Interview with Cartridge Co-founder How to create an ‘on-chain Steam’?

Interview with Cartridge Co-founder How to Build an 'On-Chain Steam' Platform?

Welcome to AW Insights, a role interview series presented by @AW_Research. Today, we have invited Tarrence, the co-founder of Cartridge, the chief developer of Dojo, and the co-creator of Dope Wars, to explore Dojo, Dope War, Cartridge, and the world of autonomy.

In this program, we will delve into the realm of blockchain games and self-governing worlds, engaging in conversations with pioneers who have made significant contributions to these fields.

Our mission is to have exclusive interviews with the creators, innovators, and dreamers of the blockchain gaming world. We aim to reveal their unique perspectives, gain insights into their innovative projects, and explore the intersection of blockchain technology and gaming.

Host: Kaikai

Guest: Tarrence

Dojo:

Dojo is an open-source full-chain game engine built with the Starknet technology stack. The teams behind Cartridge, Realms, and Briq collaborated to create this product, with Cartridge taking the lead in its development since the beginning of this year. Dojo provides us with an ECS framework and features Sozo’s migration planning and deployment tools, Torii’s real-time automatic indexing capabilities, and Katana’s high-performance modular serialization tool. Dojo has a vibrant builder community that is constructing full-chain games, and new teams are forming every week.

Reference links:

Cartridge:

Cartridge is a team of top engineers and designers in the world of blockchain, dedicated to breathing life into full-chain games and self-governing worlds. We are not only creating games but also developing tools and infrastructure to support them. In the past year, we have been deeply researching: reevaluating the blockchain technology stack according to the unique needs of chain games, tackling challenges such as scalability, reputation, and hidden information, and utilizing new technologies like zkps and mpc to achieve these goals.

Thedopewars – Roll Your Own

Dope Wars is a fully on-chain Loot-style game based on StarkNet, with the Cartridge team as the core contributors. This game is built around the street theme, inspired by GTA (Grand Theft Auto).

The first playable game in the Dope Wars universe is Roll Your Own. In the current version of RYO, the mechanism is PvE (Player vs Environment), but as development progresses, it will transition into PvP (Player vs Player). Players will venture into different locations in the Dope Wars world, exploit drug price discrepancies, and strive to accumulate wealth and dominate the streets. Roll Your Own is an iterative process, and there is currently a version available for players to experience.

About Tarrence:

AW Research: For the first question, could you briefly introduce yourself to our audience and explain how you entered the cryptocurrency field and why you chose to focus on on-chain gaming?

Tarrence: I first heard about Bitcoin in 2013 when I was studying at the University of Michigan. Some friends mentioned the concept to me. I grew up in South Africa, where the currency and economy were very unstable, so I became interested in the value proposition coming from Asia. That was the starting point of my interest in cryptocurrency, and I have been involved ever since.

About two years ago, we started a project called “The Dope Wars,” which is an on-chain gaming ecosystem, more specifically, a game ecosystem backed by NFTs and with strong community support, all inspired by street culture. As part of this project, we began developing a fully on-chain game. About a year and a half ago, when we chose to build on StarkNet, it was still in its early stages, and it may not have been the optimal time to develop such a game on StarkNet. But this attempt sparked my intense interest in on-chain gaming, and I was deeply attracted to the autonomous world of gaming. Since then, we have created many unique products.

About a year and a half ago, we founded Cartridge and dedicated ourselves to developing games and related tooling infrastructure on StarkNet. In this field, we have developed several projects. Among them, Dojo is one of the projects we have been actively involved in and contributing to over the past six months.

Another project is The Dope Wars, which is currently undergoing testing. And we are also conducting other experiments to explore what fully on-chain games can be built based on the current technology.

AW Research: The Dope Wars was initially developed by Perama in August 2020. From what I understand, he had significant concerns about the “play to earn” model and leaned more towards the composable narrative approach in on-chain games. I have seen discussions about this in the Discord community before. Unfortunately, the game’s development progress suffered delays. Later, the Cartridge team took over The Dope Wars project. So now, we can clearly see the game development direction within the autonomous world, right?

Tarrence: Yes, the general direction is correct. We created a DAO that receives donations from the secondary market and has accumulated around one million dollars to fund community projects and initiatives. They came to The Dope Wars Discord and mentioned that they wanted to build a fully on-chain game on Starknet, so I helped them obtain a grant from the DAO to explore this idea.

