. ・A shopping cart feature. Avatar Customization New avatar items, customization options, and gestures will be added incrementally. In addition, new accessory categories are planned. Sandbox Game (Simulation Room) Ver. 0.10.0 We plan to implement a boss battle playtest. Special furniture and clothing items will be offered as rewards for defeating the boss monster. Certain items rewarded will be usable even outside of the Simulation Room. Early 2025 and Beyond We are planning to trial an open area separate from the Simulation Room. My Space Around fall We plan to implement a feature that allows players to exchange items obtained outside of My Space with items and item recipes (engrams) in My Space. New Area & Minigame Around fall A new minigame will be available to playtest in a newly added time-limited area. That wraps up the current outlook for upcoming updates. Until around the end of 2024, the core development focus is primarily to improve the avatar system, add fashion items, improve the game feel of various features, and expand the scope of the gameplay experience. We are also working on other major features with a view to the future release of version 1.0 that we hope to be able to discuss as soon as we can. Thank you, and we appreciate your continued support of Holoearth.    

Date

24.9.4

Author

  • Management Team

Category

News

New Boss Monster: “Huge Toxic Slime”

New Boss Monster: “Huge Toxic Slime”

Greetings! This is the Holoearth Management Team. On September 30th a new boss monster, "Huge Toxic Slime," will be added to the Simulation Room. This boss is more dangerous than the first, so ample preparations will be necessary! Date & time: September 30th at 15:00 (JST) *Schedule is subject to change How to summon: A special item obtainable in the Simulation Room will be necessary to make the “Huge Toxic Slime” boss appear. Boss Reward Slime Hat A reward for those who have defeated a powerful slime. This fashion item can be worn even outside of the Simulation Room. How to obtain: After completing the "Eliminate the Huge Toxic Slime" quest that appears when summoning "Huge Toxic Slime" the "Slime Hat" item will be available to craft at a crafting bench. Wearing in Lobby areas: After crafting the "Slime Hat" in the Simulation Room the fashion item of the same name will appear in users' inventories in the Lobby areas. It will be available to equip via the "change outfit" shortcut menu. *Any "Slime Sofa," "Slime Trampoline," or "Slime Hat" items users craft are subject to data resets along with other items *However, the "Slime Hat" fashion item in the Lobby areas will remain and can still be worn even after Simulation Room data resets. Precautions: Players who have installed a large number of building materials and furniture in their Simulation Rooms may experience a slowdown in performance depending on PC specs. In addition, it appears some users are experiencing issues such as not being able to enter their own simulation room depending on certain conditions. Please understand that these issues are due to the fact that Holoearth is currently in beta development. In either of these cases, it may be possible to reset the play data in the simulation room. For users who have encountered such issues, please contact us using the Holoearth contact form in-app or on the homepage so that we can reset the play data in the simulation room if you deem it necessary. Contact form (homepage) *A data reset includes all data in the Simulation Room, such as all items gathered or crafted, building materials, furniture, and structures. *As stated in prior announcements, as Holoearth is currently in beta we cannot compensate for any play data loss in the event of an issue that makes it difficult to play.