This is more of an exploration of modularity and composability in fully on-chain games, rather than focusing on play-to-earn or gamefi aspects. I think Perama’s work on Roll Your Own is the first blockchain game engine that focuses on modularity and composability, which enables the idea of an autonomous world to be realized, so he is definitely an OG in this field.

About Roll Your Own and Autonomous World

AW Research: Let’s talk about Roll Your Own. What was the inspiration behind the Cartridge team building Roll Your Own?

Tarrence: We wanted to showcase the difference between a year and a half ago and now, when it was possible to build the game we wanted to build back then, but it’s not feasible today. Many of us were very excited about the classic game Drug Wars, which is one of the most popular games of all time. Many people have played it, and I think it fits well with blockchain, where you can buy and sell goods and engage in arbitrage. It’s like a gamefi version of Uniswap. We are continuously developing it, and there will be a new version coming out in the next few months.

AW Research: In the current version of RYO, the robbery mechanism is PVE, but it will transition to PVP as development progresses, adding dimensions of interaction and competition between players. Can you talk about the PVP mode? What attractive game mechanics and strategies are planned?

Tarrence: Of course, first I want to mention that the current mode is primarily PVE. Each time a player launches the game, they enter a new instance and market to play independently. Our goal is to make it a shared world, so no matter when players join, they will experience the same game round. In this mode, interaction and trading between players will be possible. For example, when you trade on the market, your actions will affect the liquidity of that market, which will then affect the decisions of other players. This way, the overall game experience becomes more competitive, like a zero-sum game.

We are also exploring adding more PVP elements, such as the “steal” mechanic where players can choose to ambush at a certain location and wait for another player to pass by and attempt to rob them. Depending on the equipment and resources of both sides, this will trigger a small automatic battle that determines the success or failure of the robbery. Additionally, we are also considering incentivizing players to form teams or guilds to collectively control certain markets or areas, which may involve reputation mechanics, among other things. There are many creative ideas in this regard, and we haven’t set any fixed goals or paths.

As for the PVP mode, I believe it will be a highly experimental process that requires close collaboration and communication with the player community. The core idea of blockchain games and autonomous worlds is to fully empower the players, giving them the right to suggest and adjust the game. We are really looking forward to inspiring community creativity and participation to shape the future of the game.

AW Research: From a technical standpoint, what challenges will building Dope Wars Autonomous World and creating “Roll Your Own” on Starknet face? How is the Cartridge team addressing these challenges?

Tarrence: That’s a great question. Roll Your Own is actually a specific game instance within Dope Wars. Currently, it is completely independent, but eventually it will incorporate many basic elements of Dope Wars, including a variety of different items. Perhaps some people don’t know that you can have different equipment, weapons, rings, chains, gloves, boots, and so on. Currently, these have not been included in Roll Your Own. I believe these original elements will form the foundation of the Dope Wars autonomous world, allowing different games to draw from them and build different interesting experiences on top of them. One of the challenges is that currently all these assets exist on Optimism, so we need to define them as entities and components in Dojo, allowing people to easily interact with them in the Starknet ecosystem. Next, we need to build cross-chain bridges for people to move assets from Optimism to Starknet. We have several different approaches to try in this area.

One short-term approach we are considering is allowing people to build using Storage proof, where these assets still reside on Optimism but you will be able to use them on Starknet. I think this is a very nice approach. You can build games within the StarkNet ecosystem using dojo, using assets from other chains without actually bridging the user. So, if you want to create a game on Starknet, such as an NFT on Polygon, Optimism, or Ethereum, you can initialize a game without requiring the user to bridge it to Starknet.

Another question is how to deconstruct The Dope Wars and what are its details? Currently, we have weapons and other items, as well as other invariant factors such as physical laws and geographical locations. Once you put these things on chain, they become more specific, and how these things are concretely expressed and encoded into the chain-based world, and how much should be interpreted by different experiences built on top of it, is a question. I believe that if we succeed, there will be many different games built on top of it, and we will naturally start to see some divergences in terms of development directions. The Dope World, as a foundational platform, will see people expressing it, the directions they want to take, and the different new ideas they may wish to introduce. Different new elements may change or modify the items or rule sets that exist in the most foundational version. So, what kind of process can achieve this? It will be a huge challenge.

AW Research: Can we consider the current version of RYO as an autonomous world? Can you reveal how you will build an autonomous world in future versions? What will this autonomous world look like?

Tarrence: The definition of AW now is a bit vague. I would say “Roll Your Own” can be classified as a full chain game because it is a specific instance of the Dope Wars universe. It has very clear ruleset, and one of the properties of AW is its ability to be easily modified and combined. Because it was built with Roll Your Own, and because it was built with Dojo, people can propose and simply integrate at a deep smart contract level into the Roll Your Own game, which may impact the rules of the game. I would say it is not classified as AW because the abstraction layer is too high. I think an autonomous world should be much lower at the level it offers. So that’s why we propose to build a Roll Your Own part in Dope Wars. We have two requirements, which are bridging all the assets, etc. and creating these low-levels in the Dope World. So I think it looks like basically everything that exists in Dope Wars in a single dojo world, with some functionalities described by components and systems.

About Game Assets and Token Economics

AW Research: If a full chain game becomes very successful and allows for valuable in-game assets to be financially traded without permission, it could potentially evolve the game ecosystem into a highly financialized system. How do you view the economic system of blockchain games? For example, how do you ensure a balance between the game mechanics and the economy?

Tarrence: This is not something we particularly focus on in the short term because it is not a challenge we are directly facing right now. However, it is an inherent feature of blockchain, and at the same time, scalability and composability with other protocols are also inherent features of blockchain, which provide possibilities for us to build DeFi structures around it. For Dojo, this is indeed a potential development direction, but how it is specifically implemented depends on how this world is built. Some implementation methods may be costly and not necessarily cost-effective. For example, one can imagine the existence of tokens tied to shops, but players may choose to trade accounts holding these tokens, which, although somewhat reasonable, may not be as straightforward. So, how to facilitate this interaction, the level of convenience we hope to achieve with this interaction, and the financial tools we want to integrate are all questions worth exploring further, especially considering games like Roll Your Own that already have financial characteristics.

Exploring this direction is undoubtedly interesting, but at the same time, it is also challenging, especially in the effort to maintain economic balance. Even without involving external financial protocols, ensuring internal economic balance is a significant challenge. This also explains why we don’t have an eternal shared world yet – the economic system may quickly become imbalanced.

AW Research: How do assets like hustlers, items, and $LianGuaiper in Dope Wars serve as the foundation for expanding the ecosystem of Dope World?

Tarrence: The space to integrate the original Dope Wars assets into the Dope Wars ecosystem is quite significant. For example, if you join a game and have assets like Air Force 1, they might provide advantages such as allowing you to run faster and having better chances of escaping when the police are chasing you. On the other hand, if you carry a weapon, the likelihood of the police trying to arrest you might increase, but the chances of getting robbed might decrease. So, for us, integrating these assets is about equipping your character with items that give specific attributes. These attributes change the probabilities of different events happening to you as a player in the game. I think integrating them into Roll Your Own is very interesting.

As for LianGuaiper itself, it can be used as currency in the game. People might use LianGuaiper to start a game, or it can be a reward for winning a round of the game. The details of LianGuaiper’s usage can be decided by the community. For example, the game might have seasons, and at the end of each season, a portion of the bonus might be distributed to higher-ranked players.

There are several interesting mechanisms to explore. One idea is a hardcore mode, where you play the game with real-world assets, and if you die or get robbed, someone can take away your items or LianGuaiper. This could add an interesting element, but it also introduces challenges like potential “Play to earn.” We need to carefully consider how to maintain a balanced and fair game.

AW Research: If blockchain elements are removed from the full-chain game, would it affect the entertainment value and user experience? Would it be more fun? Also, in the design of the RYO game, which aspects fully leverage the characteristics of blockchain technology?

Tarrence: That’s a great question. From a technical perspective, whether on-chain or off-chain, you can certainly build a very similar game. There’s no inherent reason why RYO has to exist off-chain. From a developer experience standpoint, blockchain introduces some interesting elements that make building these types of games easier, as we don’t have to set up an entire backend infrastructure.

However, removing the elements that transition from on-chain to off-chain games may affect the entertainment value, user experience, and the ability for players to expand and integrate into the game world without permission. Blockchain technology allows for the creation of new experiences and ideas that are not possible in more traditional client-server architectures. One important aspect of integrating blockchain technology is the community elements it brings, fostering a passionate gaming ecosystem with stakeholders interested in collaboratively driving its development.