Date

24.9.27

Author

  • Management Team

Category

Ver. 0.10.0 Announcement: “Huge Slime” and New Gestures

Ver. 0.10.0 Announcement: “Huge Slime” and New Gestures

Contents "Huge Slime" Added to the Simulation Room How to Summon Boss Rewards 9 New Avatar Gestures "Official Holoearth Character Stickers" to be Added New Avatar Fashion Items First Lineup of "Official Holoearth Character Stickers" T-Shirts Second Lineup of "Official Holoearth Character Stickers" T-Shirts Slime Hoodie Shop Menu Update Official Holoearth Subreddit Greetings! This is the Holoearth Management Team. The ver. 0.10.0 update will be released September 19th, 2024. This version will include the following: ・The addition of a boss monster to the Simulation Room ・Nine new avatar gestures ・New avatar fashion items ・New chat stickers ("Official Holoearth Character Stickers Vol. 2 & Vol. 3") Please keep reading for more details. Maintenance Date & Time Thursday, September 19, 2024 from 12:00 – 18:00 (JST) *Schedule is subject to change "Huge Slime" Added to the Simulation Room The "Huge Slime" test boss battle will now appear in the Simulation Room. How to Summon A special item obtainable in the Simulation Room will be necessary to make the "Huge Slime" boss appear. Boss Rewards Users who defeat the "Huge Slime" will obtain materials for crafting special furniture and fashion items. Prepare for battle with friends and other users to take on this powerful boss monster. Slime Sofa A sofa so comfy you become like a slime. After placing the slime sofa item, users can interact with it to lie down and relax. How to obtain: The engram for crafting "Slime Sofa" can be exchanged for observation data at the ProtectCube. After using the engram it will be possible to craft the item at a crafting bench. Slime Trampoline A "slime trampoline" that launches people, items, and other things. If used just right players can make a large jump. How to obtain: After completing the quest that appears when summoning "Huge Slime," the trampoline will be available to craft at a crafting bench. https://holoearth.com/wp-content/uploads/2024/09/トランポリン3.mp4 Precautions: Players who have installed a large number of building materials and furniture in their Simulation Rooms may experience a slowdown in performance depending on PC specs. In addition, it appears some users are experiencing issues such as not being able to enter their own simulation room depending on certain conditions. Please understand that these issues are due to the fact that Holoearth is currently in beta development. In either of these cases, it may be possible to reset the play data in the simulation room. For users who have encountered such issues, please contact us using the Holoearth contact form in-app or on the homepage so that we can reset the play data in the simulation room if you deem it necessary. Contact form (homepage) *A data reset includes all data in the Simulation Room, such as all items gathered or crafted, building materials, furniture, and structures. *As stated in a prior announcement, as Holoearth is currently in beta we cannot compensate for any play data loss in the event of an issue that makes it difficult to play. 9 New Avatar Gestures After maintenance 9 new gestures including "Heart," "Thumbs Up," and "Sit (Cross-Legged)" will be available for purchase. Date & Time to be Added After maintenance on September 19th, 2024 "Official Holoearth Character Stickers Vol. 2 & Vol. 3" to be Added The Holoearth chat sticker set "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will also be available for purchase. Date & Time to be Added September 30th at 15:00 (JST) *Schedule is subject to change New Avatar Fashion Items T-shirts with designs depicting official Holoearth characters, as well as a hoodie designed after the slimes of the Simulation Room, will be added to the fashion shop ALTERMODE. First Lineup of "Official Holoearth Character Sticker" T-Shirts A lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 1" with white and black color variations will be available for purchase. Date & Time to be Added After maintenance on September 19th, 2024 Second Lineup of "Official Holoearth Character Sticker" T-Shirts The second lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will be available for purchase on September 30th, with white and black color variations. Date & Time to be Added September 30th at 15:00 (JST) *Schedule is subject to change Slime Hoodie A hoodie designed after the slimes of the Simulation Room will be added on September 30th. Date & Time to be Added September 30th at 15:00 (JST) *Schedule is subject to change Shop Menu Update The ALTERMODE fashion shop menu will also receive an update. Users will be able to try on items before purchasing to better plan their ideal outfits, and will be able to wear items they are trying on within the fashion shop. (Please note, certain aspects of the UI will be available only in Japanese at this time.) Official Holoearth Subreddit As of September 18th, Holoearth has launched its very own official subreddit for news and discussion related to all things Holoearth. Please follow to join the discussion: https://www.reddit.com/r/Holoearth_Official/

Date

24.9.18

Author

  • Management Team

Category

Releases

Ver. 0.10 Update Notice

Ver. 0.10 Update Notice

This is the Holoearth Management Team. We performed an update to Holoearth on September 19th, 2024. Update Contents Simulation Room ■Test Boss Battle Implementation The "Huge Slime" test boss battle will now appear in the Simulation Room. How to Summon A special item obtainable in the Simulation Room will be necessary to make the "Huge Slime" boss appear. Boss Rewards Crafting materials for special furniture items will be received upon defeating the "Huge Slime." ・Slime Sofa ・Slime Trampoline Precautions: Players who have installed a large number of building materials and furniture in their Simulation Rooms may experience a slowdown in performance depending on PC specs. In addition, it appears some users are experiencing issues such as not being able to enter their own simulation room depending on certain conditions. Please understand that these issues are due to the fact that Holoearth is currently in beta development. In either of these cases, it may be possible to reset the play data in the simulation room. For users who have encountered such issues, please contact us using the Holoearth contact form in-app or on the homepage so that we can reset the play data in the simulation room if you deem it necessary. Contact form (homepage) *A data reset includes all data in the Simulation Room, such as all items gathered or crafted, building materials, furniture, and structures. *As stated in a prior announcement, as Holoearth is currently in beta we cannot compensate for any play data loss in the event of an issue that makes it difficult to play. Gestures 9 new avatar gestures will be added after maintenance. New gestures: ・Signature Pose ・Heart ・Thumbs Up ・Hush ・Sit (Cross-Legged) ・Elegant Pose ・Cute Pose ・Active Pose ・Relaxed Pose Chat Stickers ■ Addition of "Official Holoearth Character Stickers Vol. 2 & Vol. 3" "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will be added on September 30th. Date & time September 30th at 15:00 (JST) *Schedule is subject to change New Stickers: Vol. 2 ・Mithra - Greet ・Mithra - Boast ・Mithra - No Vol. 3 ・Official Character - Greet ・Official Character - Go ・Official Character - OK New Avatar Fashion Items ■First Lineup of "Official Holoearth Character Sticker" T-Shirts A lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 1" with white and black color variations will be available for purchase. Item list: ・Character Icon T - Music (Wh)(Blk) ・Character Icon T - Mine (Wh)(Blk) ・Character Icon T - Craft (Wh)(Blk) ・Character Icon T - Hungry (Wh)(Blk) ・Character Icon T - Angry (Wh)(Blk) ・Mithra Icon T - Happy (Wh)(Blk) ・Mithra Icon T - Inspect (Wh)(Blk) ・Mithra Icon T - Ponder (Wh)(Blk) ・Mithra Icon T - Sorry (Wh)(Blk) ・Mithra Icon T - Doze (Wh)(Blk) ■Second Lineup of "Official Holoearth Character Sticker" T-Shirts The second lineup of new t-shirts depicting sticker designs from "Official Holoearth Character Stickers Vol. 2 & Vol. 3" will be available for purchase on September 30th, with white and black color variations. Date & time: September 30th at 15:00 (JST) *Schedule is subject to change Item list: ・Character Icon T - Greet (Wh)(Blk) ・Character Icon T - OK (Wh)(Blk) ・Character Icon T - Go (Wh)(Blk) ・Mithra Icon T - Greet (Wh)(Blk) ・Mithra Icon T - No (Wh)(Blk) ・Mithra Icon T - Boast (Wh)(Blk) ■Slime Hoodie A hoodie designed after the slimes of the Simulation Room will be added on September 30th. Date & time: September 30th at 15:00 (JST) *Schedule is subject to change Item list: ・Slime Hoodie ■Shop Menu Update The ALTERMODE fashion shop menu will also receive an update. Users will be able to try on items before purchasing to better plan their ideal outfits, and will be able to wear items they are trying on within the fashion shop. (Please note, certain aspects of the UI will be available only in Japanese at this time.)