This community-driven approach is evident in the Dope Wars ecosystem. If we were to develop it as a standalone game without the blockchain components, it might not generate as much interest. However, due to shared ownership and a strong interest in its development, we’ve seen thousands of games being started and played in the past few weeks, showcasing the potential of blockchain technology in creating engaging gaming experiences.

About the Future Plans of Dope Frenzy and RYO

AW Research: Currently, TheDopeWar has two playable games, Dope Frenzy and RYO. What do these two games represent for your team? Could you share a bit about the future development and plans for these two games?

Tarrence: Dope Frenzy is actually a project led by someone else in the Dope Wars community, so I haven’t been very involved with it. Dope Frenzy is essentially an arcade-style game, closely related to web 2.5. However, players can have asset ownership on the chain and bring it into a more traditional gaming environment. Players can load their hustlers from Optimism into the game and interact with them. However, the game rules themselves are not encoded on the chain like RYO. As for the future roadmap of Dope Frenzy, I don’t know much about it, but exploring different ways and possibilities within these ecosystems is a good thing.

As for RYO, the plan for the next few months is to introduce more dynamics into the game loop. This includes introducing more decision elements so that the game cannot be easily solved by simply looking at the on-chain market prices and forming an optimal strategy. Additionally, various in-game events are also planned.

Time and Effort Allocation for the Project

AW Research: How do you balance between Cartridge, Dojo, and Dope War? How is the personal and team effort allocated?

Tarrence: Since our team is relatively small, balancing between Cartridge, Dojo, and Dope War can be challenging at times. Currently, we have eight team members. We recently hired two full-time engineers who primarily focus on Dojo. We also have a full-stack engineer working on RYO and contributing to Dojo and Cartridge as needed.

In the past six months, we had about three to five full-time engineers mainly focusing on Dojo, making it easier for developers to build interesting games and deploy them on Starknet.

RYO has been the main focus within the Dope Wars ecosystem, with two full-time developers working on Dojo for it. In the next six months, we will shift more attention to Cartridge, particularly in building better integration with Dojo. This will allow developers building on Dojo to bring their product experiences to the market more effectively. Our goal is to maximize the impact we generate in building a vibrant ecosystem.

About Cartridge

AW Research: Cartridge is referred to as the “Steam on-chain.” Have you considered developing features to enhance the user experience, such as online battles, server hosting, and community interactions? Could you share your future plans and vision?

Tarrence: Cartridge is often described as the “on-chain version of Steam,” but we want to emphasize that our goal is not just to become a gaming platform. While such a description simplifies things, it does effectively convey our intentions.

We hope to provide integrated services for the ecosystem in the future, offering the best experience for developers and players. We want to provide more complex backend infrastructure and gameplay while enhancing interaction with players. Currently, we are focused on improving the developer experience, including developing and testing games and reorganizing game modifications.

Server hosting is crucial for optimizing the gaming experience. We are making every effort to ensure that Cartridge meets the needs of developers for server hosting.

We understand the value of community interaction and plan to create distribution channels for fully on-chain games in the autonomous world. We will soon release a product called “World Explorer,” which is a blockchain browser designed specifically for fully on-chain games and the autonomous world. This tool will make it easier for developers to showcase the worlds they create and allow players to explore and interact from the early stages of the game.

Our grand vision is to build a thriving ecosystem that seamlessly connects developers and players, providing all the necessary tools and infrastructure to create and enjoy fully on-chain gaming experiences. As our product line expands, we look forward to supporting the growth of the autonomous world and the entire blockchain gaming community.

Advice for developers:

AW Research: Do you have any advice for developers building blockchain games, especially those using Dojo on StarkNet?

Tarrence: For developers building blockchain games, especially those using Dojo on StarkNet, I have the following advice and resources for you to consider:

The Dojo Discord community is a friendly place where you can find many people willing to help answer your technical questions. Interacting with the community is very valuable.

Dojo provides various resources, including documentation, tutorials, and code examples. For example, the recently revised Dojo Book. In addition, community members also contribute examples and tutorials, such as Dojo Chess built with GameKit. The Roll Your Own code library is also a valuable resource.

Consider exploring funding opportunities available to developers. Different organizations and projects in the blockchain space offer financial support for innovative projects. Keep an eye on opportunities provided by organizations like StarkNet and potential funding from Cartridge.

Hackathons are excellent opportunities to try building games, collaborate with others, and showcase your skills. Cartridge plans to host a 72-hour hackathon at the end of the month, with top teams receiving a $5,000 prize. It’s a great chance to try game development.

In conclusion, my advice is to get involved, learn from the resources available, and don’t hesitate to seek help from the community. Building blockchain games can be a beneficial experience, and you have an ecosystem ready to support you. Best of luck with your project!

About Dojo

**AW Research:** What are the plans for Dojo in the second half of the year in terms of developer community, ecosystem projects, funding, and game engine technology stack?

**Tarrence:** Dojo’s focus is on improving the developer experience and onboarding process. They plan to enhance documentation, examples, and resources to make it easier for developers to start building games on Dojo.

Several teams, including LianGuaiRC, are in the early stages of building on Dojo. The plan for Dojo is to continue supporting these projects and help them create new and exciting experiences on StarkNet.

Dojo has received ample funding support from organizations such as Mask Network and StarkNet Foundation. Cartridge also provides most of the funding for Dojo. In the long run, funding from other sources within the ecosystem, through projects and contributions, may be possible.

Dojo has some exciting developments in its technology stack. One notable project is the Torii client, which is a Rust client designed for Ethereum and aims to provide compatibility with WebAssembly for integration with browsers and platforms like Unity and Unreal. The Torii client will help efficiently synchronize client states with blockchain states.

Dojo is implementing optimistic updates, allowing transactions to be executed optimistically on the client side and instantly displaying updates to users. This will enhance the user experience and responsiveness of Dojo-powered games.

Another exciting development is client proofs, which will enable local verification of code on a user’s machine. This technology will allow for the secure introduction of private information into games, similar to how privacy coins like Zcash work. These developments reflect Dojo’s commitment to improving the developer experience, expanding the ecosystem, and enhancing its game engine technology stack.

**AW Research:** Will Dojo consider guiding the developer community to build more optional modules for the Dojo engine in the future? For example, voting, account management, AMM, etc.

Tarrence: We already have some available creations, such as ERC, with ERC20 and ERC1155 being the first completed. We actually have an AMM model, a Dojo DeFi, in there.

For voting, it would be nice, like DAO tools, I think that would be very interesting. Like, how do you manage these larger communities and contributions? That would be a big, open question and place for contributions.

Open Q&A:

Joseph Xu(Midaswap): I am a developer of the Midaswap Protocol, which is an NFT AMM DEX. I’m very interested in fully on-chain games. I would like to know how the game asset trading system integrates into Dojo. Is it as a plugin or module in the game engine?

Tarrence: It doesn’t necessarily have to be as a plugin in the game engine. What I mentioned earlier is that we have implementations that are compatible with ERC20 and ERC1155. So people can have these types of assets within games. Some AMMs can be directly integrated into Dojo. We have built implementations for different kinds of tokens. Developers can use this interface to build markets and have a trading experience.

Maxlion (StarkNetAstro): Does Dojo have any plans to teach developers in China about Dojo?

Tarrence: Currently, we do not have such a plan. This is our first contact with the Chinese community, but we would love to support Chinese developers in developing on Dojo. We have one Chinese member in our team, but he resides in the United States. So, our influence in China is not significant. If anyone wishes to collaborate with us, we would be more than happy to provide support.

Luke Wang (Web3MQ): As a core contributor, what kind of developer contributions do you hope to receive from the Asia-Pacific community, such as plugins, infrastructure, or specific games?

Tarrence: One of the challenges is that we are currently in Cairo, which is a new ecosystem. Many things that exist in the Ethereum ecosystem are not yet present in Cairo. For example, the Dutch auction algorithm and various DeFi protocols that people can introduce to add interesting mechanisms to their games. We hope these things are easy to use, so I believe any contribution of this kind would be greatly welcomed.

Regarding the development roadmap for improving the Dojo stack, we have some challenging problems that require relatively deep technical expertise to solve. But if people have the necessary skills and are interested in contributing, I encourage them to come to the community and let me know. For me, I don’t have an in-depth understanding of the Asia-Pacific market and what types of experiments people are inclined towards. I think this could be a significant contribution that the region can make, they can try building game-related experiments on Dojo or they can inform us about the gaps when building these types of experiments so we can provide assistance.