Date

24.9.19
Ver. 0.9 Update Notice

Ver. 0.9 Update Notice

This is the Holoearth Management Team. We performed an update to Holoearth on August 15th, 2024. Update Contents Alternative City ■Transportation Items Implemented Players can ride around Alternative City on electric scooters by interacting with any of the scooter stations located around the city. To ride a scooter, approach it and press the F key. ■City Scenery Updated Aspects of the Alternative City scenery were updated. New Avatar Items A total of 42 new sporty, summer-inspired items were added to the current lineup in the ALTERMODE shop. List of Avatar Items Tops ・Cropped Camo Jacket (Blu) ・Cropped Camo Jacket (Gn) ・Cropped Camo Jacket (Pk) ・Short Sleeve Jacket & Vest (Blu) ・Short Sleeve Jacket & Vest (Pk) ・Short Sleeve Jacket & Vest (Yel) ・Cropped Sports Tee (Or) ・Cropped Sports Tee (Yel) ・Cropped Sports Tee (Blu) ・Oversized Sports Tee (Or/Blk) ・Oversized Sports Tee (Pk/Wh) ・Oversized Sports Tee (Gn/Pr) Underwear ・Accent Stripe Underwear (Or) ・Accent Stripe Underwear (Gn) ・Accent Stripe Underwear (Pr) ・Mesh Sports Underwear (Blk) ・Mesh Sports Underwear (Gry) ・Mesh Sports Underwear (Wh) ・Two-Tone Underwear (Blu) ・Two-Tone Underwear (Pr) ・Two-Tone Underwear (Pk) ・Two-Tone Underwear (Red) ・Two-Tone Underwear (Gn) ・Two-Tone Underwear (Blu) Bottoms ・Gradient Accent Leggings (Blk) ・Gradient Accent Leggings (Gry) ・Gradient Accent Leggings (Wh) ・Outdoor Cargo Shorts (Wh) ・Outdoor Cargo Shorts (Gry) ・Outdoor Cargo Shorts (Blk) Shoes ・Rib Knit High Tops (Blu) ・Rib Knit High Tops (Yel) ・Rib Knit High Tops (Pk) ・High-Tech Mid Tops (Blu) ・High-Tech Mid Tops (Pk) ・High-Tech Mid Tops (Yel) Hats ・Camo Cap & Headphones (Blu) ・Camo Cap & Headphones (Gn) ・Camo Cap & Headphones (Pk) ・Camo Cap & Goggles (Blu) ・Camo Cap & Goggles (Pk) ・Camo Cap & Goggles (Yel) New Customization Options New avatar customization options were added to the salon and clinic in ALT BEAUTYS, including hair, eyes, and eyebrows. List of Customization Options Hairstyles ・Bowl Cut ・Sidetail (Sides) ・Sidetail (Back) ・Sidetail (Bangs) ・Swept Back (Bangs) ・Wavy Ponytail ・Wolf Cut (Bangs) ・Wolf Cut (Sides) ・Wolf Cut (Back) Eyebrows ・Noble Eyebrows ・Serious Eyebrows Eyes ・Noble Eyes ・Serious Eyes ■New Avatar Customization Editor Options It is now possible to add gradation to not just an avatar's base hair color, but also its hair accent color.  ■Group Unlock Feature When confirming changes to avatar customization, players can now unlock groups of locked customization options at once instead of one at a time. New Area: "My Space" A new area, "My Space," has been added. This is a safe area with no monsters, where players can can gather, craft items, and enjoy building freely. My Space offers a lighter survival experience than the Simulation Room, with greater gathering and observation datapoint acquisition rates, and reduced stamina, thirst, and hunger drain. (Items will not be shared between Simulation Room and My Space.) Shop Updates ■Daily Free Pack Added A daily free pack of 20x HoloCoin (regular) is now available in the shop. The daily free pack will be replenished each day at 4:00 (JST). ■Notifications Added When new shop items are available there will be a notification badge displayed on the item thumbnails. When there is a new product with a notification badge, the badge will also be displayed for the category for that product. ■Fashion Item Search There is now a search feature in the shop. (Please note, since the display names are currently in Japanese for the time being, search at this time will not reflect in English.) Other Updates ■User Profiles Added A user profile feature was added. In the user profile, players can change the avatar background, display badges they have earned in Holoearth, and set their profile picture to any chat stickers they have. Players can also set their online status and visibility. The user profile can be accessed and edited via the shortcuts menu (H key). The "Badge" feature will allow players to display badge items that were previously obtainable via the minigame during the "Protolive #2 ~Yamato Phantasia~" event. The "Favorites" feature will become available in a future update. ■Friends List Feature Added Players can now add other users as friends and check their online status and user profiles. To add friends, players can access the shortcuts menu (H), select "Friends," and search for another user via username or user ID. Or, players can add friends via the "Send friend request" button on their user profile. Additionally, players can enter mouse mode (^) and right click another user or their messages in chat and send a request via the menu that appears. ■Changes to Usernames Users can no longer have usernames containing only spaces. For such users, their user IDs will replace their usernames.  New username rules are as follows: ・Username cannot begin or end with a space. ・Username cannot include consecutive spaces. ・It is possible to add a single space between characters. ■Changes to Moving Between Areas ・"Simulation Room" was added to the list of areas that can be accessed directly. ・Players can move to areas by interacting with Mithra. ・The area selection UI was updated. ・"Entrance Hall" received a visual update. ■Changes to Avatar Controls When moving the camera while holding the right mouse button, the avatar will now face the same direction as the camera. ■Minor Changes and Fixes Please see this article for details on the ver. 0.9.0 update.

Date

24.8.15

Blog

An Interview With a Director and Lead Engineer About Sandbox Game Development

An Interview With a Director and Lead Engineer About Sandbox Game Development

Greetings from the Holoearth Management Team! For this installment we had a chat with Sandbox Team Director Mori Kohei and Lead Engineer Kai Gai about their work on Holoearth development! We asked all about how the sandbox game is developed and more! Interviewee introduction Mori Kohei-san Position: Sandbox Team Director Date joined: May 2021 Industry experience: 12 years Kai Gai-san Position: Engineering Team Lead Date joined: February 2022 Industry experience: 5 years To start off, please tell us about your primary responsibilities and work experience. Mori-san (hereafter Mori): As director of the sandbox team I decide on content direction and supervise what the team members have to come up with, while helping guide them to make the sandbox experience more and more enjoyable. In my career so far I have worked as an engineer, planner, and director at a mobile game company for around nine years. I was already a fan of hololive and at one point read a post [JP only] by Motoaki Tanigo about the creation of a new metaverse platform that the company was starting to hire for. The content of what he was talking about intrigued me - and at the same time I thought that I could make use of the skills I developed up to that point, so I decided to come over to this company. I had always wanted to create a platform where many users log in every day and enjoy not only games but also interaction with other users and all manner of entertainment content, so I thought, “This is it!" and applied for the job the day after reading the article. Kai-san (hereafter Kai): As the lead engineer for the sandbox team, I am mainly responsible for technical specifications, development workflows and project management, as well as collaboration with other teams for development. My previous jobs included positions such as engineer and project manager. In terms of industry experience, I think I am only in my fifth year now. I was also originally a fan of hololive, and I learned about Cover's new project to build an anime style metaverse while I was already watching hololive content. I was really impressed by the idea of starting something brand new in the metaverse with an anime aesthetic, and the technical aspect of Holoearth seemed interesting, so I decided to apply and be a part of this project. Tell us about your thoughts on Holoearth development. Mori: I find it rewarding to be able to incorporate the things that I want to do. There are certainly significant challenges, but the team members are passionate people driven to create Holoearth. I am able to take on challenges with a go-getter attitude even when the goals seem extremely hard to achieve. Kai: So far not many companies are making open world sandbox games using Unity, so we are going on the assumption that there aren't many people with significant experience in such development. We identify each person's strengths and assign the most appropriate role to them. This further enhances each member's expertise and allows us to resolve technical issues smoothly. In ver. 0.5 we released a room for basic crafting, and in ver. 0.8 the area was made larger and included monsters to fight. What are your thoughts on this kind of incremental release schedule? Mori: When I first discussed this with the producer, I was rather apprehensive. This is because at most game companies, including my previous company, it is typical to release a game after it has been fully developed to a playable state and carefully tested. I wondered if the method seen with overseas indie games, where games are released little by little and improvements are made over a period of years while taking feedback, would really be accepted by fans. We discussed this point with the producer early on, and using hololive as an example - which has grown over the years thanks to the support of all the fans - we decided that even if the game was a bit rough at first we would share the development status and let users try out new features at an early stage to create content that users want to enjoy. This is how we settled on the current style of development. As a result, whenever we release updates we get a lot of feedback and reactions on social media, and hololive talents also stream it on their channels, resulting in online discussions about what features would make it more fun - so I'm really happy with how our style of development has turned out. Kai: Just as Mori-san mentioned, I feel the most appealing aspect of this project is that, even in its unfinished state, we can continue to improve it through a series of smaller releases while reflecting user feedback. Mori: Coming from the gaming industry originally, I think most of us are used to development that is planned out over a period of several years and then followed accordingly. We currently use an agile* approach to development, which was difficult at first, but now we have a system in place that allows us to change direction slightly from sprint to sprint while working closely together. It's good to be able to take in good ideas in real time and change direction quickly if they don't work out. *Agile development is a method of developing software by repeating planning, design, implementation, and testing in short cycles, while responding flexibly to changes. ▲Ver 0.5 (1st img) was released as a basic crafting/building area. Ver 0.8 (2nd img) expanded the area and added monsters to fight Development in a fashion similar to agile seems suitable to creating a service that includes a wide range of content, such as a sandbox game. Mori: Personally, I think it is good that our current style of development allows for changes to be made quickly, as it allows us to feel more at ease when making proposals for new things, creating an environment that allows team members to speak up without hesitation. The engineers can more easily suggest that the specifications be changed a certain way, and conversely, the planners can easily discuss how they would like specifications to be made. Kai: One of the characteristics of our development team is that when each member decides on content for the sandbox game, the engineers also provide a lot of input to the planners. Content is typically decided through mutual discussion. I believe this style of development is why we are able to make such an effort. Having released the current sandbox game version, what are your thoughts on the response from users and hololive talent streams? Mori: When I look at the industry, there doesn't seem to be many people with experience in making solid sandbox games, and I myself was also new to this genre so I considered many possibilities while working on the game. But when we actually released the sandbox game I was pleasantly surprised that the number of players exceeded expectations at this stage (laughs). In other genres, users are often asked to play according to quests prepared by the developers, but in this sandbox genre, users are free to discover their own way to play - so they can spend all their time fighting monsters or just crafting. The game is designed for a variety of play styles, and we felt it necessary to design the game so that players can enjoy it without issues regardless of how they engage with it. ▲Mansion built by users in a team member's room open to the public Is there anything in particular you think went really well? Mori: As a result of users really getting into the sandbox game, they have already created buildings and structures that exceeded our own expectations. When I see buildings that I would never have thought of myself, I know people must be enjoying the game. I'm also concerned with focusing on creating with consideration for scenes and experiences that provide great highlights for those who wish to do streaming in the future. For example, in one of the hololive talent streams a house was attacked and destroyed by wolves, which is the kind of thing we are aiming for. Thinking back to this, we hope to keep creating something that will be a satisfying experience to everyone in the future. How about you, Kai-san Kai: I feel we successfully optimized the multiplayer experience. The Holoearth sandbox game is currently available for up to 20 players in a single room, and when hololive talents were streaming with fans in a full room, all of us on the engineering team were impressed to see how smoothly everyone played without lag issues. We will continue to focus on optimizing for a seamless multiplayer experience so everyone can enjoy the sandbox game even more in the future. Any closing thoughts for us? Mori: Thankfully, many people are enjoying the sandbox game we created so far. We would like to continue developing the game so that it can be enjoyed even more in the future, so we are grateful to hear any feedback on what everyone likes and what could be improved! Kai: I would like to just briefly speak to the environment of the team here. While the development environment for Holoearth is indeed very challenging, we are able to work on things that haven't really been seen or done before. Everyone on the team has a say in what would improve Holoearth, so it is a team effort in making something we want.

Date

24.8.23

Category

  • Planning
  • Engineering
How Were Anime-Style Avatars Implemented? An Interview With 2D and 3D Designers!