Building cool games on Dojo that engage the local community is key. This is a big gap for us because our team is primarily Western-centric right now. Having someone who understands the local environment, culture, and developers is invaluable. Additionally, from the perspective of developer experience and onboarding, we are interested in helping more developers increase productivity in the Dojo game ecosystem.

Luke Wang: That’s actually very helpful. I think one thing for sure is, I think DeFi protocols, which have been something that Asian developers have been working on for the past several market cycles, so that’s certainly a good synergy. As for the community, I should mention that I am Chinese but grew up in the West. I’m very interested to see how we can build better bridges. I also want to give a shoutout to Taylor, who has done a lot of work in connecting the Chinese ecosystem with StarkNet and Dojo. It’s an exciting journey, and I’m glad to hear that Dojo is very enthusiastic about it.

Taylor Zhang (MaskNetwork): I guess many people know me because I have spent enough time in the Loot community and witnessed the growth of Dojo from the beginning to now. Its progress is truly amazing. This morning, we received an English article from @fangtingeth, talking about narratives. A few days ago, she had already posted this article in Chinese and received a great response. I’m curious to know your thoughts on the narrative part of the game’s launch. I feel like many developers’ questions have already been answered.

Tarrence: Indeed, I haven’t read this article in detail yet, just had a quick browse. But I firmly believe that narratives are the most challenging part of building a game ecosystem. Although we still face some technical issues when developing these types of games, we are committed to creating exceptional engines like Dojo to provide a strong infrastructure, allowing these games to become new creative expressions. Here, narratives are key to creating games and communities that are deep and resonate with players. It’s also a way for everyone to participate and contribute without needing high technical barriers. I believe good narratives can shape or destroy an IP, brand, or game ecosystem, even an autonomous world. For the background and history of building these narratives, constant exploration and experimentation are needed. One of the attractive aspects of Dojo is that its Discord community has already created many stories around various characters and items from the early days. I think narratives are crucial, especially when we can achieve the experiences we want to build. Now, we should focus on creating immersive game experiences, inspiring players’ imagination, providing them with a high-quality and coherent universe for them to fully immerse themselves in.

Taylor: Absolutely, completely agree. Thank you for your answer. It was Loot that initially attracted me and brought me here, as well as many others who are interested in Loot and the autonomous world.

Tarrence: Indeed, that’s a point worth exploring in depth. I think this is also where technology can make meaningful contributions. We need to think about which tools and structures are necessary for formally recording these stories and encoding them on the blockchain, fostering unprecedented collaboration. It might resemble a form similar to Wikipedia, but we need to develop tools to help new players easily understand the existing stories. So that when they participate in the game, they can quickly grasp the universe, characters, and various storylines. I think this is a very promising research direction.

Taylor: Yes, many Chinese players have started testing Loot Survivor, which is one of the few games already live in the ecosystem. They are very interested in it. They found that the items in Loot Survivor are similar to the original Loot, so they are curious about the relationship between the two. The development of the Loot ecosystem and the story behind the original Loot are both novel and interesting to them.

Derrick: Authorization between a component and a system is done by name. If the system owner upgrades their system after authorization, is it safe enough for the component owner?

Tarrence: That is indeed a question, and we may need better tools to address it. Currently, in Dojo, authorization involves two roles: owner and writer. The writer has the power to authorize the system. The system represents the logic of the game, while the component represents the game’s state. For example, if the system wants to modify a component, like decreasing a player’s health, the component owner may agree to this change. However, the owner of the system creating this logic can upgrade the system. Unless they relinquish ownership or transfer it to a DAO or other multisignature entity, they may modify the system for malicious purposes, such as increasing their own health.

Therefore, when granting authorization to a system’s writer, it needs careful consideration. You may not want a novice external contributor to introduce a system that can alter the core game state, but rather have a mechanism in place to ensure they cannot easily update the system. Before granting them write permissions to components, it may be necessary for them to transfer system ownership to a multisignature. This is a significant challenge in the concept of a decentralized world. Managing access permissions is a complex task, and we need more tools and infrastructure to assist in this process and ensure that changes to the game world do not have unintended consequences.

We will continue to update Blocking; if you have any questions or suggestions, please contact us!

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