How Were Anime-Style Avatars Implemented? An Interview With 2D and 3D Designers!

Greetings from the Holoearth Management Team! For this installment we talked to 2D art designer Oguro-san and 3D designer Nara Sayaka-san! We asked them all about how they took the avatar concept design from Masaru Sakamoto - a pioneer in the anime industry - and implemented it in Holoearth, including what they struggled with and how they solved various challenges, how the teams communicate effectively, and more. Interviewee introduction Oguro-san Position: 2D Art Designer Date joined: February 2022 Industry experience: 12 years Nara Sayaka-san Position: 3D Designer Date joined: June 2022 Industry experience: 13 years To start, do you mind telling us about your professional experience and why you joined the Holoearth development team? Oguro-san (hereafter Oguro): In my case, I happened to be seeking advice from an acquaintance who works here when I was looking to change jobs, so he told me about the project and suggested I apply. To be honest, at the time I still only had a vague idea of the metaverse as a place where people get together with VR sets in a 360 degree virtual environment to communicate, and I thought the avatar design would be relatively simple. But after seeing images on the company's website and reading more it became apparent the goal was to create a metaverse in an anime-style world, which I found really interesting and decided to apply. I also read on the recruitment page that the team was looking for core members, so I thought I'd like to challenge myself on a project creating something from zero to one in an environment that I had never experienced before. In the interview the producer showed me a bunch of materials and explained what he is looking to achieve, and I thought, "Wow, they're really trying to create something amazing!" Nara Sayaka-san (hereafter Nara): When I was thinking of changing jobs, considering how busy my previous position was I was torn between whether to look for something stable in a mass production environment, or something in its developing stages. Right at that time I started hearing a lot about Holoearth, and it made me want to work on a new project again and challenge myself to see how far I could go with the experience I had built up until now. What made you choose the Holoearth project over challenging yourself at another company? Nara: With a game company that has an established history they already have a solid foundation for development workflows, but in the case of Holoearth all of that was yet to be put into place. So, I chose to join the team since it would be really rewarding to contribute to what Holoearth is trying to build from scratch. I was intrigued by the metaverse since it is a genre I haven't worked on before, and because this project is being developed by a non-gaming company, so it is a great chance to really challenge myself. Now then, tell us what each of you is responsible for in the development of the avatar system. Oguro: I'm on the 2D team, where I oversee designs for clothes, hair, faces/expressions, and other things related to the look of the avatar. Nara: I work on the 3D team and am responsible for the entire process from avatar specifications to managing the visual style. Oguro: Our workflow is to decide on a design direction with the producer and planners, and once the design is created we bring it to the 3D team. From there, the 3D team considers the avatar development specifications and whether the design can be implemented or not. For designs that can't be implemented, the 3D team advises us on what kind of changes can be made to accommodate, and we make the appropriate adjustments.  Nara: For the 3D team, with the avatar development it is imperative to meet 3D specifications to ensure quality, and so we check the designs as they are provided to make sure the specifications can be met. Instead of just modeling a character concept design as is, we interpret and create a 3D model that ensures quality as an avatar system that players use, with individual parts for eyes, hair, etc., that players can customize without running into issues. Oguro: Definitely. We cause a lot of trouble for the 3D team (laughs). But, I'm certain if we don't design according to such detailed parameters then the end result won't be an avatar feature that gives players the satisfaction of having a high degree of freedom. So this has been a great experience that I look back on as positive despite the mistakes we made along the way in the development process. Nara: Thanks to sticking so closely to those specs we were able to make high-quality models. Without that we would have run into all sorts of difficulties, such as the model just not looking right, so I think the 2D team is quite amazing for creating great designs under the strict circumstances. Oguro-san, what kinds of challenges and creative solutions have you dealt with in the avatar design process? Oguro: For starters, since we received the original base design from Sakamoto-san we decided we didn't want to stray too far from his style. So, I constantly consider what Sakamoto-san would do while placing importance on Holoearth's own style as well. Aiming to achieve both is quite a challenge. ▲Avatar concept designs by Studio TRIGGER's Masaru Sakamoto What part of the design process in particular has been a challenge? Oguro: The face has certainly been the most difficult. Particularly the eyes, which need to maintain the essence of Sakamoto-san's style in consideration of his concept sheet and past work, and not look strange when combined with other parts of the model - such as not breaking the whole thing when this pair of eyes is combined with this hairstyle. What were some challenges you faced in bringing the designs from the 2D team to 3D? Nara: There was a lot we wanted to do and express with the model, so we made a list to prioritize, starting with the parts that would most affect mass production and then creating necessary specifications. This process took a lot of work. There were times when the 2D team's priorities conflicted with our own, so took the time to create a guidelines for avatar costume production. The costume guidelines are rules for restricting the range of costumes that could be created, in order to reduce clipping between costumes when combining tops, bottoms, and other items. ▲For designs with tight-fitting tops and bottoms, many iterations were required to see how tight they could be made without clipping Oguro: We continued this for nearly a year and a half (laughs). But, if we hadn't been this particular about specifications then we couldn't have guaranteed high quality of the avatar. Thanks to Nara-san laying the groundwork we were able to design within specific guidelines. Nara: I appreciate the kind words. I'm really thankful we were given the time to establish that foundation. It seems like as a team you aren't afraid of rapid prototyping. Now the model appears a lot more sophisticated than when just starting out. Nara: The base model did actually change. At first we were thinking of going with this [alpha model], which we bolstered and also changed the costume guidelines for. ▲Left: first alpha model, Right: current model Oguro: When I joined, the alpha model was already completed and I thought, "wait, it's already finished!", but as we worked on finalizing the specifications we realized the alpha model wasn't compatible with them and decided to start again from scratch. Nara: We went into the rebuild with a drive to make something stellar together. Because of this, in the end we received lots of comments from players that the avatar is really cute, so I'm glad we did it. Oguro: To add to the difficulty, whenever something changes with the base model, the animation must be changed as well. This will have an impact on the gameplay as well, so it really ends up being like a complete restart. I think a lot of developers will hear that the base model needs to change and think, "are you serious!?"    Nara: The animation team was also quite surprised (laughs). Oguro: I realized just how difficult the avatar system was, since it had to be designed and modeled to accommodate a great variety of clothing, hairstyles, and other elements. Nara: Since the 3D models of the hololive talents have already been well-received around the world, as a benchmark a high bar for quality was set for Holoearth's avatar system. In order to meet this standard it was necessary to change the base design. How was the player reception when the pyramid-shaped avatars were replaced by the human avatars? Oguro: First of all, it was a huge relief to finally reveal the avatar system to everyone. Looking at the response from players, there are so many comments that the avatar is cute or of high quality, which has been rewarding given all the effort that went into it, so I am happy about that. On the other hand though, it feels like we now have even higher expectations to meet. While receiving praise such as how the avatar looks, I also hope to hear more comments of surprise along the lines of, "Wow, you can do that!?" Nara: I was really happy and motivated to see people complimenting the avatar's visual appeal. The original character designer, Sakamoto-san, even customized his own avatars and shared screenshots of his creations with expressions just as if he had drawn them. We took care to create the avatar such that it will still look good even when the facial expression is stopped mid-movement. A screenshot Sakamoto-san posted was taken right in the middle of the avatar's movement, so I was pleased to see he thought it was appealing and that our attention to detail came through. But just as Oguro-san said, it isn't enough to stop at this point, and instead I want to aim for staying one step ahead of the competition in terms of anime-style design. ▲The team strove to make sure photos would look good even in mid-motion Oguro: The entire team is working to achieve the producer's vision whereby Holoearth has a real anime look to it. Nara: In the future there is a plan to implement a day and night cycle, so I hope players can take beautiful screenshots at any time of day. Being able to enter and really immerse oneself in the anime-style world is quite important. Oguro: When I am immersed in an anime, I find myself thinking, "What would happen if I existed as a character in this world, in this one scene?" My goal is to make that kind of immersive experience possible with Holoearth. Nara: I feel this is the best part of the metaverse - I want to create an immersive experience where people feel almost as if they're living in that space. ▲Oguro-san made the character depicted in the sign displayed on Alternative City's fashion shop, ALTERMODE As opposed to other more general metaverse platforms, Holoearth needs to give a sense of realism to things that don't really exist, including things such as demihumans and characters with animal characteristics, but in an anime-style world. This seems like a really difficult task, so what are your thoughts on it? Oguro: That's right. In particular, the development team is interested in creating demihumans and theriomorphic characters. While we aren't completely sure whether we can implement this at the moment, in the event we do I would like to create a foundation to really express them. I'd like to create cool fashion for these various races, such as gothic fashion for demons, and so on. Additionally, even with the talents there are plenty of races in their designs and I'd like to include that in the world building. It would be great if players feel like they can be something similar to their favorite talents.  There are plenty of games set in fantasy worlds where players can become something else, but probably not really where players can also enjoy fashion and daily life. Oguro: This is something I'm interested in drawing, so I've sent various design proposals to the producer. ▲Character design proposals by Oguro-san for the hololive Alternative web manga, Yamato Phantasia. Similar design philosophies are being discussed for potential future use in Holoearth as well. Nara: Oguro-san and the producer have pretty close communication. Oguro: Holoearth is something new and innovative that needs to be built from the ground up, so if we don't work closely together then cracks might start to appear. So, myself, the 3D team, and really the entire project team works closely with the producer, which I think is a great thing. Nara: I like that it's an environment where we can casually approach each other to discuss things. Thank you for the insights. The avatar design and development is mostly led by the 2D and 3D design teams - something not really seen much in the past. Nara: It's pretty much up to us. Oguro: It's my first time working like this (laughs). Nara: Thanks to being given this responsibility, I was able to incorporate the 2D and 3D designers' perspectives into things like making the model's silhouette attractive and improving its style. Oguro: I haven't seen such a flat work environment where we can make our own proposals that get accepted into the process. We have to set our own deadlines and overall work-life balance, and we are responsible for making sure we follow through with these proposals - which may increase the workload some but it is a lot of fun at the same time. Nara: There were certainly very busy periods, but we decided on the quality we wanted to deliver by the deadline so we were all really motivated to see it through to the first avatar release. To end, please leave a message to our readers! Oguro: Holoearth is a project with an incredible amount of potential. We realize this means causing some inconveniences and making players wait a bit on development, but we hope everyone comes with us on the journey as we release a variety of updates that exceed expectations. Nara: I hope to continue making an avatar system with great attention to detail that everyone can enjoy using to customize their own avatars. The avatar system is still being worked on along with Holoearth overall, so definitely create your Holoearth self and enjoy the world we are creating! *The features and other items not currently implemented that appear in this interview are not guaranteed to be officially added, however, these are currently being investigated and discussed by the development team.

Date

24.5.31

Category

  • Design
Intro to Holoearth’s Server-Side Tech

Intro to Holoearth’s Server-Side Tech

Author introduction "Yukihiro Nishine" Position: Engineering Dept. Manager Date joined: October, 2023 Industry experience: 11 years of development and admin experience in web services and online games, mostly as a C# server-side engineer. Yukihiro has been the recipient of the Microsoft MVP for Developer Technologies award (2020 - 2022). Hi everyone, my name is Yukihiro Nishine and I’m a manager in the Holoearth engineering team. When speaking of Holoearth’s development, it likely conjures images of the Unity-based client-side implementation, the avatar system, or concert events and the like. But this time around I would like to speak to some of the server-side technology that we put to use. I hope this will be interesting for those of you who are interested in the behind-the-scenes development of Holoearth. Contents ・Programming Languages Used ・Cloud Environment and Tools ・About Cloudflare ・Final Thoughts Programming Languages Used We primarily use Go, with a handful of other languages as well including PHP, C#, TypeScript, and Rust. Rather than a single application, the Holoearth servers are composed of multiple applications that each use a different language. ▼Application segmentation ・Sandbox game ・Lobby (Entrance Hall, Alternative City, etc.) ・Infrastructure for account management, payments, etc. ・Others The server side of the initial sandbox game development was done in PHP. From there, the communication lobby and underlying system was made with Go, and currently Go is the primary server-side language being used. On the other hand, the other languages not used until this point may be used when the appropriate case calls for it. For example, a new system being developed requires in-game logic to be handled in real-time by the server side, so by using C# on the server side as well we can ensure the developers working in Unity can develop the client side in lockstep with the server side. As for other languages, we use TypeScript in Cloudflare’s FaaS (Cloudflare Workers), which works in conjunction with Cloudflare resources, and Rust is used in the communication infrastructure that is currently in development. Cloud Environment and Tools The Holoearth cloud environment predominantly uses AWS, of which the main services utilized include EKS, ECS, EC2, Lambda, Aurora, DynamoDB, and ElastiCache. For storage and CDN we do also use S3 and CloudFront, however, to reduce costs we moved much of this to Cloudflare. For monitoring tools we use Datadog, and Snowflake is our platform for data analytics. COVER may not be a web services and game specialty company, but we are establishing a development environment that can go toe-to-toe with such companies in the industry. About Cloudflare Cloudflare was initially well-known as a CDN service, but these days it offers a range of different services. Holoearth migrated its CDN needs over to Cloudflare to make use of its ecosystem. Besides its CDN service, we are also utilizing Cloudflare Stream, Cloudflare Images, and Cloudflare Workers, among others. In particular, we make heavy use of Cloudflare Stream. The video streaming rooms we made available to users during New Year’s and hololive EXPO were made possible by Cloudflare Stream. I was actually first introduced to using Cloudflare Stream after joining COVER, and I was amazed at both how easy and cost-effective it is to implement video streaming. For those of you interested in video streaming development I definitely recommend giving it a try. Final Thoughts That wraps it up for a brief introduction to Holoearth’s server-side technology stack, which until now hasn’t really been revealed. Our own CTO, Ikko Fukuda, has previously shared that metaverse platform development is a sort of “mixed martial art concerning the world,” which is spot on. Holoearth development is not always straightforward, but that is precisely what makes working on it as an engineer such a rewarding experience. Thank you for reading, and we hope you continue to follow the story of Holoearth’s development!

Date

24.5.17

Category

  • Engineering